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Cycling through Mirrodin - A look at the Cycles.
Hello again, last time I was here I took an All round approach to covering Mirrodin. This time I'm going to cover one of the more interesting aspects of magic (to me, anyway) through out the entire Mirrodin set; Cycles. From the obvious, such as mana Myrs, to the less obvious mini-cycles such as the Angels. I'll look at all of them and be pointing out the best one of each cycle and saying which one I think has the best artwork. Now, onto the cycles!
The Mana Myrs - Copper Myr, Gold Myr, Iron Myr, Leaden Myr, Silver Myr (Mirrodin)
The most obvious cycle in the entire set, the mana Myrs are a perfect example of a cycle. All cost two mana, have the same power and toughness and identical abilities and names. The only difference between any of them is the artwork and the colour of mana they produce.
The Golems - Cobalt Golem, Hematite Golem, Malachite Golem, Pewter Golem, Titanium Golem (Mirrodin)
Another obvious cycle, these five Golems all came with varying power and toughness, as well as activated abilities that required different coloured mana. Cobalt and Malachite Golem both gained evasive abilities (trampling counts, you can still deal damage through enough power) while Pewter, Titanium and Hematite got combat tricks in the form of regeneration, first strike and extra power. The weakest body goes to Cobalt and the toughest to Hematite.
The Affinity Golems - Dross Golem, Oxidda Golem, Razor Golem, Spire Golem, Tangle Golem (Darksteel)
Ranging in cost from five to seven, the Affinity Golems had different abilities that matched the type of land they had affinity with. Dross Golem had affinity for swamps and fear. Oxidda Golem had affinity for mountains and haste. Razor and Spire had affinity for plains and islands, with "doesn't tap to attack" AKA vigilance and flying respectively. Perhaps the oddest Golem of the cycle is Tangle Golem, seeing the only apparently green thing about it is it's massive size, 5/4. While this may make it a bad Golem in your eyes, I consider a free Spined Wurm to be quite a tasty treat.
The Kaldra Equipments - Sword of Kaldra, Shield of Kaldra, Helm of Kaldra (Mirrodin, Darksteel, Fifth Dawn)
Who wants some great Equipment? Though it comes at a bit of cost. These three pieces of Equipment all grant abilities to the equipped creature ideal for it's type of item, the Sword giving it's wielder +5/+5 and the ability to remove creatures from the game, the Shield making it's bearer indestructible - along with it's kinfolk Equipment. The Helm would have the least complicated Equipment bonuses (first strike, trample and haste) but it's the key to making the powerful Kaldra Avatar, a 4/4 who gets all Equipment attached to it upon entering play. This means you have a 9/9 indestructible, trample, haste, first strike creature, who removes blocking or blocked creatures from the game. Not bad for the one mana you paid to create it, huh?
The Spellbombs - Aether Spellbomb, Lifespark Spellbomb, Necrogen Spellbomb, Pyrite Spellbomb, Sunbeam Spellbomb (Mirrodin)
Like all good cycles this lot of artifacts all feature identical names, costs and abilities. Don't need it? Draw a card. Have some spare mana? Put one down and let your opponent know you've got something to nip at them with.
The Slith - Slith Ascendant, Slith Bloodletter, Slith Firewalker, Slith Predator, Slith Strider, Arcbound Slith (Mirrodin, Darksteel)
Ever wanted chump blockers that could get real big, real quick? Then the Slith are your kind of creatures. All starting off as 1/1s, they get stronger the more they hit your opponent. This naturally makes the ones with evasion better than those without.
The Animation Artifacts - Blinkmoth Nexus, Chimeric Coils, Chimeric Egg, Darksteel Brute, Ensouled Scimitar, Guardian Idol, Stalking Stones (Mirrodin, Darksteel, Fifth Dawn)
Ranging in stats from 1/1 to 3/3 and 6/6 the animation artifacts are a diverse bunch of artifacts who like changing into something useful once in a while. While their activations grant various things from flying to permanent transformation there's very likely one to suit your deck type. Need a good beat stick? Darksteel Brute's your man - er, artifact. Evasion a problem? Blinkmoth'll take off and bat its ethereal wings at your opponent. Find yourself needing less Equipment and more creatures? A friendly Scimitar may find its way to jumping out of a creature's hand and standing up for itself (and you).
