I currently have a Momir Basic cube and I was hoping I could get some of you to lend me a hand with something!
For those of you unfamiliar with Momir, here's the rundown.
1) 60 card decks of only basic lands
2) Start at 24 life
3) Plays out like a regular game of magic, but you can only use Momir activations. You can only activate Momir Vig once a turn at sorcery speed. His ability is
"X: Discard a card: Put a token onto the battlefield that's a copy of a creature card with converted mana cost X chosen at random. Activate this ability only any time you could cast a sorcery and only once each turn."
4) I have 15 piles, 1 for each casting cost up to 15, and within each pile are only creatures. When you activate Momir, you just select the top card of the pile and put it into play.
I am creating 5 custom cards for each CMC, from 1 to 15, and I was hoping I could get some ideas from you guys!
I am currently halfway done with all the custom cards, but I am struggling to come up with ideas for the bigger creatures, from 9-15 mana.
Do any of you have ideas for some creatures that cost between 9 and 15 mana, that would interact well in Momir?
Things to keep in mind when designing a Momir card:
1) Board states clog up often.
2) Combat-relevant abilities are strong, as a means to fight through opposing creatures is important (Evasion, first/double strike, lure, deathtouch, etc)
3) Bounce/Flicker is essentially a removal spell since the creatures in Momir are considered a creature token.
4) Ramp/Land related abilities (Your whole deck is basic lands... and the creatures get stronger as you go up the chain)
5) Card draw (you have to discard to activate momir, so drawing cards allows you to keep hitting your land drop and activate momir on the same turn)
6) Mass removal effects (Mass removal effects are hard to come by on creatures, but can be very important when dealing with clogged boards)
Well, it's your choice. But taking away the discard makes it too easy too use, in my opinion. If you have 9 mana, you can kill 3 creatures a turn, which is way better than activating Momir. The discard asks you to make a choice.
Here's another good Momir creature:
Fertile-guts Elf G
Creature -- Elf
When ~ dies, search your library for a basic land and put it onto the battlefield tapped.
1/1
Gut-Ravaging Titan 6GGG
Creature - Giant
Trample
When this dies, put three 3/1 green Wurm creature tokens with "When this creature enters the battlefield, you may have it fight target creature." onto the battlefield.
9/3
Farhaven Druid 2G
Creature - Elf Druid
Whenever a creature you control dies, <you may> return a basic land from your graveyard to play <tapped>.
2/2
Marshflats Angel 2WB
Creature - Angel
Flying
Whenever ~ enter the battlefield gain 1 life for each basic land you control and target player loses 1 life for each basic land in your graveyrad.
3/3
Prismatic Golem 5
Artifact Creature - Golem
If you control a basic land of each type ~ gains +3/+3 and flying, first strike, haste, and hexproof.
4/4
Selesnya Elf G
Creature - Elf Druid
Whenever a land goes to the graveyard, you may gain 1 life.
1/1
Not sure on the cost and power/toughness balance, but I think the ability interacts well.
7UB
Faerie Egotist
Creature - Faerie
Flying
When Faerie Egotist enters the battlefield destroy each other creature with the same CMC as Faerie Egotist.
If another creature with CMC equal to Faerie Egotist would enter the battlefield, destroy that creature.
7/7
"I am unique, and I will stay that way"
Lazy Sovereign
Creature - Human Adviser 8WB
First Strike, Deathtouch
When Lazy Sovereign enters the battlefield exile all creatures with CMC less than Lazy Sovereign
8/8
"The easiest way to rule? Execute all your potential subjects subjects."
There was a guy I posted in the regular Print this Wizards thread
Terranigma <Some high cost>
Creature - Elemental
<Insert abilities like trample/hexproof here>
You may play any number of lands per turn
You may play land cards from your graveyard
<Large P/T>
Could easily fit into the 11-14 range, just tweak numbers and abilities to your liking
Private Mod Note
():
Rollback Post to RevisionRollBack
My Moderator Helpdesk
Currently Playing:
Legacy: Something U/W Controlish EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Victory's Shadow
6UUURRR
Creature - Illusion
Haste
Victory's Shadow cannot be blocked.
When Victory's Shadow becomes the target of a spell or ability, sacrifice it.
At the beginning of the end step, sacrifice Victory's Shadow.
24/1
"We shall see if victory is just an illusion"
4WWUUBBRRGG
Imprisoned God
Creature - God
Defender
Haste
Protection from Everything
Indestructable
If Goblin God Keeper is in play (controlled by anyone), Imprisoned God Gets +24/+0 and loses Defender.
0/24
"Here goblin, goblin, goblin."
9RR
Goblin God Keeper
Haste
11/11
"It doesn't matter how big he is. Who thought it was a good idea to let the goblin keep the keys?!"
