Hi,
I wanted to find an easy and cheap way to get into the momir basic format. I heard there was a momir basic event deck in the store, but I could not find it. Is it still available and if so, how do I get it? If not, is there a way to get the Momir Vig avatar cheaper than the 12+ events tickets that the bots are charging? Also, any tips for when I get started playing?
Thanks!
Go to the "Store" on MODO. It's listed under the Special Sets tab. Just scroll down it a bit. It's just before the MODO Legacy precons and the Planeswalker Deck Packs III, II, and I
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Don't read anything LaPille. Your brain will thank you later. ----> VICTORY!
I wouldn't play it out of the box either. Most of the winning Momir decks tend to weigh on mountains and swamps slightly heavier than on forests and plains.
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Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
I play Momir (and other basic land formats like Jhoira and MoJhoSto) pretty much exclusively online. While the_cardfather is correct that most Momir players, myself included, play more mountains and swamps than the other land types, it is not a huge deal. For shear fun factor and getting to see interesting board-states, Momir is hard to beat.
Ain't swamps quite risky regarding the many swampwalkers?
I've played ALOT of Momir, and I can tell you that the benefit of being able to use black mana abilities far outweighs the drawback of being Swampwalked. (as opponsed to Islands, where the opposite is true, especially with "Islandhome" creatures around)
Keep in mind that in Momir, you will almost never have mana open during your opponents turn, as you will always be making as big a creature as possible during your turn. Because of that, the best mana-costing activated abilities are ones that are effective during your turn (pump, removal, evasion). Given that, in my opinion, Mountains are most important (firebreathing is a very powerful and common ability), Swamps next (black activated abilities tend to kill things or give +1/+1), Forests next (green activated abilities tend to pump things, which is good when attacking).
White and Blue activated abilities, on the other hand, tend to be REACTIVE (shroud, toughness pumping, etc) and so its generally less important to have access to white or blue mana.
Theres arguments for and against running different quantities of each land. Some people like to play almost strictly mountains and swamps for the reasons above, some people prefer a more even mix of all 5 to take advantage of Domain and Elder Dragon Legends (since the typical strategy involves "capping out" at 8-mana creatures, seeing the Elder Dragon Legends such as Nicol Bolas is not uncommon).
I personally play 20 Swamp, 20 Mountain, 12 Forest, 6 Plains, 2 Island. I dislike plains and islands for the reasons stated above, and the only Elder Dragon Legend I feel like is worth the upkeep is Vaevictis Asmadi... but that's just my preference.
All of these subtleties are just that though, subtle. I'd say 75% of Momir games are not drastically affected by the land types that you run. But the situations come up often enough to warrant some thought. Its fun no matter how you run it!
I wouldn't play it out of the box either. Most of the winning Momir decks tend to weigh on mountains and swamps slightly heavier than on forests and plains.
I thought you were trolling. Then the other guy agreed I thought he was on it. Thanks for the explanation, anon.
It is hilarious when someone who is playing only mountains and swamps makes an Azorius Guildmage.
Its also hilarious when someone playing all 5 lands makes a Sundering Titan against someone playing only Mountains and Swamps (which is much more common, since there are alot more 8-drops made in Momir than anything else, and there is a smaller pool of potential 8-drops than 3-drops.) Or when I make a Benthic Behemoth against a person playing Islands when those Islands do nothing 99% of Momir games.
There are pros and cons to both approaches. I find playing Islands to be more of a drawback than a boon.
yeah i prefer keeping all 5 of the dragon legends as they're 7/7 flyers in a sea of 6/6 flyers. Unless the opp has something like a 5/6 + 4/4 flyer Ill keep all 5 and win the game with them. Not playing with islands kills 3 of them auto. I love when my opps miss on cards that would otherwise I win the game. Its 5 times likelier that the 2 color deck makes a dragon legend they cant use than me hitting sundering titan.
I find the dragon legends to trump the average 8 drop and to be worse than the bomb 8 drops.
Does someone know a good strategy article for Momir? I am very interested in this format, but I guess you don't make a creature every turn, or? Which mana slots have the interesting cards and which ones should one avoid?
The most common strategy is the "8 drop strategy." Basically, you want to reach 8 mana and then play an 8 drop each turn, unless mana producing creatures you have allow you to go higher. 9 has a lot of good creatures, but 10 isn't so great, with only a couple of the 14 possible creatures being more desirable than the average 8 or 9 drop. 11 has just 6 possible creatures, which leaves a 33% chance of getting a crappy Mycosynth Golem or Polar Kraken, and 12 only has 3 possibilities, 1 of which is awesome (Blightsteel Colossus), 1 of which is okay (It That Betrays) and 1 of which sucks (Iname as One). So, given all that, topping out at 8 or 9 is generally desirable, with 8 being favored by most.