The Shards - Crystal Shard, Granite Shard, Heartwood Shard, Pearl Shard, Skeleton Shard(Mirrodin)
Who wants artifact recursion in a green deck? Trampling for their flyers? Bounce for their own creatures with Comes into Play abilities? The shards are your one-stop artifact shop in that case, as all come with no coloured mana to cast and two activation costs; one of a colour or three colourless.
The Towers - Tower of Champions, Tower of Eons, Tower of Fortunes, Tower of Murmurs (Mirrodin)
Towers, towers, everywhere, so let's all have a look. Each tower boasts a rather good ability with a steep activation cost, but considering what you get you may think it's worthwhile.
The Beacons - Beacon of Creation, Beacon of Destruction, Beacon of Immortality, Beacon of Tomorrows, Beacon of Unrest (Fifth Dawn)
Want plenty of Insects tokens and the chance to make them again? How about the constant threat of five damage to your opponents' head with every draw? Any card from any graveyard straight into play? The Beacons are similar to the Towers in that they can be used again and again, but with different effects no doubt.
The Bringers - Bringer of the Black/Blue/Green/Red/White Dawn (Fifth Dawn)
Another great example of what cycles are. All five Bringers have the same name, save for the colour word, five power and toughness, trample and an upkeep ability, plus a very Sunburst like ability. So which one's better? It comes to their most differentiating abilities, the upkeeps.
Life Gain Artifacts - Angel's Feather, Demon's Horn, Dragon's Claw, Kracken's Eye, Wurm's Tooth (Darksteel)
Another cycle that fits into every deck type. Two mana for an undetermined amount of life? Based on spells my opponents and I play? Sounds good, which is best?
Artifact Lands - Ancient Den, Great Furnace, Seat of the Synod, Tree of Tales, Vault of Whispers (Mirrodin)
Want lands with an added "something Mirrodin"?
The Talismans - Talisman of Dominance/Impulse/Indulgence/Progress/Unity (Mirrodin)
Mana acceleration for any deck and a more flexible mana base? We love you Talismans!
The Replicas - Elf Replica, Goblin Replica, Soldier Replica, Wizard Replica, Nim Replica (Mirrodin)
Someone's been trying to play God, and has succeeded as far as artificial creature are concerned. All have their own sacrifice ability and are ready to do your bidding now.
The Coloured Equipment - Cranial Plating, Healer's Headdress, Horned Helm, Neurok Stealthsuit, Sparring Collar (Fifth Dawn)
Equipment, as per standard, can't be equipped at instant speed. Unless you have a Leonin Shikari, or these five lovely pieces of Equipment. Each one grants it's wearer an ability that's of a certain colour and can be moved at instant speed. First strike, damage prevention, trample and extra p/t, a mound of extra power or untargetability. Each one comes with a regular equip cost too, so they're all easily playable.
The Clockwork creatures - Clockwork Beetle, Clockwork Condor, Clockwork Vorrac, Clockwork Dragon (Mirrodin)
Who wants cheap creatures, guaranteed to fall apart within several combat steps of casting them? We've got just the metallic clankers for you. Clockwork creatures are all 0/0 as printed but come with their little bag of +1/+1 counters, which get removed after every time they attack of block. Their up-side? Lower costed creatures. 1 for a 2/2, 4 for 3/3 flying, 5 for 4/4 trample and 7 for 6/6 flying dragon. The latter two of which can pump themselves up. They work great in affinity decks and seem to scream out for Modular creatures to die (so they can keep living, o' course) and assuming you have some way to move counters (Power Conduit, Dismantle) the Clockwork Dragon is great for pumping up any creatures you have, not just itself.
The Echoing spells - Echoing Calm, Echoing Courage, Echoing Decay, Echoing Ruin, Echoing Truth (Darksteel)
The Echoing spells were a major feature of Darksteel, and rightly so. Ever wanted a counter measure to ravenous rats? Echoing Truth is a splendid way to send them out of play. What if the Rats are yours? Echoing Courage would serve as a great little kick, plus the bonus they already give themselves. The only Echo that isn't an instant is Echoing Ruin, but considering it's devastating ability, especially in Mirrodin, it makes for a fairer card. Who wants the 21 1/1 Myr tokens they just created with Myr Incubator to be blown up before they can even move out?
