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Thursday, January 1, 2015
Wednesday, December 31, 2014
The Mystery of Dr. Hooves
Dr. Hooves, as a (blue) Friend in MLP CCG is somewhat of a conundrum.
There are a total of 4 different versions of Dr. Hooves, all of which are either Rare, Ultra Rare, or promo only.



This poses a serious problem when trying to build a deck using Dr. Hooves'.
Dr. Hooves, Experienced Equine and Dr. Hooves, Unblinking can clearly work together, when Unblinking enters the discard pile it can bring out Experienced Equine out in play at Home, (pay 2 to unfrighten him) and move to a problem.
Although both other Dr. Hooves have abilities of their own (they don't particularly work in any real synergy with the first two), they can - once in the discard pile - power up Experienced Equine.
(You could choose to discard other Dr. Hooves Friends with Too Splashy).
In order for a deck like this to function, realistically, you'd need 2-3 copies of each card, and that's difficult considering they're all either Rare, Ultra Rare, or promotional.
This is the mystery of Dr. Hooves. I'm not really sure why he's so difficult to find...
There are a total of 4 different versions of Dr. Hooves, all of which are either Rare, Ultra Rare, or promo only.



This poses a serious problem when trying to build a deck using Dr. Hooves'.
Dr. Hooves, Experienced Equine and Dr. Hooves, Unblinking can clearly work together, when Unblinking enters the discard pile it can bring out Experienced Equine out in play at Home, (pay 2 to unfrighten him) and move to a problem.
Although both other Dr. Hooves have abilities of their own (they don't particularly work in any real synergy with the first two), they can - once in the discard pile - power up Experienced Equine.
(You could choose to discard other Dr. Hooves Friends with Too Splashy).
In order for a deck like this to function, realistically, you'd need 2-3 copies of each card, and that's difficult considering they're all either Rare, Ultra Rare, or promotional.
This is the mystery of Dr. Hooves. I'm not really sure why he's so difficult to find...
Monday, December 29, 2014
Maud Pie is a "10"
Up until now (the release of the Crystal Games expansion) Maud Pie, Rocken' - as a Mane Character - was a juggernaut, reaching a power of 7.
(Base 3 plus 1 per card type in discard pile and there are only 4 card types that can go into the discard pile).
Now, with the release of The Crystal Games 3 copies of Finger Snap can be added into the Maud Pie Deck.
These cheap (1 Action Token, 0-requirement) cards can be saved at play upon a 7-powered Maud Pie, bringing her up to 10-power!
Look out!
(Base 3 plus 1 per card type in discard pile and there are only 4 card types that can go into the discard pile).
Now, with the release of The Crystal Games 3 copies of Finger Snap can be added into the Maud Pie Deck.
These cheap (1 Action Token, 0-requirement) cards can be saved at play upon a 7-powered Maud Pie, bringing her up to 10-power!
Look out!
Cutie Mark Crusaders, Ponyville Flag Carriers
Cutie Mark Crusaders, Ponyville Flag Carriers.
This new Mane Character doesn't really seem overly powerful... on initial inspection, it seems somewhat weak and slow to flip.
However, I think it's potential is in its deck of Foals.

Although there are many foals characters, it is in Twist, Such a Treat, that we see this potential come to life!
This Friend will nearly always be at +1 (power of 2).
Played in conjunction with (preferably up to 3) Pie Family Rock Farm, Twist, Such a Treat, will power up to +4 each turn (on the drawing of 4 cards every turn), making her 5-power. (Have up to 3 in play and it could prove disastrous to your opponent!)
Now, couple these cards synergistic potential with Diamond Tiara (troublemaker) blocking your opponent from scoring on either or both problems and you're free to score every turn.
Diamond Tiara also powers up based on the number of Foals at her problem. Only counting Twist, Such a Treat and Cutie Mark Crusaders, Ponyville Flag Carriers, that in itself is +4. (Making Diamond Tiara at 8-powered Troublemaker!)
Throw into the mix a deck built upon Foal Friends and this could prove devastating.
This new Mane Character doesn't really seem overly powerful... on initial inspection, it seems somewhat weak and slow to flip.
However, I think it's potential is in its deck of Foals.

