Hey everyone! Momir Basic was always a format that intrigued me, ever since I played a few matches on Magic the Gathering Online. Before I go further about my cube, here's how you play!:
How to Play:
1)Both players start with a 60 card deck with only basic lands, in any combination. (We use an even split of 12 per land.) 2)Both players have access to the Momir Vig Avatar. (For those not familiar with Avatars, they grant you an ability that you have access to during the duration of the game, while also providing other advantages or disadvantages. 3)Other than that, Momir Basic plays out like a normal game of Magic. You have a starting hand of 7, you draw 1 card a turn, play 1 land a turn, etc. 4)The only difference between a Magic the Gathering Online game and a cube game is I have predetermined piles for each converted mana cost, so instead of getting a random creature at a specific mana cost from "all of magic", you get a random creature from that specific mana cost's pile.
My Design Philosophy:
When I was thinking about how I was going to design my Momir cube, I first thought about how exactly the games would play out. Having played some Momir matches on MTGO already, I had a basic idea.
There would be:
1) Clogged board states
2) Tons and tons of combat (trading, chumping, double blocking, etc)
3) Complete duds (cards that did nothing, aka vanilla creatures)
4) Complete utter bombs
5) Just creatures!
Obviously, with a cube, I can pick and choose the cards that will be played. This means I can eliminate any so called "duds", by making every card in the cube relevant in some way.
After thinking about this, I then thought about what would be good in a format with only basic lands in your library, only creatures in play (tokens to boot), and where you discard every turn:
1) Ramp (Accelerating into the higher drops will be valued highly)
2) Bounce/Flicker (Since the creatures in play are creature tokens, bounce and flicker are essentially "kill spells")
3) Draw (In order to keep progressing up the chain, you need cards to pitch, as well as your lands to play every turn)
4) Combat relevant abilities (Deathtouch, Flying, Unblockable, First Strike, Lure, etc. Board states can and will be clogged often, so means to get through damage will be important)
5) Removal (With only creatures in play, creatures with any sort of removal or pseudo removal on them will be valued highly)
6) Mass Removal (This is harder to come by, but there are some creatures that can provide some mass removal type effects)
So in my design, I tried to incorporate many different abilities and applications on the creatures that would help games play out on a fairer level. I use fairer level very loosely as there will be games where an unanswered Soul Sculptor just wins the game, but with both players given access to each of these applications, the games can be incredibly interactive and just flat out fun!
Cube Information
Type: Momir Basic Size: 620 Breakdown: 1: 46 cards 2: 71 cards 3: 93 cards 4: 96 cards 5: 100 cards 6: 75 cards 7: 63 cards 8: 43 cards 9: 11 cards 10: 5 cards 11: 5 cards 12: 4 cards 13: 3 cards 14: 3 cards 15: 2 cards Portal: Yes Proxies: No "Un" Cards: Yes Custom Cards: Will be adding 5 custom cards to each cmc. Currently in progress. Thoughts or ideas are always well received!
1) All flip cards will flip:For the few flip cards in my cube, they will always flip due to the fact that neither player are casting spells. Technically, since all Momir Basic creatures are creature tokens, these creatures wouldn't "identify" the other side, but for the sake of fun, an exception will be made so that they do identify.
2) Custom Card Creation:I will be adding in 5 custom cards to each converted mana cost pile. I want to add them in all at once, so I am going to wait until I am done creating them.
3) Alternate Mana Costs:There are some creatures that are categorized as different converted mana costs than as printed. I included some cards with Kicker costs, but only because the kicked ability made the creature relevant in the cube. Therefore, I put them in there respective mana piles, as if they have been kicked. (For example, Gatekeeper of Malakir is a 3 drop because he costs 3 when kicked.)
Had a pretty good session tonight. Played about 10 games.
The most memorable game of the night was the last one, where I was able to turn 2 Field Surgeon, and then eventually get Kiki-Jiki, Mirror Breaker with Captain of the Watch. I had about 12 Soldier tokens at one point, all 3/3s with vigilance, since I had a copy of Captain from Kiki as well. Pretty freakin' funny. This format is a blast.
