So a quick questionHarrow or Explore in place of Realms Uncharted? Also with all of the +1 counters floating around in here is it worth running Inexorable Tide or any card with proliferate for that matter. And Doubling Season keeps sounding better.
Only reason Psychic Spiral was the was another Elixir of Immortality which would allow me to re-pair and re-tutor them back out as well as be a little damaging to an opponent in the process. And I should be ashamed of the Simic Sky Swallower its a perfect match for Vigor. Heck most of what you listed I agree on. Basically control in any form you want when you want. Might even change the name to "Any Way You Want It" lol.
I like the Tidespout Tyrant, Scrivener. Have to take a look around Lgs for both this week. Now my question is if Wild Pair triggers when Kederekt Leviathan ETB I still search out the Tyrant he gets bounced by the Leviathan correct?
So a brief history of my play experience; it all started back in 6th grade during my early morning walks to school and lunch time in the library where we would sit and play some casual magic.I was given my first deck which at the time was a U/B Psychatog deck. Which I loved dearly. Over the time I built up a rather casual deck which basically went Captain Sisay+Cromat+Coalition Victory to win. Over the years I started playing standard and extended to an extent up until the end of Guildpact. From there life had moved foreward and I took a break until one day I had seen my friends had picked up the game. This was about the time of New Phyrexia/Innistrad. To help them learn the woes of every magic player I played a mono blue control deck to show them the pain of counter-magic. Fast-forward to about now I play mostly casual with some limited, but alas my time has become alot more limited. Thus we have decided to build a Commander(EDH) deck.
The Man With a Plan
So you are thinking of using our buddy Momir Vig, Simic Visionary, good for you. Now let us discuss if you think he is right for you.
To Play Momir:
-You enjoy elegant and long thought out turns
-You enjoy playing games around your opponents
-Can adjust quickly to any sort of circumstance
-Multiple solutions to any problem
-To lead an army
To Play Anything Else:
-Being eager and aggressive
-Impatient
-Careless
-Shorter turns with little or no thought involved
-You want a one man powerhouse
So if alot of the characteristics interest you, you may qualify for Momir. Otherwise look elsewhere. But if you choose to stay we will teach you in the ways of thought and growth.
As for other U/G options you have a couple of choices other than Momir.
Experiment Kraj the product of our friend Momir's intelligence combined with about a dozen or so others. He is a creature that feeds off others(like most oozes). He allows you to gain access to other creatures' activated abilities if they have a +1/+1 counter on them. We utilize him in this build but can be built around so you can have a giant Commander who basically just soaks up a bunch of activated abilities. With Gatecrash looming and the Evolve mechanic he may see more builds centered around this giant.
Up next is Edric,Spymaster of Trest, he is an interesting little elf. Instead of the traditional method of trading speed for power, this guy is fueled with caffeine. He basically wants to attack with a whole bunch of creatures to repeat this process by drawing into more friends and time. Also can be used as a pseudo group hug general(who doesn't like to draw cards) In my opinion the least fun out of the current generals.
Newer to the U/G general list is Prime Speaker Zegana, I myself have found wanting to cater to her more but she fits in here nicely as I can pretty much set her up with Momir. On her own she plays a mean general utilizing draw power with sheer power. Lorescale Coatl+Psychosis Crawler+Prime Speaker Zegana is a beautiful thing. All around a goodstuff general, plays similar to Momir to an extent.
With my natural affinity with Blue Magic I decided to make a deck with a Commander who could do what I want when I want. This let me remember a little elf named Momir. He basically let you tutor a creature when ever you played a multicolored creature. Access to abilities when I want them, check. But alas we only have finite resources with creatures. That is when my friend from the River of Styx showed up in Avacyn Restored, he allowed me to reuse ETB triggers if I payed him in enough mana. Now we have the unlimited resources we need, double check. But wait I could double my efforts of tutoring and ETB at once, madness you say, no just some slight engineering. With Wild Pair we are able to pull another helpful friend from the nether into physical manifestation. So now we get what we wanted at any time and then some. Talk about your BOGO!
