Subject: Mirrodin is just plain wrong.... Type 2 Turn 3 kill..... Paul Oxford
     I know the spoiler has been out for a while for Mirrodin but I just couldn't grasp how nasty this set was. Until today when I bought some of the cards. The almighty Mox is back. Granted it has a huge drawback of losing a card from your hand, but that doesn't really matter when you win the game on turn 3.... IN TYPE 2!!
 
 
Here is the deck idea- though I haven't tested it yet, don't know how well it will respond to annul. I think that is pretty much the only card that could put a wrench in this deck... it's just too fast. Remember channel fireball?
 
Cause winning is fun!
 
4 X Wall of Blood (0/3) pay one life: Wall of blood gets +1/+1 until end of turn
4 X Rolling stones (ench) Walls can attack as though they weren't walls
4 X Spirit Link (gain one life for each point of damage enchanted creature deals)
4 X Chrome Mox (as a cost to play chrome mox discard a card from your hand) Chrome mox may produce 1 mana of the color of card discarded this way
 
These cards here are your win cards- everything else is just fluff. I figured I'd try out some of the nifty new mirrodin cards.
 
4 X Slith Ascendant (1/1 flying whenever it deals combat damage to opponent it gets +1/+1)
4 X Slith Bloodletter (same thing but with regeneration ability and no flying)
4 X Gold Myr (1/1 can tap for 1 white mana)
4 X Leaden Myr (1/1 can tap for 1 black mana)
4 X Necrogen Spellbomb (only use it to cycle through your deck if you need to)
4 X sunbeam spellbomb (use it to cycle but can help if things get rough)
 
40- creatures/spells
 
4 X Cloudpost (coolest card- even better than the urza land)
8 X Plains
8 X Swamp
 
Ok- here's how it would work (hopefully) Turn 1- drop a swamp and discard a white creature- (or vice versa) for the mox.
(now you have two land 1 white 1 black.)
Drop a myr. Either one.
Turn 2 Drop a land and a wall of blood. Put a spirit link on it.
Turn 3 Drop a rolling stones- pay 20 life- attack for 20. If your opponent can't block you do 20 damage and gain 20 life.
Game over.
 
      Now of course this usually NEVER comes up that way- but it is highly likely that it will considering that there are very few cards and 4 of each. If it doesn't come up at first start dropping your Slith- Whirling Dirvish for each color- how cool.
They can distract your opponent long enough for you to get things going.... Get spellbombs- use em to draw cards- it's all about being quick because the minute it is figured out you could be in trouble. but what are they going to do? The only real way to stop it is to get rid of the rolling stones- But turn three? What are the odds that they will have the resources to prevent it? Even if they do- Throw in some cards that give it trample- Or make it unblockable- I know there are cards out there that do that. Granted it won't be on turn three but when it happens it happens.
 
ok- just a little fun. Let me know what you think! grendelprime1@email.msn.com Paul
Oh yeah- how cool would it be to use a mindslaver on your opponent who has a bribery in their hand- use it to get Leveler out of your deck and watch them die next turn. HA!