Mind if I use your list as a base for my momir basic? I had a list I had drawn up, but seemed to of mis-placed it. I promis I'll share it when I discover it, so we can get some discussion in here.
How to Play:
2) Both players have access to the Momir Vig Avatar. (For those not familiar with Avatars, they grant you an ability that you have access to during the duration of the game, while also providing other advantages or disadvantages.
3) Other than that, Momir Basic plays out like a normal game of Magic. You have a starting hand of 7, you draw 1 card a turn, play 1 land a turn, etc.
4) The only difference between a Magic the Gathering Online game and a cube game is I have predetermined piles for each converted mana cost, so instead of getting a random creature at a specific mana cost from "all of magic", you get a random creature from that specific mana cost's pile.
My Design Philosophy:
When I was thinking about how I was going to design my Momir cube, I first thought about how exactly the games would play out. Having played some Momir matches on MTGO already, I had a basic idea.
There would be:
1) Clogged board states
2) Tons and tons of combat (trading, chumping, double blocking, etc)
3) Complete duds (cards that did nothing, aka vanilla creatures)
4) Complete utter bombs
5) Just creatures!
Obviously, with a cube, I can pick and choose the cards that will be played. This means I can eliminate any so called "duds", by making every card in the cube relevant in some way.
After thinking about this, I then thought about what would be good in a format with only basic lands in your library, only creatures in play (tokens to boot), and where you discard every turn:
1) Ramp (Accelerating into the higher drops will be valued highly)
2) Bounce/Flicker (Since the creatures in play are creature tokens, bounce and flicker are essentially "kill spells")
3) Draw (In order to keep progressing up the chain, you need cards to pitch, as well as your lands to play every turn)
4) Combat relevant abilities (Deathtouch, Flying, Unblockable, First Strike, Lure, etc. Board states can and will be clogged often, so means to get through damage will be important)
5) Removal (With only creatures in play, creatures with any sort of removal or pseudo removal on them will be valued highly)
6) Mass Removal (This is harder to come by, but there are some creatures that can provide some mass removal type effects)
There are other categories that I focused on, but those are the major ones. Through my research, it was funny finding some cards that were born for this format: Boldwyr Heavyweights, Myr Superion, Desecration Elemental, Trench Gorger, Terravore, Ancient Ooze, etc.
So in my design, I tried to incorporate many different abilities and applications on the creatures that would help games play out on a fairer level. I use fairer level very loosely as there will be games where an unanswered Soul Sculptor just wins the game, but with both players given access to each of these applications, the games can be incredibly interactive and just flat out fun!
Cube Information
Type: Momir Basic
Size: 620
Breakdown:
1: 46 cards
2: 71 cards
3: 93 cards
4: 96 cards
5: 100 cards
6: 75 cards
7: 63 cards
8: 43 cards
9: 11 cards
10: 5 cards
11: 5 cards
12: 4 cards
13: 3 cards
14: 3 cards
15: 2 cards
Portal: Yes
Proxies: No
"Un" Cards: Yes
Custom Cards: Will be adding 5 custom cards to each cmc. Currently in progress. Thoughts or ideas are always well received!
Cube List: (Visual Spoiler)
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House Rules:
2) Custom Card Creation: I will be adding in 5 custom cards to each converted mana cost pile. I want to add them in all at once, so I am going to wait until I am done creating them.
3) Alternate Mana Costs: There are some creatures that are categorized as different converted mana costs than as printed. I included some cards with Kicker costs, but only because the kicked ability made the creature relevant in the cube. Therefore, I put them in there respective mana piles, as if they have been kicked. (For example, Gatekeeper of Malakir is a 3 drop because he costs 3 when kicked.)
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
The most memorable game of the night was the last one, where I was able to turn 2 Field Surgeon, and then eventually get Kiki-Jiki, Mirror Breaker with Captain of the Watch. I had about 12 Soldier tokens at one point, all 3/3s with vigilance, since I had a copy of Captain from Kiki as well. Pretty freakin' funny. This format is a blast.
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
My Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!
540 Peasant cube- Gold EditionSomething SpicyMy Peasant Cube thread !!! (380 cards)
Draft my Peasant Cube on Cube Cobra !!!