Topping out at 8 requires skipping two earlier drops while on the play and one earlier drop on the draw. The most common drops to skip are the 1 and 2 drops, though there are differing strategies.
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yeah i prefer keeping all 5 of the dragon legends as they're 7/7 flyers in a sea of 6/6 flyers. Unless the opp has something like a 5/6 + 4/4 flyer Ill keep all 5 and win the game with them. Not playing with islands kills 3 of them auto. I love when my opps miss on cards that would otherwise I win the game. Its 5 times likelier that the 2 color deck makes a dragon legend they cant use than me hitting sundering titan.
I find the dragon legends to trump the average 8 drop and to be worse than the bomb 8 drops.
But the problem is that your Dragon needs to win the game QUICK, or you'll be overrun by other 8 drops while the best you can manage is 5-drops.
Once your opponent finally gets something that can deal with your dragon(or just a 5/5 flyer to go with the 3/3 he already has), you're board is going to be way worse than your opponent's 8-drops...
Basically there are way more "you win" 8-drops than any other drop, and lowering yourself to making only 5-drops for the rest of the game is rarely worth a vanilla 7/7 flyer (which is what most Blue Elder Dragons are)
Vaevictis is the only one I get excited about, because he wins the game QUICK
yeah but 2-3 turns is generally quick enough, and if you're on the 3 turn plan making the land and going to 6'es isn't the stone worst. I don't get excited about them, but I'll definitely play my land base for them because they're still better than 70% of 8 drops.
Its also hilarious when someone playing all 5 lands makes a Sundering Titan against someone playing only Mountains and Swamps (which is much more common, since there are alot more 8-drops made in Momir than anything else, and there is a smaller pool of potential 8-drops than 3-drops.) Or when I make a Benthic Behemoth against a person playing Islands when those Islands do nothing 99% of Momir games.
There are pros and cons to both approaches. I find playing Islands to be more of a drawback than a boon.
Oh, definitely. I wasn't arguing that you should make an effort to play out a full domain, but I do think it is a mistake to literally play only mountains and swamps in your deck. A little flexibility, in case you get Memnarch or something is useful.
To you Momir connoisseurs: do you play or draw? Why?
The format seems like fun. Never played a game of it, but I have watched some videos and it seems like something I moght be willing to give a try at some point.
To you Momir connoisseurs: do you play or draw? Why?
The format seems like fun. Never played a game of it, but I have watched some videos and it seems like something I moght be willing to give a try at some point.
I play and start making drops at 3. I prefer to be the first player making a drop on each level, even if it means that they'll probably make the first creature with a 2.
I play and start making drops at 3. I prefer to be the first player making a drop on each level, even if it means that they'll probably make the first creature with a 2.
When I'm on the play, I like to start making creatures on turn 2, as the highest density of mana-making creatures are at 2 (and mana-making creatures are the best low-drops for Momir).
This means I'll skip turn 4 or 5 if I don't hit an accelerator or a cantrip before then, but IMO its worth the risk because making a mana creature on turn 2 is often game-winning.
When I'm on the play, I like to start making creatures on turn 2, as the highest density of mana-making creatures are at 2 (and mana-making creatures are the best low-drops for Momir).
This means I'll skip turn 4 or 5 if I don't hit an accelerator or a cantrip before then, but IMO its worth the risk because making a mana creature on turn 2 is often game-winning.
Agreed. On the play, I'm usually 2, skip three, then run to eight, barring disruption or acceleration. There are so many games you will simply break in half by getting a turn two Bloom Tender or the like, and it's just hard to race when your opponent just generates a large mana advantage by turn six or so.
Agreed. On the play, I'm usually 2, skip three, then run to eight, barring disruption or acceleration. There are so many games you will simply break in half by getting a turn two Bloom Tender or the like, and it's just hard to race when your opponent just generates a large mana advantage by turn six or so.
Yeah, when you crunch the numbers, you're probably right. I've obviously been blinded by luckily getting too many Dogged Hunters and Fatespinners on 3.
It's funny that I've played Momir heavily since its inception, and yet, I'm still forced to revisit strategies that I've long taken for granted.
1. Always draw instead of play if you won the dice roll.
2. If you follow rule 1, skip your first turn after playing a land.
3. Turn 2, start making creatures.
4. As others have said, have more mountains and swamps than anything. You really shouldn't even play islands, I have 2-3 in my deck, but rarely put them out unless one of my low drops has a good activation. (Which I can't think of any off the top of my head.) 5-6 plains/forests and the rest mountains and swamps will probably work the best.
