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.