Mirrodin Block Retrospective

A few thoughts on the block as a whole:

Mirrodin’s crazy powerful.  There’s one Constructed archetype that hits wackiness at the Urza’s Saga pre-bannings level.  Wizards took way too long to nerf this archetype, and tournament attendance got pummeled because of it.

This block is full of casual gems that can go into any deck, thanks to being artifacts.  That’s a major feather in its cap.

Equipment was so spicy in this block, they downgraded the creatures’ shine a bit to show off how cool the equipment was.  And that’s fine with me.  But I’m ancient, so I like playing decks more focused on spells than creatures.  And Mirrodin was still creature-focused.

Fifth Dawn was the best set of the bunch, because even if it was the weakest, it was the healthiest for the game as a whole.

I remember the fun of Mirrodin Standard was the challenge of beating Affinity, and the chaos of what would happen in matches without an Affinity player.  I had a really well tuned anti-Affinity build, which had a 75 percent matchup in game 1.  It was really that good, because I was running a brutal finisher (Akroma’s Vengeance) and 4 Oxidizes and 2 Tel-Jilad Justices.  And Pulse of the Fields was also a really good lifegain card.  It was a slower Tooth and Nail deck, it didn’t win in a hurry, but it had inevitability.  And that’s the kind of thing you need to do to play a control deck in a super-fast environment.

Ferschlugginger 37 and its no thumbnail covered butt.