Stratagem
So like many of the other Momir decks you want to cater to his greedy needs of fusing creatures together while also maintaining a strategic field presence. To do so we keep the creature count relatively high but make sure they have abilities that allow us to bend to the current situation.
Almost all of our creatures utilize the ETB trigger while Momir off the creature spell itself. While at the same time we can utilize multiple creatures via Wild Pair which to allow for a larger army and triggers.
For our early game we want to ramp up to our "tutor" General so we can utilize his expertise. Our static mana rocks we have Simic Signet and Simic Keyrune. We utilize our large creature base to curve our mana base. Using the creatures accomplishes a few things more synergy and the ability to re-use them by flickering. This allows us to get closer
our mid/end game.
Now as we progress a few turns or so, not has only our board evolved but so has our opponents. What happens here is we decide on two things; is it time for countermeasures or progress our strategy. If the opponent has begun to push out a little early we may want clean up the board a little bit while at the same time advance to our goal. Acidic Slime and Indrik Stomphowler do a fine job of cleaning up some of the board for us and can actually be reused later on if need be, while at the same time tutoring our next card for us. Mystic Snake is really a snake in the grass, counters a spell and replaces himself in hand and as well be can be flickered to counter alot of spells. Our hard counters are Mystic Genesis, Dissipate, and our signature counter Voidslime most of the time we save these for a board wipe/tuck/ or thievery.
So we ramped a bit, cleared and gained some ground back, what's next in the master plan. Well for starts we can choose to do a couple of things gain control of everything or just swarm the opponent and not let them recover(sometimes watching your opponents squirm for fun becomes your downfall, supervillians know this all too well). Starting with our creatures with Graft they allow us to move +1/+1 counters around if a creature hits the ground(opponents as well, have seen alot of thank yous for strengthening an opponents creature, looks harmless at first), this enables quite a few things; abilities, control, and power. Experiment Kraj allows for us to gain access to a world of activated abilities from opponents creatures or doubling our own if need be. Or he can just make our army bigger. Cytoplast Manipulator allows us to steal any creature with +1/+1 counter on it(see above for details), while Vigean Graftmage allows us to unlock the ability to untap and steal more friends or give us a blocker after an assault or even go infinite with our buddy Kraj Cytoplast Root-Kin allows us to give an added boost to all of our grafted friends. If more control is needed you have a whole army of utility creatures at your disposal from a mere Clone to utter removal like Terastodon. Basically if you still need time to push an opponent off your heels, tutor away. You have access to your library as basically your second hand.
Well you should now have some more control to the game, its time to have a little of fun. Deadeye Navigator and Conjurer's Closet allow us to reuse our ETB triggers, steal creatures permanently, or refresh graft counters(Root-Kin flicker for pain).
What you do from then on all depends on matchups and board state. Hopefully next update will involve entering the infinite(not turns).
Learning From Mistakes
Without further ado, the deck. All tips and tricks will be assessed and tested for. Just because it sounds crazy just might mean it will work all that much better.
So I am kind of new to the EDH scene, started playing back during 7th edition till the end of the Guildpact. Took a break came back at the begining of Innistrad when I saw my friends had picked up the game. So with about $30 or so dollars I went to town on the build.
So thats basically the deck minus shock and painlands. Could use a Deadeye Navigator still looking to get one. Please any input helps for a first timer
Thoughts, inputs, paranoia, etc., all is welcome.
History Lesson
So you are thinking of using our buddy Momir Vig, Simic Visionary, good for you. Now let us discuss if you think he is right for you.
To Play Momir:
-You enjoy elegant and long thought out turns
-You enjoy playing games around your opponents
-Can adjust quickly to any sort of circumstance
-Multiple solutions to any problem
-To lead an army
To Play Anything Else:
-Being eager and aggressive
-Impatient
-Careless
-Shorter turns with little or no thought involved
-You want a one man powerhouse
So if alot of the characteristics interest you, you may qualify for Momir. Otherwise look elsewhere. But if you choose to stay we will teach you in the ways of thought and growth.