Kozilek's Patron 11
Creature- Eldrazi 1, Discard a card: Target creature gains Annihilator 1 until end of turn.
8/9
10RRRR
Artifact Creature- Giant Construct
When ~ enters the battlefield, it deals 8 damage to each other creature and each player.
10/10
10UU
Creature- Wall
Flash, Defender
When ~ is deal any amount of combat damage, you draw that many cards and gain as much life.
0/10
7WWWWBBB
Creature- Human Cleric
At the beginning of your upkeep, you gain 10 life.
When ~ leaves the battlefield, discard your hand and you lose 30 life.
5/5
9RGW
Creature- Beast
When ~ enters the battlefield, place four 3/3 green Beast creature tokens onto the battlefield.
Whenever a creature you control dies and is dealt combat damage in the same turn, you may have up to 4 creatures you control fight any creature or creatures that dealt combat damage this turn.
3/3
9BBBB
Creature- Demon
Flying, Trample
When ~ enters the battlefield, distribute 13 -1/-1 counters amongst any number of target creatures.
6/6
8BBRRGG
Creature- Wurm
Haste, Deathtouch, Trample, Shroud
~ must attack each turn if able.
9/9
9WWW
Spirit of Protection
Creature - Spirit
Flying
If another creature you control is destroyed, you may destroy another target creature be destroyed instead.
10/10
"Even after death, always searching for her sister, the only one she failed to save."
9BBB
Spirit of Vengeance
Creature - Spirit
Flying
3: Target player gains control of Spirit of Vengeance. Any player may play this ability.
If you do not control Spirit of Protection, at the end of your turn, destroy all other creatures you control.
If you control Spirit of Protection, at the end of your turn, destroy all creatures you do not control.
15/15
"Always missing her sister, she ensures no one is lonely, by leaving no survivors."
Soul of Cybertron 11
Artifact Creature-Golem Equipment
Trample
All creatures you control are artifact creatures and equipment in addition to their other types, where their equip costs are equal to their mana costs.
As long as a creature is equipped with an equipment that is also a creature, it gains +X/+X where X is the equipment creature's power.
As long as a creature is equipped with an equipment that is also a creature, if the equipment creature has trample, it gains trample. The same is true for flying, hexproof, protection, first strike, double strike, haste, landwalk, regeneration, annihilator, deathtouch, vigilance, and infect.
Equip 11
10/10
Terror Elemental
6BBBBB
Creature-Horror Elemental
Vigilance
When Terror Elemental attacks, if the defending player controls no black creatures, it gains fear until the end of turn.
Whenever Terror Elemental blocks a creature, destroy that creature. It can't be regenerated. It's controller discards two cards.
9/9
Proginoskes
Legendary Creature-Angel
7WWWWW
Flying
Spells and abilities you control can target creatures with shroud and hexproof as thought they did not have shroud or hexproof
Sacrifice Proginoskes: Return all creature cards in your graveyard on to the battlefield. You gain an emblem that says "If a creature you control would die, regenerate that creature."
6/10
I have a momir cube of 50 of each cost on up the sale until you reach the 10+ costs where it's not really applicable.
We have created a bunch of custom cards for the 13/14 slots where there were 0 options, and have started expanding to all the 10+ costs where there are not enough "real" options.
At the 1 drop spot I tried to prioritize mana dorks, to make that slot more tempting.
At all of those costs, especially the 13-15 costs, the goal is creatures that almost win the game, but in fun ways.
Elesh Norn, Router of Enemies - 13WW
Legendary Creature - Praetor
Vigilance
When ~ ETB, destroy all creatures you do not control.
When an opponent activates a Momir ability counter that ability unless that player pays (5).
4/7
Semsain, Mirror to All - 10WUBRG
Legendary Artifact Creature - Dragon
Flying
When an opponent activates a Momir ability you may copy that ability.
9/9
Those are a couple of the more fun ones we did that play with the format a bit.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I currently have a Momir Basic cube and I was hoping I could get some of you to lend me a hand with something!
For those of you unfamiliar with Momir, here's the rundown.
1) 60 card decks of only basic lands
2) Start at 24 life
3) Plays out like a regular game of magic, but you can only use Momir activations. You can only activate Momir Vig once a turn at sorcery speed. His ability is
"X: Discard a card: Put a token onto the battlefield that's a copy of a creature card with converted mana cost X chosen at random. Activate this ability only any time you could cast a sorcery and only once each turn."
4) I have 15 piles, 1 for each casting cost up to 15, and within each pile are only creatures. When you activate Momir, you just select the top card of the pile and put it into play.
I am creating 5 custom cards for each CMC, from 1 to 15, and I was hoping I could get some ideas from you guys!
I am currently halfway done with all the custom cards, but I am struggling to come up with ideas for the bigger creatures, from 9-15 mana.