The reason I cringed while reading through other peoples post is that it seems like everyone is skipping 2 drops...which is a huge no no in Momir. The reason for this is simple, 2cc has the most 'mana dorks'. You get a mana dork out turn 2 and you'll be ahead in drops, which usually will give you an advantage. If you do happen to be on the play, I recommend skipping 1 and 4 drops. There are just too many good 2-3 drops, some that can even end the game.
You really shouldn't even play islands, I have 2-3 in my deck, but rarely put them out unless one of my low drops has a good activation. (Which I can't think of any off the top of my head.)
Hi,
I wanted to find an easy and cheap way to get into the momir basic format. I heard there was a momir basic event deck in the store, but I could not find it. Is it still available and if so, how do I get it? If not, is there a way to get the Momir Vig avatar cheaper than the 12+ events tickets that the bots are charging? Also, any tips for when I get started playing?
Thanks!
I have 2, so pm me your login and I will trade it to your for very cheap.
I wanted to find an easy and cheap way to get into the momir basic format. I heard there was a momir basic event deck in the store, but I could not find it. Is it still available and if so, how do I get it? If not, is there a way to get the Momir Vig avatar cheaper than the 12+ events tickets that the bots are charging? Also, any tips for when I get started playing?
Thanks!
Some people just love Jace a little too much
--EDH--
GSasaya, Orochi AscendantG
BGThelon of HavenwoodBG
WUBRGChild of AlaraWUBRG
--Pauper EDH--
UBPsychatogUB
--MTGO EDH--
BRGSek'Kuar, DeathkeeperBRG
Yes, there is a certain risk there, but there are also a lot of very powerful creatures that use black mana in their activated abilities. Sanguine Praetor, Pestilence Demon, Kalitas, Bloodchief of Ghet, etc
--EDH--
GSasaya, Orochi AscendantG
BGThelon of HavenwoodBG
WUBRGChild of AlaraWUBRG
--Pauper EDH--
UBPsychatogUB
--MTGO EDH--
BRGSek'Kuar, DeathkeeperBRG
I've played ALOT of Momir, and I can tell you that the benefit of being able to use black mana abilities far outweighs the drawback of being Swampwalked. (as opponsed to Islands, where the opposite is true, especially with "Islandhome" creatures around)
Keep in mind that in Momir, you will almost never have mana open during your opponents turn, as you will always be making as big a creature as possible during your turn. Because of that, the best mana-costing activated abilities are ones that are effective during your turn (pump, removal, evasion). Given that, in my opinion, Mountains are most important (firebreathing is a very powerful and common ability), Swamps next (black activated abilities tend to kill things or give +1/+1), Forests next (green activated abilities tend to pump things, which is good when attacking).
White and Blue activated abilities, on the other hand, tend to be REACTIVE (shroud, toughness pumping, etc) and so its generally less important to have access to white or blue mana.
Theres arguments for and against running different quantities of each land. Some people like to play almost strictly mountains and swamps for the reasons above, some people prefer a more even mix of all 5 to take advantage of Domain and Elder Dragon Legends (since the typical strategy involves "capping out" at 8-mana creatures, seeing the Elder Dragon Legends such as Nicol Bolas is not uncommon).
I personally play 20 Swamp, 20 Mountain, 12 Forest, 6 Plains, 2 Island. I dislike plains and islands for the reasons stated above, and the only Elder Dragon Legend I feel like is worth the upkeep is Vaevictis Asmadi... but that's just my preference.
All of these subtleties are just that though, subtle. I'd say 75% of Momir games are not drastically affected by the land types that you run. But the situations come up often enough to warrant some thought. Its fun no matter how you run it!
I thought you were trolling. Then the other guy agreed I thought he was on it. Thanks for the explanation, anon.
It is hilarious when someone who is playing only mountains and swamps makes an Azorius Guildmage.
--EDH--
GSasaya, Orochi AscendantG
BGThelon of HavenwoodBG
WUBRGChild of AlaraWUBRG
--Pauper EDH--
UBPsychatogUB
--MTGO EDH--
BRGSek'Kuar, DeathkeeperBRG
Its also hilarious when someone playing all 5 lands makes a Sundering Titan against someone playing only Mountains and Swamps (which is much more common, since there are alot more 8-drops made in Momir than anything else, and there is a smaller pool of potential 8-drops than 3-drops.) Or when I make a Benthic Behemoth against a person playing Islands when those Islands do nothing 99% of Momir games.
There are pros and cons to both approaches. I find playing Islands to be more of a drawback than a boon.
I find the dragon legends to trump the average 8 drop and to be worse than the bomb 8 drops.
