TheSpoils Home
Message Board
Pojo's Books
Card Game
Card of the Day
CCG Strategies
Top 10 Lists
Contact Us
Magic
Yu-Gi-Oh!
Pirates
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman
This Space
For Rent
|
|
Pojo's The Spoils Card of
the Day
|
Micromajig
Factory
WIND UP*COST
- Pay 4.*EFFECT - Put a Micromajig token into
play.*(Treat Micromajig tokens as Gearsmith
character cards with 1 strength, 1 life, and 3
speed. When they leave play, remove them from
the game.)
Card
Ratings
Limited: 2.3
Constructed: 2.85
Ratings are based on a 1 to 5
scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 11.09.06 |
doc |
The last card
for Micromajig week is the uncommon Location
Micromajig Factory.
The lease cost efficient of the Micromajig family
but the only reusable one, the 1 cost 3 threshold
Micromajig Factory. It’s straightforward ability
“pay 4 for a 1/1/3 Micromajig”. With a Structure
strength of 5 and an ability that won’t be an
immediate threat to most, it probably won’t warrant
a bull’s eye like other powerful locations. However,
once again we look at resource acceleration within
the Gearsmith trade. It’s not inconceivable to start
pumping out a Micromajig or two during the mid-game.
The question will ultimately be whether you want to
sink resources into more Micromajigs or if your
resources will serve you better by giving you more
draws.
If you’re set on creating a Micromajig army you will
undoubtedly pack four in a constructed deck. In
sealed, use it only if your short on Characters.
Limited: 2.5/5
Constructed: 3.5/5
|
Knightmare
13 |
Micromajig
Factory
*hums its a small world*
Today we check out a cool little location in the
Micromajig Factory. First, the breakdown. It cost 1,
with a threshold of 3, which is decent.
I know I say this alot but this card isnt rocket
science. When its in play you can pay 4 to put a 1 /
1/ 3 micromajig token into play. I KNOW emediatly
people are saying...... "ECK paying four for a 1/1/3
is stupid you noob." well those people are retarded.
Yes 4 for a majig is lame, but how about always
having the ability to put a blocker in play? Not so
lame huh? Its a great card in the sense that it
stays on the field and if and when you ether need a
body or just have 4 extra resources you can put out
a cute little attacker/blocker.
Now this card is decent on its own but once you
combo it with some of the cost downs that the
Gearsmiths have you quickly understand what the word
"tech" means. When done properly you can being
playing nothing each turn and pumping out TONS AND
TONS of tokens.
I like this card, and I really LOVE it if you are
playing a costdown, or majig deck.
Draft 2.5 / 5
Sealed 2 / 5
Con - 4.5 / 5
|
Lucas |
Micromajig
Factory is the one continuous way of making
Micromajig Tokens without a combo. It is, however,
expensive. First thing you see on a card is it’s
cost, and this one costs one. So, you think, that’s
cheap. Problem is that after that it costs you four
to make a Micromajig Token. Of course you can do
this as often as you like, but is that really worth
it? What does this card give you? It gives you:
Versatility: You can pop up a token whenever you
like. You can pop it up after your opponent has
declared attackers and have a blocker. You can pop a
bunch up at the end of your opponent’s turn so
you’ll be able to ping them for a few later.
Basically, whenever you’d like a character, it can
give you one.
Reusability: It just keeps going. This isn’t some
one shot tactic. You’ll be able to use it whenever
you have the resources as many times as you like.
Location, Location, Location: Locations have to be
my favorite card type. They make my opponent choose
between killing me and taking out some of my cards.
Then I get to choose whether to block or not.
Yet the fact remains that this card is expensive as
far as the tokens go. Avalanche costs you two per
token where as both token generating characters
effectively charge you one each.
2/5 Constructed
3/5 Sealed
|
|