The Pulse spells - Pulse of the Dross, Pulse of the FieldsFields, Pulse of the Forge, Pulse of the Grid, Pulse of the Tangle (Darksteel)
The Pulses were Darksteel's other major featured spells. Alter your or your opponent's resources (either life, hand or creatures) and then compare totals. You still have less? How nice, the Pulse comes back to your hand.
I've seen the best use made out of Pulse of the Forge and Fields, with games (and audiences) turning favour for who would win in single turns. The 3 revealed cards Pulse of the Dross gives are an extra little nicety that none of the other offer; while Pulse of the Grid and Tangle seem like the under-powered of the cycle. A 3/3 for 3 is good but your opponent needs to have 2 more creatures for you to get it back, and card drawing is all about having more cards than your opponent, so the Grid usually goes off once or twice before loosing it's beat. Best artwork goes the Pulse of the Forge. The old man looks so scared.
The Stations - Blasting Station, Grinding Station, Salvaging Station, Summoning Station (Fifth Dawn)
Fifth Dawn's "Great Machine" cards. Each one has a similar set up. Tap it for some effect, and untap them whenever something specific comes into play. With all four in play they work together to basically read "You win the game." There's going to be plenty of articles on the infinite possibilities of these cards for quite a while, and I daresay we'll be seeing Station decks in Constructed, so I'll leave the infinite side alone and look at the cards separately.
The Scry spells - Magma Jet, Serum Visions, Lose Hope, Tel-Jilad Justice, Stand Firm (Fifth Dawn)
Scry is the new mechanic of Fifth Dawn, and what better way to show it off then with a few cards that showcase typical abilities of each colour and let you order your deck, slightly? All cost one mana of their colour, save for Magma Jet and Tel-Jilad Justice, both costing one colourless more.
And that's most of the Cycles in the Mirrodin set. Now I'm going to go over the smaller cycles, usually two or more cards that either reflect one another or have basically the same writing/ability. These are known as "mini-cycles".
The Angels - Luminous Angel, Platinum Angel, Pristine Angel (Mirrodin, Darksteel)
What makes the Angels a cycle? Not just being Angels, but also being 4/4 with flying, each of them. They all also have a very "white" ability, despite Platinum being no colour what so ever.
Vanilla Myrs - Alpha Myr, Omega Myr (Mirrodin)
Who wants a generic Myr so their Myr Matrix is even better? Get yourself either the first or last Myr you can. The only different between these two cards, game wise, is that they have swapped power and toughness. 2/1 or 1/2.
The Destroy Cycle - - Terror, Purge (Mirrodin, Darksteel)
Possibly the cutest Cycle ever, these two cards are exact opposites of each other, one being black, the other white. One being very well known, the other being brand new. One being a serious card, the other being one big joke. With these two cards in hand you can destroy any creature in play (save for indestructible ones).
Chiss-Goria's cycle - Scale of Chiss-Goria, Tooth of Chiss-Goria (Mirrodin)
Both have affinity for artifacts, can be cast as instants and give a creature +0/+1 or +1/+0 when tapped. Whether the Tooth or Scale is better changes based upon what you'd prefer a creature to get and what style of game you're playing. What remains the most unknown about these cards is who is Chiss-Goria? I'd assume a legendary Dragon of Mirrodin, but we won't know until years have passed, Wizards have decided to come back to Mirrodin, and they need a conveniently pre-existent Dragon to present itself.
The 1/1 'when an artifact comes into play' Cycle - Disciple of the Vault, Leonin Elder (Mirrodin)
These two cards, much like the Tooth and Scale, are the same in every aspect save two small ones. Mana cost and abilities effect (though not ability trigger). Gain a life or have your opponent lose one whenever an artifact comes into play.
The Emissary Cycle - Emissary of Despair, Emissary of Hope (Darksteel)
Like the previous few mini-cycles, these two cards are reflections of one another. The difference being again that, based on artifacts your opponent controls, you'll gain life or they'll lose life.
The 'Equal to it's Power' Cycle - Auriok Bladewarden, Spikeshot Goblin, Viridian Joiner (Mirrodin)
There's a few weak creatures in Mirrodin who aren't neglected because of their weak power. It either means one damage to anything you like, one mana, or +1/+1 to any creature. Give them Equipment or some other power up and suddenly you find a Bonesplitter'd Spikeshot goblin dealing three damage for one red mana. Or an attacking trampler, who was surprise-blocked by an instantly cast Needlebug, suddenly finds they have another 3 power to deal lethal damage to the Needlebug and three to it's controller. And of course Mr. Elf gives you his power in green mana.
