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Isass Riotr’s Temple of the Clockworks
Article One: Plus One For Everyone
January 16, 2007

Hello all! My name’s Isass Riotr. Seems I’ll be writing articles here on Pojo’s site, so I might as well make the best of it. Unlike, my friend Ace of Spades over at the Yu-Gi-Oh! section. *evil laugh* So instead of saying useless information about myself, I’ll go right into my first article! Though I should probably explain how these are gonna work.

 

Basically, I’ll be taking a few cards each week and talking about strategies and such that they can be used for. Now, I don’t know every single effing strat in the book, seeing as I started playing around the time of Mirrodin block, but I’ll be trying my best to entertain and amuse you all. So let’s start off!

 

Today I’ll be looking at two cards that are the main creatures in my current deck. Both use +1/+1 in their effects, hence the title of this article. So here’s the first card for today.

 

Lodestone Myr

Cost: 4

Artifact Creature – Myr

Mirrodin Rare

Trample

Tap an untapped artifact you control: Lodestone Myr gets +1/+1 until end of turn.

When necessary, mry can override and control any artificial object, as can their creator.

2/2

 

We start off with one of my favorites, Lodestone Myr, a staple in many of my artifact decks. Mainly cause, well, mine are chock full of artifacts. Four for a 2/2 might not seem the best, but by the time it comes out, you should have some good artifacts on the field, especially if you’re playing with artifact lands. It’s a great finisher too. Just have a lot of artifacts on the field, tap ‘em all, and pump up Lodestone Myr to significant proportions. If they block him with enough creatures to kill it and prevent any Trample damage, then you’re still good, seeing as you’ll prolly have quite a few creatures still on the field for some more attacking next turn. But one of my favorite ways to use this beast is with another of my favorite cards, Mycosynth Lattice. Just for the sake of not making you guys go look it up, I’ll put it here for ya.

 

Mycosynth Lattice

Cost: 6

Artifact

Mirrodin Rare

All permanents are artifacts in addition to their other types.

All cards that aren’t in play, spells, and permanents are colorless.

Players may spend mana as though it were mana of any color.

 

See the beauty? Basically, play Mycosynth Lattice, and all your cards can pump up your Lodestone Myr! I’ve easily been able to get this guy up to even +20/+20. And even if they block some damage, in a few turns, they’ll be just as dead as the rest. ^_^

 

And remember you can use his effect if you need to block too! Try using Tooth of Chiss-Goria and Scale of Chiss-Goria, both artifacts that have Affinity for Artifacts and Flash. Play them for free from your hand, and give your opponent an unwelcome surprise as your 2/2 becomes a “big enough to kill”/”big enough to kill” in an instant! Even I’m surprised at this combo, seeing as I just thought of it. ^_^’’’

 

In short, Lodestone Myr is an artifact creature that’s perfect for decks with enough artifacts that can pump it up nicely.

 

Our next card for the day is a nice welcome surprise I pulled from a Time Spiral booster. Let’s give a warm welcome to Clockwork Hydra.

 

Clockwork Hydra

Cost: 5

Artifact Creature – Hydra

Time Spiral Uncommon

Clockwork Hydra comes into play with four +1/+1 counters on it.

Whenever Clockwork Hydra attacks or blocks, remove a +1/+1 counter from it. If you do, Clockwork Hydra deals 1 damage to target creature or player.

Tap: Put a +1/+1 counter on Clockwork Hydra.

 

Ah Clockwork creatures. A genre I used to completely overlook. Well, I still do, but I’ve made an exception with my buddy Clockwork Hydra. I just love the effect on this guy. First off, he comes into play with four +1/+1 counters on him, okay for a 5 costing creature, that will have an effect on him. And does he ever. When he attacks or blocks, you have to remove one of those counters. This is the thing that originally turned me away from Clockwork creatures, even those with the effect to put more +1/+1, seeing as you’d have to keep wasting a turn to put more counters on them. Even if you had something to untap them, I felt it wasn’t worth it to bother with them. But Hydra changes that for me. When a counter comes off, something takes one damage. Perfect for pinging those annoying little 1/1’s your opponent might have, or prefect to finish off that creature with a little more toughness than you’d like it to have. And then it also has the effect to put more counters on it. Beautiful really. And with it being only an uncommon, it’s a little easier to find. Combo it with some more cards that’ll put more counters on it so you don’t have to keep tapping him for more (maybe even the Arcbound/Modular guys), and you’ve got a match made in Heaven. Or Hell. Where are Hydras from anyways?

 

In short, Clockwork Hydra is great for dealing that extra little bit of damage to target creature or player.

 

Well that’s that. Hope you enjoyed my first article, and I hope you’ll enjoy many more to come. ^_~

 

Check ya later!

,Isass Riotr

 

P.S. If for some strange reason you want to e-mail me, you can shoot me a message at SZhawn@msn.com. All comments on the articles are accepted, so long as they make sense.

 

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