FMA releases a new set of cards approximately every three months. Currently at five sets, a sixth one is on the way next month. Read on!
Premiere
This is the first and largest set in FMA. The 'meat and potatoes' of the series, this set contains the basic allies, pumps, attachments, and cancels that every deck needs. From the basic faction Marks, Alchemy search cards, full leader sets for each faction, and a number of locations, this is the set that most decks start pulling their cards from.
Blood and Water
The first expansion for FMA-TCG, Blood and Water adds very important ammuntion to the game - Location Control and Character Kill. The ability to drag unwilling characters into a search party, switching locations to your own battletype (a must for Elrics), and huge pumps for characters with already high Strength make this set important for Elric and Rebel especially. Tim Marcoh (with his unbelievably powerful level two Leader ) and Scar (the most versatile Rebel leader) decks start here. Finally, the unlimited 'Red Water Fever' card allows decks which want to go over-the-top to play as many of itself as possible, leading to some interesting deck possibilities.
Artificial Human
This sets brings both a new card type (Advantages) and attachment focus, to FMA. Advantages that let you play your own location, increase your chances of being active player, and so on. Also, sporting the most expensive attachment in the game to date, as well as multiple ways to get rid of some of all of the attachments on the board, Artificial Human brings focus back to a less glamorous part of the game. Additionally, the Homunculi get a number of good allies, including a taste of things to come - Allies that can play certain event types out of the discard pile, allowing for a one-two punch.
A Hero's Passing
The second 'major' set for FMA-TCG, AHP brings more 'staple' cards to the forefront, as well as reprinting the most popular and useful cards from the original Premiere. For collectors, signed cards make for a great mini-set to chase down, and each faction gets some love. Military gets a number of solid allies, Homunculi get more hand control as well as a second recursive-event Ally, Rebels get more high-strength characters and multiple more ways to fight in Strength, and the Elrics get solid Blockers and a way to quickly level up.
Alchemists' Gate
This set reveals the Elric's newest leader, Izumi Curtis, as well as a host of 'Quick' abilities, which let characters pump themselves in battle without worrying about what stat to prepare for. Rebels get a host of highly-Loyal chimera, a huge battler for Homunculus in Wrath and Kimbley, and the Military receives great Heroes and an awesome low-cost easy to get mob. In addition, mutliple new events to gain experience see the light of day, allowing decks that focus on levels three and up viability.
Seven Deadly Sins
Dual faction leaders? Zealots? What else is in store? Stay Tuned!
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