The 'Large Creatures with a Drawback' Cycle - Leveler, Eater of Days, Desecration Elemental (Mirrodin, Darksteel, Fifth Dawn)
Now this Cycle nearly didn't make it. I looked for something in Fifth Dawn which was massive, 8/8, a creature, yep, and an artifact, nope. What's this? I thought. Why've Wizards jerked out on making a set-wide Cycle a set-wide Cycle? They jerked around the Angels (don't know if you noticed that, 2 in Mirrodin and none in Fifth Dawn) and they seem to have done it again with the Large Creatures/Large Drawbacks mini-cycle.
The Duplicant Cycle - Duplicant, Death-Mask Duplicant (Mirrodin, Darksteel)
6 for the removal of any creature in play, or 7 mana and a removed creature from your graveyard. Either one sees you getting a creature as big as the affected card and in the case of the Death-Mask getting specific abilities, such as flying, trample, etc.
The Swords Cycle - Sword of Fire and Ice, Sword of Light and Shadow (Darksteel)
Equipments like these should be illegal. +2/+2 and 2 damage plus a card; or +2/+2 and gain 2 life plus return a card from your graveyard to your hand. Both 3 to cast and 2 to equip, if these cards didn't whet your appetite for Equipment then I don't think anything would.
The Fangren Cycle - Fangren Hunter, Fangren Pathcutter (Darksteel, Fifth Dawn)
These two cards help you in combat immensely, either by permanently pumping up your creatures or by giving them all trample. Pathcutter changes your opponent's thoughts from 'OK, I have X creatures attacking me...' to 'OK, I have X damage coming straight at me...' The Hunter makes your opponent cringe the second it comes into play and makes them wish very hard for some straight forward removal.
The 'One Mana Life-gain Trickster Card' Cycle - Awe Strike, Hallow (Mirrodin, Darksteel)
The better of these cards is Awe Strike, as the bigger the creature is the more life you'll gain, especially in Limited. Hallow wasn't as enjoyed as it's sibling. Best artwork struck me with awe, and was, naturally, Awe Strike.
The Baubles Cycle - Conjurer's Bauble, Wayfarer's Bauble (Fifth Dawn)
What would you prefer, a tapped land or some slow artifact recursion and a card draw? Both cost one to cast so you don't need to be too picky, infact why not use both so you can keep drawing cards and playing lands and returning them to your hand? What nice little Baubles.
The Ouphes Cycle - Brown Ouphe, Ouphe Vandals (Mirrodin, Fifth Dawn)
"Hey you young-punk whipper-snappers, get off o' my artifact. Gosh darnit, look, you gone and done blown it up!!" Both these cards do the same thing, counter an artifacts activated ability (activated abilities you need to pay for. Triggered ones just occur upon something happening, like "a creature coming into play"). The Vandal's counter an ability AND destroy the artifact, however they need to be sacrificed to use their ability. The Brown Ouphe only counters an ability, but is more re-useable then it's reckless brethren.
The 'May As Well Be Unblockable' Cycle - Tornado Elemental (Fifth Dawn)
Best card? Well for the purposes of this being a Cycle it needed more than one card, but considering that the only one from Mirrodin is Tornado Elemental, it wins by default.
The Rats Cycle - Chittering Rats, Relentless Rats (Darksteel, Fifth Dawn)
Plenty of people know the annoyance of Ravenous Rats. I gotta discard a card because of a 1/1 rat? OK. You cast another one? Fine. You Imprinted one on Soul Foundry? Instant speed discard? ARGH!! These nasty little creatures just got worse with two more fine additions to the mix. Chittering Rats makes your opponent's next draw cards they've already drawn (very bad in Limited) and Relentless Rats pack a ... well, packs a lot of themselves into one deck.
And that's it! I didn't think this article would be that long, and I don't think I'll be doing another one until Kamigawa is well and truly out or until my arm heals from that Chittering Rat attack. Back to Kamigawa, once we've played plenty new deck styles (with rumours of poison counters seeing a revival and that most Broken of abilities Shadow), as well as made a few tweaks to our Constructed decks, I'm sure I'll be able to come up with a whole new swag of obvious and unobvious mini-cycles. I'd also like to thank AanAllein, PhluFePIG, NEil, Blamb, pikemania for their help in coming up with the cycles that featured in this article.
Thanks for reading,
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