If creatures are random than why do Momir players prefer certain types of land. A lot of guides and tips on Momir Basic hold the mountain and swamp about the other lands. Why is this and why do the lands matter if the creatures are random?
Basically because of the percentages and value of activated abilities. Mountains and Swamps respectively let you get more use out of firebreathing and Shade abilities. A side effect of this is that you're less vulnerable to landwalk abilities.
I've actually seen people play Momir with 60 Mountains.
If creatures are random than why do Momir players prefer certain types of land. A lot of guides and tips on Momir Basic hold the mountain and swamp about the other lands. Why is this and why do the lands matter if the creatures are random?
Short answer...because creatures have activated abilities that require colored mana, and black and red activated abilities tend to be the stronger ones.
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Top 8 of SCG Invitational, Las Vegas, NV, Dec 13-15, 2013
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Also, swamps are important for the upkeep effects of big black demons. They usually require at least BBB to stop them from backfiring if you need to.
I usually run mostly mountains and swamps (total 40-45), and a smattering of the other three in case i get a good activated ability of another color or a domain guy.
Also, Sundering Titan is a concern. If Player A has only swamps and mountains, and Player B has all 5 lands, if player B hits Sundering Titan, it will hurt himself more than Player A. While Sundering Titan is only one possible card, it's of more concern because most players cap out at 8-drops end-game, because 8-drops tend to be more powerful than 9-drops (alot more flyers and generally powerful abilities)
of course please dont forget about the dragon legends either. Those coming to modo completely changed the old rules of manabases and all of the "primers" written on momir were pre those
Yeah, you have to be willing to accommodate each basic land type, with a focus on Swamps and Mountains to avoid demonissues, get the most out ofshades, and dominate with dragonsandthe like.
of course please dont forget about the dragon legends either. Those coming to modo completely changed the old rules of manabases and all of the "primers" written on momir were pre those
Honestly I don't think the Elder Dragon Legends are worth working your manabase around. Paying their upkeep means that every following turn you make a 5-drop instead of an 8-drop, and 99% of the time they're not good enough to warrant that kind of drawback.
Honestly I don't think the Elder Dragon Legends are worth working your manabase around. Paying their upkeep means that every following turn you make a 5-drop instead of an 8-drop, and 99% of the time they're not good enough to warrant that kind of drawback.
Except if you need a 7/7 flier with some upside, and you know that your opponent has to race it/trade it/can't deal with it. From best to worst, I'd say it'd be Vaevictis Asmadi, Arcades Sabboth, Palladia-Mors, Chromium, Nicol Bolas (super firebreathing, team Castle, trample, rampage, discard a hand that should be empty).
That being said, you don't always need to have domain at 8, but I do it out of habit. Never hurts to hit two Forests for Sisters of Stone Death, etc.
The earlier points are pretty much correct. You want lots of red and black for repeatable activated abilities. However, there are some sweet activated abilities in every color, so people that play without Plains/Islands/Forests entirely are definitely shortchanging themselves.
I would love to see someone make an Azorius Guildmage without Islands in their deck. LOVE.
I was hoping this post would actually be about Momir land preference, as in set and art. I run entirely Zendikar extended art foils, hehe.
As for actual art preference, I believe I'm rocking as many promo lands as I have (foil and non-foil), with Zendikar full-arts to follow (only two foils so far).
Land distro, if it matters: 8 Plains, 11 Island, 15 Swamp, 15 Mountain, 11 Forest. Truth be told, I think white is the least color-intensive of activated abilities as the game goes on (best cards that jump to mind are like Witch Hunter, I guess).
I've actually seen people play Momir with 60 Mountains.
UW UW Gideon Control WU
UWR Loose Control RWU
GR Scapeshift RG
RU Storm UR
Short answer...because creatures have activated abilities that require colored mana, and black and red activated abilities tend to be the stronger ones.
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I usually run mostly mountains and swamps (total 40-45), and a smattering of the other three in case i get a good activated ability of another color or a domain guy.
Also, Sundering Titan is a concern. If Player A has only swamps and mountains, and Player B has all 5 lands, if player B hits Sundering Titan, it will hurt himself more than Player A. While Sundering Titan is only one possible card, it's of more concern because most players cap out at 8-drops end-game, because 8-drops tend to be more powerful than 9-drops (alot more flyers and generally powerful abilities)
I like having a balance, to be honest, to hit elder dragons at 8 and to also help with the good Masters (see Sunscape Master, Nightscape Master), as well as most other bouncers that have a cost to activate.
[GTC] Gatecrash Patch for MWS (249/249)
Honestly I don't think the Elder Dragon Legends are worth working your manabase around. Paying their upkeep means that every following turn you make a 5-drop instead of an 8-drop, and 99% of the time they're not good enough to warrant that kind of drawback.
Except if you need a 7/7 flier with some upside, and you know that your opponent has to race it/trade it/can't deal with it. From best to worst, I'd say it'd be Vaevictis Asmadi, Arcades Sabboth, Palladia-Mors, Chromium, Nicol Bolas (super firebreathing, team Castle, trample, rampage, discard a hand that should be empty).
That being said, you don't always need to have domain at 8, but I do it out of habit. Never hurts to hit two Forests for Sisters of Stone Death, etc.
[GTC] Gatecrash Patch for MWS (249/249)
16 Mountain
14 Swamp
10 Forest
10 Plains
10 Island
The earlier points are pretty much correct. You want lots of red and black for repeatable activated abilities. However, there are some sweet activated abilities in every color, so people that play without Plains/Islands/Forests entirely are definitely shortchanging themselves.
I would love to see someone make an Azorius Guildmage without Islands in their deck. LOVE.
I was hoping this post would actually be about Momir land preference, as in set and art. I run entirely Zendikar extended art foils, hehe.
--EDH--
GSasaya, Orochi AscendantG
BGThelon of HavenwoodBG
WUBRGChild of AlaraWUBRG
--Pauper EDH--
UBPsychatogUB
--MTGO EDH--
BRGSek'Kuar, DeathkeeperBRG
Land distro, if it matters: 8 Plains, 11 Island, 15 Swamp, 15 Mountain, 11 Forest. Truth be told, I think white is the least color-intensive of activated abilities as the game goes on (best cards that jump to mind are like Witch Hunter, I guess).
[GTC] Gatecrash Patch for MWS (249/249)