As for other U/G options you have a couple of choices other than Momir.
Experiment Kraj the product of our friend Momir's intelligence combined with about a dozen or so others. He is a creature that feeds off others(like most oozes). He allows you to gain access to other creatures' activated abilities if they have a +1/+1 counter on them. We utilize him in this build but can be built around so you can have a giant Commander who basically just soaks up a bunch of activated abilities. With Gatecrash looming and the Evolve mechanic he may see more builds centered around this giant.
Up next is Edric,Spymaster of Trest, he is an interesting little elf. Instead of the traditional method of trading speed for power, this guy is fueled with caffeine. He basically wants to attack with a whole bunch of creatures to repeat this process by drawing into more friends and time. Also can be used as a pseudo group hug general(who doesn't like to draw cards) In my opinion the least fun out of the current generals.
Newer to the U/G general list is Prime Speaker Zegana, I myself have found wanting to cater to her more but she fits in here nicely as I can pretty much set her up with Momir. On her own she plays a mean general utilizing draw power with sheer power. Lorescale Coatl+Psychosis Crawler+Prime Speaker Zegana is a beautiful thing. All around a goodstuff general, plays similar to Momir to an extent.
For more information on Momir build's, aside from my own, are as follows:
XeroxedFool: Momir Vig, Simic Visionary(Updated for Banned list)
Miscalcul8edRisk:Momir Vig, Simic Visionary (1vs1)
History Repeats Itself
So like many of the other Momir decks you want to cater to his greedy needs of fusing creatures together while also maintaining a strategic field presence. To do so we keep the creature count relatively high but make sure they have abilities that allow us to bend to the current situation.
Almost all of our creatures utilize the ETB trigger while Momir off the creature spell itself. While at the same time we can utilize multiple creatures via Wild Pair which to allow for a larger army and triggers.
For our early game we want to ramp up to our "tutor" General so we can utilize his expertise. Our static mana rocks we have Simic Signet and Simic Keyrune. We utilize our large creature base to curve our mana base. Using the creatures accomplishes a few things more synergy and the ability to re-use them by flickering. This allows us to get closer
our mid/end game.
Now as we progress a few turns or so, not has only our board evolved but so has our opponents. What happens here is we decide on two things; is it time for countermeasures or progress our strategy. If the opponent has begun to push out a little early we may want clean up the board a little bit while at the same time advance to our goal. Acidic Slime and Indrik Stomphowler do a fine job of cleaning up some of the board for us and can actually be reused later on if need be, while at the same time tutoring our next card for us. Mystic Snake is really a snake in the grass, counters a spell and replaces himself in hand and as well be can be flickered to counter alot of spells. Our hard counters are Mystic Genesis, Dissipate, and our signature counter Voidslime most of the time we save these for a board wipe/tuck/ or thievery.
So we ramped a bit, cleared and gained some ground back, what's next in the master plan. Well for starts we can choose to do a couple of things gain control of everything or just swarm the opponent and not let them recover(sometimes watching your opponents squirm for fun becomes your downfall, supervillians know this all too well). Starting with our creatures with Graft they allow us to move +1/+1 counters around if a creature hits the ground(opponents as well, have seen alot of thank yous for strengthening an opponents creature, looks harmless at first), this enables quite a few things; abilities, control, and power. Experiment Kraj allows for us to gain access to a world of activated abilities from opponents creatures or doubling our own if need be. Or he can just make our army bigger. Cytoplast Manipulator allows us to steal any creature with +1/+1 counter on it(see above for details), while Vigean Graftmage allows us to unlock the ability to untap and steal more friends or give us a blocker after an assault or even go infinite with our buddy Kraj Cytoplast Root-Kin allows us to give an added boost to all of our grafted friends. If more control is needed you have a whole army of utility creatures at your disposal from a mere Clone to utter removal like Terastodon. Basically if you still need time to push an opponent off your heels, tutor away. You have access to your library as basically your second hand.