Do any of you have ideas for some creatures that cost between 9 and 15 mana, that would interact well in Momir?
Things to keep in mind when designing a Momir card:
1) Board states clog up often.
2) Combat-relevant abilities are strong, as a means to fight through opposing creatures is important (Evasion, first/double strike, lure, deathtouch, etc)
3) Bounce/Flicker is essentially a removal spell since the creatures in Momir are considered a creature token.
4) Ramp/Land related abilities (Your whole deck is basic lands... and the creatures get stronger as you go up the chain)
5) Card draw (you have to discard to activate momir, so drawing cards allows you to keep hitting your land drop and activate momir on the same turn)
6) Mass removal effects (Mass removal effects are hard to come by on creatures, but can be very important when dealing with clogged boards)
Thanks!
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
Grim Reaper 7BB
Creature - Demon Spirit
Flying
1B, discard a card: destroy target nonartifact creature.
8/5
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
Here's another good Momir creature:
Fertile-guts Elf G
Creature -- Elf
When ~ dies, search your library for a basic land and put it onto the battlefield tapped.
1/1
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
Gut-Ravaging Titan 6GGG
Creature - Giant
Trample
When this dies, put three 3/1 green Wurm creature tokens with "When this creature enters the battlefield, you may have it fight target creature." onto the battlefield.
9/3
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
Creature - Elf Druid
Whenever a creature you control dies, <you may> return a basic land from your graveyard to play <tapped>.
2/2
Marshflats Angel 2WB
Creature - Angel
Flying
Whenever ~ enter the battlefield gain 1 life for each basic land you control and target player loses 1 life for each basic land in your graveyrad.
3/3
Prismatic Golem 5
Artifact Creature - Golem
If you control a basic land of each type ~ gains +3/+3 and flying, first strike, haste, and hexproof.
4/4
Selesnya Elf G
Creature - Elf Druid
Whenever a land goes to the graveyard, you may gain 1 life.
1/1
Calvin and Hobbes
Cube Tutor
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Creature- Sphinx
Flying, Vigilance
When ~ enters the battlefield, return each other creature to its owner's hand.
4/6
1W
Artifact Creature- Warrior Construct
Double Strike
At the end of your upkeep, you may choose to place a 1/1 counter on ~. If you do, tap it.
0/2
6UUBBGG
Creature- Elemental
When ~ enters the battlefield, draw 7 cards and take an extra turn after this one.
8/8
W
Creature- Human
Sacrifice ~: Exile target creature. Return it to its owner's control at end of turn.
1/1
2G
Creature- Elf Druid
T, Sacrifice a creature: Draw a card. You may play an additional land this turn.
1/1
Globetrotter Colossus 4GW
Creature- Giant Warrior
Lifelink, Reach (Trample?)
When Globetrotter Colossus dies, destroy all lands.
4/8
10GGGGG
Legendary Creature- Giant
~ enters the battlefield tapped.
20/20
Keldon Master RRR
Creature- Human Barbarian
Haste, First Strike
3/1
3WB
Creature- Assassin
Deathtouch, First Strike, Vigilance.
1/1
WG
Creature
~ enters the battlefield with a +1/+1 counter on it for each creature you control.
1/1
7RG
Creature- Human Shaman
Trample, Haste
Other creatures you control get +3/+3 and gain Trample and Haste.
3/3
Powered BUG Cube BUG (Thread)
Powered WUR Cube RWU
Powered RUG Cube URG
480 Unpowered shenanigans
EDH:
Prossh, Skyraider of Kher
Gahiji, Honored One
Daretti, Scrap Savant
For Autocarding: Æ û (Lim-Dûl's Vault)
7UB
Faerie Egotist
Creature - Faerie
Flying
When Faerie Egotist enters the battlefield destroy each other creature with the same CMC as Faerie Egotist.
If another creature with CMC equal to Faerie Egotist would enter the battlefield, destroy that creature.
7/7
"I am unique, and I will stay that way"
Lazy Sovereign
Creature - Human Adviser
8WB
First Strike, Deathtouch
When Lazy Sovereign enters the battlefield exile all creatures with CMC less than Lazy Sovereign
8/8
"The easiest way to rule? Execute all your potential subjects subjects."
I worked on my customs a bit and I only have a few sections left.
I need
4x 11 drop
5x 12 drop
5x 13 drop
5x 14 drop
Help!!
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
Terranigma <Some high cost>
Creature - Elemental
<Insert abilities like trample/hexproof here>
You may play any number of lands per turn
You may play land cards from your graveyard
<Large P/T>
Could easily fit into the 11-14 range, just tweak numbers and abilities to your liking
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
6UUURRR
Creature - Illusion
Haste
Victory's Shadow cannot be blocked.