The most common strategy is the "8 drop strategy." Basically, you want to reach 8 mana and then play an 8 drop each turn, unless mana producing creatures you have allow you to go higher. 9 has a lot of good creatures, but 10 isn't so great, with only a couple of the 14 possible creatures being more desirable than the average 8 or 9 drop. 11 has just 6 possible creatures, which leaves a 33% chance of getting a crappy Mycosynth Golem or Polar Kraken, and 12 only has 3 possibilities, 1 of which is awesome (Blightsteel Colossus), 1 of which is okay (It That Betrays) and 1 of which sucks (Iname as One). So, given all that, topping out at 8 or 9 is generally desirable, with 8 being favored by most.
Topping out at 8 requires skipping two earlier drops while on the play and one earlier drop on the draw. The most common drops to skip are the 1 and 2 drops, though there are differing strategies.
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But the problem is that your Dragon needs to win the game QUICK, or you'll be overrun by other 8 drops while the best you can manage is 5-drops.
Once your opponent finally gets something that can deal with your dragon(or just a 5/5 flyer to go with the 3/3 he already has), you're board is going to be way worse than your opponent's 8-drops...
Basically there are way more "you win" 8-drops than any other drop, and lowering yourself to making only 5-drops for the rest of the game is rarely worth a vanilla 7/7 flyer (which is what most Blue Elder Dragons are)
Vaevictis is the only one I get excited about, because he wins the game QUICK
http://imageshack.us/photo/my-images/40/momirdragon.png/
who's likely to win this game and why?
Oh, definitely. I wasn't arguing that you should make an effort to play out a full domain, but I do think it is a mistake to literally play only mountains and swamps in your deck. A little flexibility, in case you get Memnarch or something is useful.
--EDH--
GSasaya, Orochi AscendantG
BGThelon of HavenwoodBG
WUBRGChild of AlaraWUBRG
--Pauper EDH--
UBPsychatogUB
--MTGO EDH--
BRGSek'Kuar, DeathkeeperBRG
The format seems like fun. Never played a game of it, but I have watched some videos and it seems like something I moght be willing to give a try at some point.
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I play and start making drops at 3. I prefer to be the first player making a drop on each level, even if it means that they'll probably make the first creature with a 2.
--EDH--
GSasaya, Orochi AscendantG
BGThelon of HavenwoodBG
WUBRGChild of AlaraWUBRG
--Pauper EDH--
UBPsychatogUB
--MTGO EDH--
BRGSek'Kuar, DeathkeeperBRG
When I'm on the play, I like to start making creatures on turn 2, as the highest density of mana-making creatures are at 2 (and mana-making creatures are the best low-drops for Momir).
This means I'll skip turn 4 or 5 if I don't hit an accelerator or a cantrip before then, but IMO its worth the risk because making a mana creature on turn 2 is often game-winning.
Agreed. On the play, I'm usually 2, skip three, then run to eight, barring disruption or acceleration. There are so many games you will simply break in half by getting a turn two Bloom Tender or the like, and it's just hard to race when your opponent just generates a large mana advantage by turn six or so.
[GTC] Gatecrash Patch for MWS (249/249)
Yeah, when you crunch the numbers, you're probably right. I've obviously been blinded by luckily getting too many Dogged Hunters and Fatespinners on 3.
It's funny that I've played Momir heavily since its inception, and yet, I'm still forced to revisit strategies that I've long taken for granted.
--EDH--
GSasaya, Orochi AscendantG
BGThelon of HavenwoodBG
WUBRGChild of AlaraWUBRG
--Pauper EDH--
UBPsychatogUB
--MTGO EDH--
BRGSek'Kuar, DeathkeeperBRG
1. Always draw instead of play if you won the dice roll.
2. If you follow rule 1, skip your first turn after playing a land.
3. Turn 2, start making creatures.
4. As others have said, have more mountains and swamps than anything. You really shouldn't even play islands, I have 2-3 in my deck, but rarely put them out unless one of my low drops has a good activation. (Which I can't think of any off the top of my head.) 5-6 plains/forests and the rest mountains and swamps will probably work the best.
The reason I cringed while reading through other peoples post is that it seems like everyone is skipping 2 drops...which is a huge no no in Momir. The reason for this is simple, 2cc has the most 'mana dorks'. You get a mana dork out turn 2 and you'll be ahead in drops, which usually will give you an advantage. If you do happen to be on the play, I recommend skipping 1 and 4 drops. There are just too many good 2-3 drops, some that can even end the game.
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Azorius Guildmage
--EDH--
GSasaya, Orochi AscendantG
BGThelon of HavenwoodBG
WUBRGChild of AlaraWUBRG
--Pauper EDH--
UBPsychatogUB
--MTGO EDH--
BRGSek'Kuar, DeathkeeperBRG
I have 2, so pm me your login and I will trade it to your for very cheap.
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Sorry, just trying to be nice. I did not think of it as such.
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