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Pojo's FMA Card of the Day


  

Suicide Charge

Reviewed:
March 16, 2007

Ratings
Constructed: 2.80
Limited: 1.50

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all our 
Card of the Day Reviews.

Darktaro

The last advantage we are looking at this week is Suicide Charge. One of the group of new cards that involves sacrificing characters as the cost. It has the potential to be great, sac'ing a 2-3 cost mob for a +3 to all attributes pump. Problem is with sacrificing you're not going to be able to do it every turn, so you're going to have to save it for when you absolutely need it.

A couple of other good things with this card, it can make your opponent very paranoid about your mob characters potentially wasting an attack to take out a weak mob character. It naturally combos with a great mob card Claire, Nurse to make sure that there's always a mob back every turn to use it with. Also Mahjal, Zombie Master would love this card.

However, it's still a 2 cost advantage that you need to recruit and as said before, you never know how reliable it really is going to be. And outside of Zombie Master, sacrificing people every turn can lose you some serious tempo.

Constructed: 2/5-Outside of a purely mob deck, it's gonna have very limited uses. Put pumps in instead.
lonedothacker Friday
Suicide Charge 2 cost advantage
Battle Strength Sacrafice an ally: Target character gets +3 to each attribute.

Rebel love at its best. A mob deck done right may end up with their leader possibly defending in something other then strength, but it should be seldom. Raw Fire Power, Fight on my Terms, Bitter Memories, Test of Might, etc all give Rebels access to their strength. However should your resources run thin, a character may be in a close battle. Through a series of pumps you may just be able to pull it out. Lost mobs aren't a huge draw back when you toss Claire, Nurse into the equation.

My only real beef comes with the placing of the colon. It comes after sacraficing an ally. Should it get cancelled, you lose the ally with no gain. Claire may bring him back but with no gain I'd hate losing my mob. Alot of reviews from me will lose points for an oddly placed colon. I've ruled cards out of my deck due to the colon placement.

Final Words: Best used in rebel mob fights, anywhere else its iffy. The effect can be killer giving you that last little "Oomph" to put you over the top.

Constructed: 2/5 Many points lost for me seeing it as useful in only one deck type. However potent it may be I can't just give it a rating for one deck.

Sealed/Limited: 1/5 depends on you getting mobs, besides the last location I'll take the number of guys I have to beat yours over the numbers on them

~lonedothacker

Paul Lee Williams III

Friday - Suicide Charge

Hello everyone to Friday. I'm retched here today with Friday's Card of the Day. Wrapping at Sacrifice Advantage Week, let's take a look at Frank Archer randomly wailing on military men in Suicide Charge.

Advantage: Cost 2

BATTLE STRENGTH Sacrifice a mob ally: Target character gets +3 to each attribute.

Now only if this card read, 'Each Mob character gets...' then it would be ridiculously broken and Mob's would run the field but I guess this way is more balanced. Now if you're not running Mob's or not running more than 10 allies as mob's, or any mobs for that matter... This card shouldn't be in your deck. Move on to Monday's card of the card.

But if you're running that Claire or if you're running that Scar leader, and you can get ten or more allies on the field... Definitely run this card. Since this card gives your character a +3 bonus to each attribute, this card and Momentum (double a bonus received) will devastate any opponent on any playing field. Attack with Scar (3), Life on the Run. Sacrifice a Mob (Claire), Activate Momentum.... So now you're attacking with a 14 Strength, 12 Wits, 14 Alchemy leader and this is before you get a chance to add any additional pumps. And since you're playing with Scar, Life on the Run, your opponent can't reduce your bonus. So yeah, that's looks pretty bad. By itself, the card can still do something but only when it's run in the right deck.

Let's go to the numbers.

Constructed: 3.75/5. Just shy of making it a great card would be if it applied to all mobs as a 'All your Mob allies get...' Still a good card if being used in a good Mob deck.

Limited: 2/5. If you're not that fortunate to get any mobs, or not enough Mobs and other allies, you should pass on placing this in your deck until you get to play it in a constructed event...

 

State
Alchemist
Evan

 

Review for suicide charge:

As if the rebels didn't have enough useful advantages, suicide charge could very well find itself in the company of raw firepower, mob mentality, tandem attack (for zealots), and deadly secret as a useful mob advantage. If you ask me, however, it's not quite as useful as the others I mentioned. The glaring thing in my mind is that this effect lasts for only one battle. There is even a chance that your opponent may have another pump or maybe an exhaustion which would make this sacrifice in vain, which could be a big blow depending on the ally you sacrificed.
It just seems to me that, if you feel dead-set on being able to sac your mobs, there are better alternatives. Deadly secret's double draw may well be more useful than this effect if it gives you a powerful card.
Also, it hurts that a mob killed this way can't be used by nurse to bring a militia back, or go to limitless numbers. Finally, if you have the card sacrifice, then waiting and drawing three cards could be way bigger news than getting +3 for one battle.

In summation, I think that mob allies are better spent elsewhere.
Getting +3 to each attribute is indeed pretty huge, but an out the window should essentially fill the same function. Basically, instead of using suicide charge, plan on manipulating battles so that your best attrib. (probably strength if you're running mobs) is used most of the time. Otherwise, if you have to sac, use it to draw as opposed to MAYBE winning one battle.

Constructed: 2.5/5 Could be useful, but space in your deck and your allies themselves can be used in better ways
Sealed: 1.5/5 It may come in handy once or twice, but you likely won't have more than a couple mob allies anyway.

-SAEvan

The “Steel Talon Alchemist”

The final Sacrifice advantage for the week is Suicide Charge

 

A two cost advantage that allows you to sacrifice one of your many mob allies to give another character +3 to any attribute. This sounds like a no-brainer for Rebel decks. After all if your playing your drops right you can have a mob army by turn two, turn one if you pull your Angry Mob by your first draw. Then you still have enough left over to drop the advantage and depending on what leader your using you’ll still have enough for another 1 or 2 cost ally drop. After that it simply search, sack and repeat until you’re pounding the opponent into the ground.

 

In limited there are 6 allies that are mobs. 3 of these are Rebel, 1 Elric, 1 Homunculus and 1 Military. So providing you pull the level 3 rose and a level 1 and 2 Hohenheim or a level 2 XE Greed in your sealed booster then this set up will work. But that depends wholly on pulling several key rares in your boosters. Now in Draft I can see this setup appearing more frequently but it would still be very tough to pull off.

 

Now if you just wanted to splash in the few mobs that you pulled with this card and not go as much detail with them this would work much better. Renegade Soldiers would be the best splash since they are a 3 cost and paying the extra one with your leader wouldn’t be too much trouble. Plus since it’s a common card you’ll see more of them in both sealed booster and draft formats.

 

Final Score

Constructed: 3.5/5

If you play Rebel here’s a great inclusion for any game, if you play other factions I wouldn’t use it you’re better off getting a different advantage that is more tailored to your deck.

 

Limited: 2/5

The setup is far too complex in Limited with too few mobs to warrant an all out mob deck for this card. Splashing it in is feasible but don’t go into the draft with this plan unless you are incredibly lucky with your pulls.

 

The “Steel Talon” Alchemist

 

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