When Victory's Shadow becomes the target of a spell or ability, sacrifice it.
At the beginning of the end step, sacrifice Victory's Shadow.
24/1
"We shall see if victory is just an illusion"
4WWUUBBRRGG
Imprisoned God
Creature - God
Defender
Haste
Protection from Everything
Indestructable
If Goblin God Keeper is in play (controlled by anyone), Imprisoned God Gets +24/+0 and loses Defender.
0/24
"Here goblin, goblin, goblin."
9RR
Goblin God Keeper
Haste
11/11
"It doesn't matter how big he is. Who thought it was a good idea to let the goblin keep the keys?!"
Kozilek's Patron 11
Creature- Eldrazi
1, Discard a card: Target creature gains Annihilator 1 until end of turn.
8/9
10RRRR
Artifact Creature- Giant Construct
When ~ enters the battlefield, it deals 8 damage to each other creature and each player.
10/10
10UU
Creature- Wall
Flash, Defender
When ~ is deal any amount of combat damage, you draw that many cards and gain as much life.
0/10
7WWWWBBB
Creature- Human Cleric
At the beginning of your upkeep, you gain 10 life.
When ~ leaves the battlefield, discard your hand and you lose 30 life.
5/5
9RGW
Creature- Beast
When ~ enters the battlefield, place four 3/3 green Beast creature tokens onto the battlefield.
Whenever a creature you control dies and is dealt combat damage in the same turn, you may have up to 4 creatures you control fight any creature or creatures that dealt combat damage this turn.
3/3
9BBBB
Creature- Demon
Flying, Trample
When ~ enters the battlefield, distribute 13 -1/-1 counters amongst any number of target creatures.
6/6
8BBRRGG
Creature- Wurm
Haste, Deathtouch, Trample, Shroud
~ must attack each turn if able.
9/9
Powered BUG Cube BUG (Thread)
Powered WUR Cube RWU
Powered RUG Cube URG
480 Unpowered shenanigans
EDH:
Prossh, Skyraider of Kher
Gahiji, Honored One
Daretti, Scrap Savant
For Autocarding: Æ û (Lim-Dûl's Vault)
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
Spirit of Protection
Creature - Spirit
Flying
If another creature you control is destroyed, you may destroy another target creature be destroyed instead.
10/10
"Even after death, always searching for her sister, the only one she failed to save."
9BBB
Spirit of Vengeance
Creature - Spirit
Flying
3: Target player gains control of Spirit of Vengeance. Any player may play this ability.
If you do not control Spirit of Protection, at the end of your turn, destroy all other creatures you control.
If you control Spirit of Protection, at the end of your turn, destroy all creatures you do not control.
15/15
"Always missing her sister, she ensures no one is lonely, by leaving no survivors."
11
Artifact Creature-Golem Equipment
Trample
All creatures you control are artifact creatures and equipment in addition to their other types, where their equip costs are equal to their mana costs.
As long as a creature is equipped with an equipment that is also a creature, it gains +X/+X where X is the equipment creature's power.
As long as a creature is equipped with an equipment that is also a creature, if the equipment creature has trample, it gains trample. The same is true for flying, hexproof, protection, first strike, double strike, haste, landwalk, regeneration, annihilator, deathtouch, vigilance, and infect.
Equip 11
10/10
Terror Elemental
6BBBBB
Creature-Horror Elemental
Vigilance
When Terror Elemental attacks, if the defending player controls no black creatures, it gains fear until the end of turn.
Whenever Terror Elemental blocks a creature, destroy that creature. It can't be regenerated. It's controller discards two cards.
9/9
Proginoskes
Legendary Creature-Angel
7WWWWW
Flying
Spells and abilities you control can target creatures with shroud and hexproof as thought they did not have shroud or hexproof
Sacrifice Proginoskes: Return all creature cards in your graveyard on to the battlefield. You gain an emblem that says "If a creature you control would die, regenerate that creature."
6/10
"There are no two words in the English language more harmful than 'good job'." -Terrance Fletcher, Whiplash (2014)
We have created a bunch of custom cards for the 13/14 slots where there were 0 options, and have started expanding to all the 10+ costs where there are not enough "real" options.
At the 1 drop spot I tried to prioritize mana dorks, to make that slot more tempting.
At all of those costs, especially the 13-15 costs, the goal is creatures that almost win the game, but in fun ways.
Elesh Norn, Router of Enemies - 13WW
Legendary Creature - Praetor
Vigilance
When ~ ETB, destroy all creatures you do not control.
When an opponent activates a Momir ability counter that ability unless that player pays (5).
4/7
Semsain, Mirror to All - 10WUBRG
Legendary Artifact Creature - Dragon
Flying
When an opponent activates a Momir ability you may copy that ability.
9/9
Those are a couple of the more fun ones we did that play with the format a bit.