I just joined this website, so as my first order of business, I would like to thank you for sharing your extensive experience with Momir Vig. Your detailed description of many of your card choices is unparalleled and much appreciated, and has helped me sculpt my own Momir Vig build.
I chose to go with a build that runs all permanents except for primal surge, mostly because force of will and mana drain come with a pretty steep price tag, and against heavy control, I found myself wishing my counter spells were something else (sounds weird I'm sure). With a depleted counterspell suite, I felt like trying something a little bit different. Perhaps playing against Azami has left a sour taste in my mouth, but my observation was that there were situations in which I wished I had a faster way to win against control. It is very rare to find control players tapped out, and I really wanted a way to punish them for overextending. I ended up embracing a bit of an elf-ball but still tool box strategy, added Craterhoof Behemoth, and avoided creatures with defender with the exception of Wall of Blossoms and Drift of Phantasms. Besides this, I added Laboratory maniac. It is as awesome as it is amusing. Not only does Primal Surge basically win the game on the spot, but Laboratory Maniac also conveniently slides in under Aluren after drawing your library a la cloudstone curio draw bounce engine. It also serves as a hilarious parry to search for after becoming the target of an arbitrarily large stroke of genius or its kin. All of that being said, this decision was certainly a meta/budget consideration. Just thought I'd post the experience.
So much love for Vig here <3
Again, thank you so much for your breakdown. It was a stellar read
I run a "peasant" version of Vig that I'd like to share with you Vig-afficionados. Maybe it will give you some unorthodox ideas that you can adapt to your builds, and also help me tune it further. Our playgroup uses the Duel Commander banlist both in 1v1 and multiplayer, and players may optionally make budget "Peasant" decks with no rares and max 8 uncommons, though these often go up against full power decks as well. Here's my Peasant Momir:
The deck uses a Blasting Station combo with Ivy Lane Denizen and Grazing Kelpie to kill the table. The mana dorks help accelerate the combo as early as turn 6 and also provide a sufficient green men density to make Momir work. My choice for the 8 uncommons:
Acidic Slime: Powerful removal that works great with Ghostly Flicker + Eternal Witness/Archaeomancer
Eternal Witness: Recur anything, continuously with Ghostly Flicker + Archaeomancer
Riftsweeper: Since I rely so much on the combo for closing the game, this is protection against StP on Ivy Lane Denizen etc. Also just another green dude for Momir.
Vedalken Mastermind: Prefered over Crystal Shard since it protects itself and is tutorable through Momir. Ideally used with Reality Acid for a removal lock, or with Coiling Oracle if Vig is in play.
Blasting Station: The main kill condition.
Lightning Greaves: Protect Momir and combo pieces.
Skullclamp: Keep those dorks useful mid-late game.
Mystical Tutor: A good way to extend the reach of the transmute tutors.
The list also makes use of deathtouch + viridian longbow to compensate for the lack of creature removal in simic peasant. Let me know what you think!
A series of seven articles using Magic to explore the very stuff of the Universe! "At least for those who can play cards, their present incarnation is not quite wasted." [Click here for the articles!]
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I chose to go with a build that runs all permanents except for primal surge, mostly because force of will and mana drain come with a pretty steep price tag, and against heavy control, I found myself wishing my counter spells were something else (sounds weird I'm sure). With a depleted counterspell suite, I felt like trying something a little bit different. Perhaps playing against Azami has left a sour taste in my mouth, but my observation was that there were situations in which I wished I had a faster way to win against control. It is very rare to find control players tapped out, and I really wanted a way to punish them for overextending. I ended up embracing a bit of an elf-ball but still tool box strategy, added Craterhoof Behemoth, and avoided creatures with defender with the exception of Wall of Blossoms and Drift of Phantasms. Besides this, I added Laboratory maniac. It is as awesome as it is amusing. Not only does Primal Surge basically win the game on the spot, but Laboratory Maniac also conveniently slides in under Aluren after drawing your library a la cloudstone curio draw bounce engine. It also serves as a hilarious parry to search for after becoming the target of an arbitrarily large stroke of genius or its kin. All of that being said, this decision was certainly a meta/budget consideration. Just thought I'd post the experience.
So much love for Vig here <3
Again, thank you so much for your breakdown. It was a stellar read
5 Momir Vig, Simic Visionary
CREATURES (32)
//mana dudes (10)
1 Arbor Elf
1 Boreal Druid
2 Devoted Druid
1 Elvish Mystic
3 Farhaven Elf
1 Fyndhorn Elves
2 Gemhide Sliver
1 Llanowar Elves
2 Quirion Elves
2 Sakura-Tribe Elder
5 Acidic Slime
4 Archaeomancer
2 Coiled Oracle
3 Drift of Phantasms
4 Elgaud Shieldmate
2 Elvish Visionary
3 Eternal Witness
4 Grazing Kelpie
4 Ivy Lane Denizen
5 Mulldrifter
2 Multani's Acolyte
2 Nightshade Peddler
2 Riftsweeper
1 Spore Frog
1 Slippery Bogle
2 Thornweald Archer
3 Trinket Mage
2 Vedalken Aethermage
2 Vedalken Mastermind
3 Winged Coatl
2 Wirewood Herald
3 Yavimaya Elder
3 Blasting Station
2 Lightning Greaves
1 Skullclamp
0 Tormod's Crypt
1 Viridian Longbow
ENCHANTMENTS (4)
3 Broken Fall
2 Gaea's Touch
2 Lignify
3 Reality Acid
INSTANTS (17)
2 Arcane Denial
1 Brainstorm
3 Capsize
2 Counterspell
1 Dizzy Spell
2 Evolution Charm
3 Exclude
3 Faerie Trickery
3 Ghostly Flicker
2 Miscalculation
2 Muddle the Mixture
1 Mystical Tutor
1 Nature's Claim
4 Ray of Command
1 Reclaim
4 Rewind
3 Snakeform
3 Cultivate
1 Gitaxian Probe
3 Kodama's Reach
2 Merchant Scroll
1 Ponder
1 Preordain
LANDS (35)
15 Forest
8 Island
1 Command Tower
1 Simic Growth Chamber
1 Simic Guildgate
1 Halimar Depths
1 Remote Isle
1 Lonely Sandbar
1 Slippery Karst
1 Tranquil Thicket
1 Seat of the Synod
1 Tree of Tales
1 Haunted Fengraf
1 Desert
The deck uses a Blasting Station combo with Ivy Lane Denizen and Grazing Kelpie to kill the table. The mana dorks help accelerate the combo as early as turn 6 and also provide a sufficient green men density to make Momir work. My choice for the 8 uncommons:
Acidic Slime: Powerful removal that works great with Ghostly Flicker + Eternal Witness/Archaeomancer
Eternal Witness: Recur anything, continuously with Ghostly Flicker + Archaeomancer
Riftsweeper: Since I rely so much on the combo for closing the game, this is protection against StP on Ivy Lane Denizen etc. Also just another green dude for Momir.
Vedalken Mastermind: Prefered over Crystal Shard since it protects itself and is tutorable through Momir. Ideally used with Reality Acid for a removal lock, or with Coiling Oracle if Vig is in play.
Blasting Station: The main kill condition.
Lightning Greaves: Protect Momir and combo pieces.
Skullclamp: Keep those dorks useful mid-late game.
Mystical Tutor: A good way to extend the reach of the transmute tutors.
The list also makes use of deathtouch + viridian longbow to compensate for the lack of creature removal in simic peasant. Let me know what you think!
A series of seven articles using Magic to explore the very stuff of the Universe!
"At least for those who can play cards, their present incarnation is not quite wasted."
[Click here for the articles!]