Well you should now have some more control to the game, its time to have a little of fun. Deadeye Navigator and
Conjurer's Closet allow us to reuse our ETB triggers, steal creatures permanently, or refresh graft counters(Root-Kin flicker for pain).
What you do from then on all depends on matchups and board state. Hopefully next update will involve entering the infinite(not turns).
Without further ado, the deck. All tips and tricks will be assessed and tested for. Just because it sounds crazy just might mean it will work all that much better.
1 Momir Vig, Simic Visionary
Creature x47
1 Wall Of Blossoms
1 Acidic Slime
1 Sphinx of Uthuun
1 Garruk's Horde
1 Deadwood Treefolk
1 Vigor
1 Indrik Stomphowler
1 Body Double
1 Biovisionary
1 Quicksilver Gargantuan
1 Psychosis Crawler
1 Experiment Kraj
1 Snapcaster Mage
1 Kederekt Leviathan
1 Clone
1 Chancellor of the Spires
1 Terastodon
1 Coiling Oracle
1 Deadeye Navigator
1 Mystic Snake
1 Yeva, Nature's Herald
1 Murkfiend Liege
1 Ivy Lane Denizen
1 Wistful Selkie
1 Phyrexian Metamorph
1 Mnemonic Wall
1 Plaxcaster Frogling
1 Lorescale Coatl
1 Eternal Witness
1 Timberland Guide
1 Simic Guildmage
1 Captain of the Mist
1 Cytoplast Manipulator
1 Vigean Graftmage
1 Cytoplast Root-Kin
1 Vorinclex, Voice of Hunger
1 Zameck Guildmage
1 Bond Beetle
1 Simic Manipulator
1 Fathom Mage
1 Prime Speaker Zegana
1 Oracle of Mul Daya
1 Loaming Shaman
1 Yavimaya Elder
1 Farhaven Elf
1 Wood Elves
1 Fierce Empath
1 Mystic Genesis
1 Simic Charm
1 Brainstorm
1 Dissipate
1 Voidslime
Sorcery x4
1 Urban Evolution
1 Creeping Renaissance
1 Spitting Image
1 Stolen Identity
Artifacts x6
1 Simic Keyrune
1 Ring of Evos Isle
1 Conjurer's Closet
1 Witchbane Orb
1 Simic Signet
1 Skullclamp
Enchantments x2
1 Asceticism
1 Wild Pair
Land x35
12 Forest
14 Island
1 Simic Guildgate
1 Thespian's Stage
1 Oran-Rief, the Vastwood
1 Novijen, Heart of Progress
1 Yavimaya Coast
1 Breeding Pool
1 Reliquary Tower
1 Alchemist's Tower
1 Simic Growth Chamber
Coming Soon
Consecrated Sphinx Wild Pair for Experiment Kraj and all around staple.
Sylvan Primordial Doesn't need an explanation.
Master BiomancerInfinite +1/+1 counter.
Seedborn Muse allows for you to always have a turn with Murkfiend Liege and Yeva, Nature's Herald.
