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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
 

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