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Pojo's VS System Card of the Day

  Micro-chip
<> Linus Liberman


Card # MMK-019

------

Date Reviewed: 07.22.05

Constructed Modern Age Average Rating: 3.6
Constructed Golden Age Average Rating: 4
Limited Average Rating: 2.5


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

 

Nakaiya21
Micro-chip - Linus Liberman

Today we are going to look at a pretty decent 1-drop character for MK - Micro-Chip.

Micro-chip is your standard 1-drop character. In a field that doesn't see many 1-drops played, it is tough to argue a point regarding the playability of this card. This is where Micro-chip's effect comes into the picture. Simply activate Micro-chip and remove him from the game to turn a plot twist with a threshold of 1 that you control face down. That may not seem like much, but PT's like Nasty Surprise, Acrobatic Dodge, and Wild Ride only cost 1. Imagine being allowed to play those a couple of times in the same turn.

Ratings:
MMA constructed - 3.5/5.0 - If incorporated into a MK deck properly, this guy can definitely come in handy.

GA constructed - 3.0/5.0 - Some of the best PT's in the game only cost 1 -something to keep in mind if you are not playing Doom.

Limited - 3.5/5.0 - Being able to play PT's multiple times in this format makes this guy good in the format.
 

wierdofur
I demand a re-do!

Micro-Chip, Linus Lieberman
Number: MMK-019
Rarity: Common
Card Type: Character
Cost: 1
Team: Mavel Knights
Attack: 1
Defense: 1
Range: No
Flight: No
Activate, remove Micro-Chip from the
game >>> Turn a face-up plot twist with
cost of 1 or less you control face down.

Cost: 1
Usable right away.

ATK/DEF: 1/1
Adverage for his cost.

Range/Flight: Neither
Doesn't really need them though, as you'll be mostly using him for his effect.

Effect:
Interesting... get another use out of those Nasty Suprises, Acrobatic Dodges, Burn Rubbers, Flying Kicks, Mega-Blasts, Overloads (In casual play only nowadays) and Uppercut, Constructs.
You only have to tremove M-C from the game, and that's an acceptable loss.

Team Affiliation: Marvel Knights
I personally don't have much expirience with this team yet, but the MKs look to be a well rounded group. They work very well with other teams. Micro-Chip comes in quite useful here as well.

Overall:
A great ability. As you can see above, there's several Plot Twists worth using again. He's splashable too, which makes him a highly versatile card.
5.0/5.0

Modern Age:
Much usability here, making him a great choice in any deck using lots of low-cost Plot Twists.
5.0/5.0

Golden Age:
Works great here too.
5.0/5.0

Limited:
Not as much use here... better to use someone else as you're not very likely to get enough cards he'll work well on.
2.5/5.0
 
scyther8 "2 extra larges with everything and a side of buffalo wings. Frank's killed fitty men tonight!"

Today's short week is based on two cards found in New School decks, the brainchild of Jason Hager and his crew. Today we specifically look at Microchip, a highly useful 1 drop for the complex engine. The two plot twists Microchip will be turning down will be Wild Ride and Bat Signal.
Microchip is instrumental in getting your first team up going with the New School deck as well.

A preferred turn 1 is having Wild Ride and Midnight Sons in hand. You set Wild Ride, flip it up, take Microchip (losing 1 endurance), recruit him, and wait for turn 2. (Probably doing 1 damage to your opponent to make your 1 endurance loss moot.) Then set Midnight Sons for turn 2 and immediately flip it (most likely calling for Gotham Knights first.) After that, Microchip can remove himself at any time to set Wild Ride or a future Bat Signal back down again for re-use. All in all, he's only as versatile as the 1 cost plot twists you play in your resource row. For New School, that translates into one of the many potent 1 drops it packs.

Golden Age (New School): 4/5 Only cards outclassing him in New School are Alfred and Boris.

Marvel Modern Age: 2.5/5 If you play a Marvel Knights swarm variant, you can turn down Wild Ride, Head Shot, and Advance Recon just to name a few.

Sealed: 1.5/5 Not very useful here at all. If you're lucky enough to draft a Wild Ride or multiple Head Shots/Advance Recons, playing a copy of him couldn't hurt.
 

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