|Click to enlarge|
Mirrodin booster pack contains 15 cards per pack. Distribution is 1 rare, 3 uncommon, and 11 commons. Released in October, 2003, Mirrodin is the first set in the Mirrodin block and the 30th expert level set. Mirrodin 's expansion symbol is a small image of Sword of Kaldra, a card from this set. The set contains 306 black-bordered cards (88 rare, 88 uncommon, 110 common, and 20 lands). This expansion, as well as the rest of the block, is centered around artifacts (137 in total) and is only the second set to do so (from a card frequency point of view) since Antiquities.
The setting for Mirrodin is a plane by the same name. An artificial world created by the planeswalker Karn, and named after the Mirari by Memnarch, Mirrodin's environments and inhabitants mix organic and metallic. Mirrodin is orbited by four satellites, which are called suns and moons interchangeably, that correspond to red, black, white and blue magic. Green was notably absent until Glissa Sunseeker became a conduit for its birth.
The set focuses on five main regions on Mirrodin, each corresponding to a part of the Magic color pie:
The Oxidda Chain, a range of mountains populated by goblins and the human Vulshok tribe.
The Tangle, a dense jungle populated by elves, the human Sylvok tribe and horrible beasts.
The Mephidross, a dreadful swamp, and a home of Nim (zombies) and the human Moriok tribe.
Quicksilver Sea, a sea of mercury populated by Vedalken and the human Neurok tribe.
Razor Grass Fields, the plains of Mirrodin, overgrown with sharp metallic grass and home to the Leonin, the human Auriok tribe and Loxodon.
The main character of the story is the elf Glissa Sunseeker, who visits all these places, guided by revenge against the machines that killed her family. The story is captured in the novel The Moons of Mirrodin by Will McDermott.
Below is the list of mechanics introduced by Mirrodin:
Affinity - This keyword reduces the total cost of the spell by the number of permanents in play of a certain type, for instance "affinity for artifacts" under your control. This mechanic was extremely powerful and "Affinity" decks quickly monopolised Magic: The Gathering tournaments (see below), eventually resulting in sweeping bannings of the most powerful Affinity-related cards in an effort to revive the tournament scene.
Artifact lands - While artifact creatures were not a new addition, Mirrodin introduced artifact lands. These enhanced the power of cards with the "Affinity" mechanic by increasing the number of artifacts in play while still being considered lands.
Imprint - This keyword allows a player to "imprint" some card on the artifact (removing that card from the game). That artifact's effect depends on the card imprinted (for example you can imprint a creature on Soul Foundry and then activate it to reproduce copies of that creature).
Entwine - An ability on modal spells, which normally require a player to choose only one of multiple effects. By paying the Entwine cost, all of the effects occur.
Equipment - A new artifact subtype that denotes things which could be wielded or worn by creatures. Equipment functions like the older "Enchant Creature" cards (now called Auras) in that they provide some effect while attached to the creature. Unlike Auras, however, Equipment can only be attached to creatures you control in most cases, and remain in play even if the creature they were attached to leaves play. Equipment have gone on to be a staple of Magic in general, being featured in future core sets and expansions.