2/03/2013
In:
Vorinclex, Voice of Hunger
Out:
Sphinx of Magosi
1/29/2013
In:
Loaming Shaman
Yavimaya Elder
Farhaven Elf
Wood Elves
Skullclamp
Fierce Empath
Oran-Rief, the Vastwood
Novijen, Heart of Progress
Oracle of Mul Daya
Fathom Mage
Timberland Guide
Bond Beetle
Simic Guildgate
Thespian's Stage
Simic Manipulator
Prime Speaker Zegana
Stolen Identity
Urban Evolution
Mystic Genesis
Wall of Blossoms
Simic Keyrune
Simic Charm
Zameck Guildmage
Psychosis Crawler
Captain of the Mist
Biovisionary
Ivy Lane Denizen
Out:
Elixir of Immortality
Cultivate
Realms Uncharted
Ranger's Path
Spine of Ish Sah
Archaeomancer
Forest
Island
Rite of Flourishing
Winged Coatl
Primal Cocoon
Ring of Kalonia
Forest
Island
Yavimaya's Embrace
Biomantic Mastery
Cackling Counterpart
Foresee
Counterspell
Elvish Visionary
Awakening Zone
Simic Sky Swallower
Cold-Eyed Selkie
Garruk, Primal Hunter
Hoverguard Sweepers
Phyrexian Ingester
Fungal Behemoth
1/5/2013
Out:
-Civic Wayfinder
-Recurring Insight
In:
+Rites of Flourishing
+Garruk, Primal Hunter
12/29/2012
Out:
-Knowledge Pool
-Cream of the Crop
-Trade Routes
-Trygon Predator
-Time Elemental
-Artisan of Kozilek
-Infinite Reflection
-Mwonvuli Beast Tracker
-Psychic Spiral
-Seer's Sundial
-Thicket Elemental
-Fathom Trawl
-Amass the Components
-Aether Mutation
-Devastation Tide
-Sages of the Anima
-Llanowar Elves
-Quicksilver Elemental
-Covenant of Minds
-Syncopate
-Mind Control
-Nulltread Gargantuan
In:
+Foresee
+Counterspell
+Primal Cocoon
+Awakening Zone
+Ring of Kalonia
+Ring of Evos Isle
+Creeping Renaissance
+Vigean Graftmage
+Cytoplast Root-Kin
+Sphinx of Magosi
+Elvish Visionary
+Deadeye Navigator
+Simic Sky Swallower
+Lorescale Coatl
+Plaxcaster Frogling
+Deadwood Treefolk
+Body Double
+Terastodon
+Cold-Eyed Selkie
+Cytoplast Manipulator
+Hoverguard Sweepers
+Fungal Behemoth
1 Phyrexian Metamorph
1 Thicket Elemental
1 Yeva, Nature's Herald
1 Jin-Gitaxias, Core Augur
1 Sages of the Anima
1 Lhurgoyf
1 Pilgrim's Eye
1 Quicksilver Elemental
1 Clone
1 Eternal Witnes
1 Chancellor of the Spires
1 Vedalken Heretic
1 Ivy Elemental
1 Llanowar Elves
1 Kederekt Leviathan
1 Archaeomancer
1 Time Elemental
1 Sylvan Ranger
1 Civic Wayfinder
1 Snapcaster Mage
1 Mwonvuli Beast Tracker
1 Acidic Slime
1 Molimo, Maro-Sorcerer
1 Artisan of Kozilek
1 Maro
1 Silklash Spider
1 Mnemonic Wall
1 Wolfbriar Elemental
1 Sphinx of Uthuun
1 Vigor
1 Psychosis Crawler
1 Brainstorm
1 Counterspell
1 Reminisce
1 Distant Memories
1 Covenant of Minds
1 Cackling Counterpart
1 Fathom Trawl
1 Cyclonic Rift
1 Tracker's Instincts
1 Psychic Spiral
1 Devastation Tide
1 Rampant Growth
1 Power Sink
1 Syncopate
1 Realms Uncarted
1 Cultivate
1 Amass the Components
1 Dissipate
1 Elixir of Immortality
1 Knowledge Pool
1 Seer's Sundial
1 Witchbane Orb
1 Spine of Ish Sah
1 Conjurer's Closet
1 Loxodon Warhammer
1 Wild Pair
1 Cream of the Crop
1 Yavimaya Embrace
1 Infinite Reflections
1 Trade Routes
1 Mind Control
16 Island
14 Forest
1 Transguild Promenade
1 Alchemist's Refuge
1 Cavern of Souls
1 Reliquary Tower
So thats basically the deck minus shock and painlands. Could use a Deadeye Navigator still looking to get one. Please any input helps for a first timer