Although there are many foals characters, it is in Twist, Such a Treat, that we see this potential come to life!
This Friend will nearly always be at +1 (power of 2).
Played in conjunction with (preferably up to 3) Pie Family Rock Farm, Twist, Such a Treat, will power up to +4 each turn (on the drawing of 4 cards every turn), making her 5-power. (Have up to 3 in play and it could prove disastrous to your opponent!)
Now, couple these cards synergistic potential with Diamond Tiara (troublemaker) blocking your opponent from scoring on either or both problems and you're free to score every turn.Diamond Tiara also powers up based on the number of Foals at her problem. Only counting Twist, Such a Treat and Cutie Mark Crusaders, Ponyville Flag Carriers, that in itself is +4. (Making Diamond Tiara at 8-powered Troublemaker!)
Throw into the mix a deck built upon Foal Friends and this could prove devastating.
Sunday, November 23, 2014
Multi-Support: Advent of a Unique Strategy
The more thought that's put into building a deck around Twilight Sparkle, Friendship is Magic, the more overwhelming it becomes!
Your imagination is the limit. There's very little places you can't go with this new Mane Character.
I think the best plan is to come up with a few synergies (3-4) and slap them together.
What makes deck building difficult around Twilight Sparkle, Friendship is Magic is her potential changes depending on how many player-game you're playing.
The best synergy I've come up with (although it's not limited to Twilight Sparkle, Friendship is Magic) is the Sunny Smiles/Nightmare Moon combo. However, getting your hands on 3 Nightmare Moons can prove difficult if not impossible.
While experimenting with decks around Twilight Sparkle, Friendship is Magic, my son and I realized a unique attribute she has: Multi-support. Having Twilight Sparkle, Friendship is Magic at a problem with Big Mac, Biggest Brother (with Supportive 2) and Twilight Velvet, Proud Mom (Supportive 2) both can trigger.(And in a multi-player game you could have more!).No other MC has this potential.

If you could make Twilight Sparkle, Friendship is Magic 3 colours (in a 3-player game) - say Purple, Orange, and Blue - she could be teamed up with Big Mac, Biggest Brother (with Supportive 2 - Orange), Twilight Velvet, Proud Mom (Supportive 2 - Purple), and Rainbow Blaze, Dashing Mentor (Supportive 2- Blue), attaining an additional +6 bonus in power (or a total of power of 17 !)
This is my no means the limit. There are 16 Friends with Supportive keyword, and of any and all colours.
Just imagine what potential Twilight Sparkle, Friendship is Magic has in a 4-5 player game...!
Wednesday, November 12, 2014
More Sneak Peaks!
Ms. Harshwhinny, Officious OfficialWith this new Friend is introduced the new keyword Teamwork
in this case, any/all other earth ponies would all attain the same ability (namely once you confront this card's problem, you may exhaust this card and pay 1 AT to move an opposing character at this card's problem home.).
This could prove significant with orange earth ponies with stubborn (ie Apple Cobbler, Headstrong) simply because being exhausted doesn't effect them.
Also, its ability to move both Friends and Mane Characters home,
Shining Armor, Crystal Prince
Maud Pie, Like a Rock
Brutal Synergy!


To begin with this devastating combo, you'll need to have both Sunny Smiles, Iconic Friend (up to 3 is possible!) as well as Minuette, Clocked Up (again up to 3), out in play, preferably at your opponent's problem, and preferably with Bonus Points of 3.

Then play (face-down) a troublemaker, Nightmare Moon.
The following round, Nightmare Moon is revealed (turned face-up) and then the devastation begins!
First, all players discard their hands and draw 3 cards.
(In a multiplayer game this effect is even more devastating), but Sunny Smiles, Iconic Friend powers up +1 per card an opponent discards.
It's difficult to guess at how many cards your opponent(s) will have in their hand because the set up (getting 1-3 Sunny Smiles and 1-3 Minutettes out into play won't be early on in the game, not to mention what may happen in a multiplayer game). But for the sake of keeping things simple let's assume your opponent discards 4 cards. (But let's not forget or write off the possibility of your opponent having their maximum of 8 cards in their hand = +8! It is entirely possible for Sunny Smiles to power up to 11-power!)
Sunny Smiles, Iconic Friend powers up to +4 (giving her a total power for the remainder of the turn of 7). If this isn't enough to defeat the Problem, you can trigger another troublemaker phase by retiring a Minuette, Clocked Up, forcing your opponent to discard another card, powering up Sunny Smiles another +1.
You are still in your Troublemaker Phase. Immediately confront Nightmare Moon, defeat her and gain +3 points.
Then play through the Main Phase (building up Friends if needed - don't forget Sunny Smiles is still at 8 power!).
Then confront your opponent's problem, score 1 point (if you're the first, score it's bonus points (if planned right another 3), and then possibly, a Problem Faceoff - don't forget, Sunny Smiles is still at 8-power - (hopefully) win Problem Faceoff, score another 3 points.
If timed right and played right, this combo could score - if 1 turn - from 4 to 10 points! (That's approximately 25% - 67% of the game).
...ouch!...
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