Mirror Mirror
By Matthew W. Dicksion
July 21, 1997
Sites:
4 Inner Sanctum
2 Sacred Ground
2 Stone Garden
1 Pinball Hall
1 Jagged Cliffs
1 Cave Network
1 Alchemist's Lair
Foundation:
5 DNA Mage
5 Portal Jockey
2 Test Subjects
1 Plasma Trooper
Hitters:
3 Mirror Dancer
4 Midnight Whisperer
1 CHAR
1 Desdemona Deathangel
1 Rocket Scientist
1 Pod Trooper
Other Stuff:
4 Abominable Wave
4 Arcanowave Pulse
2 Seed of the New Flesh
3 Godhammers
2 Hover Tank
1 Attack Helicopter
2 Sucker Rounds
2 Death-O-Rama
2 Disc Fire
1 Nuked
1 Neutron Bomb
1 Expendable Unit (a very underrated card, I think)
1 Nerve Gas
2 Pocket Demon
Notes:
It should be easy for the reader to surmise the basic strategy for using
this deck:
-
Play cheap ambushers.
-
Play cheap states (or Death-O-Rama) on cheap ambushers.
-
Kick some.
The addition of Mirror Dancers adds another dimension to the deck strategy.
Dancers work best when played immediately after the board has been cleared.
There are several ways to do this with this deck:
-
Clearing out the opposition with Ambushers. This can work especially well
if the ambushers in question have Hover Tank or Attack Helicopter, which
gives them that really cool ambush/tactics combo.
-
Discerning Fire.
-
Zaps (Nerve Gas, Abominable Wave, etc.)
-
Neutron Bomb. (Duh.)
Since our habitual Hand player is going to be gone for a while I mean to
remove the Hand hosers from this deck and add more Neutron Bombs, Nerve
Gas and and Godhammers, making it more general-usage. Even then, the Dancers
here will be more tacked on than integrated into the deck. Given the success
I've had with them so far, however, I'm already considering making a deck
that really is built around them. Quick, guys, change your sites! =)
...
Last modified: October 25, 1997.