Thursday, October 13, 2011

Momir Basic strategy

Well, today to change things a bit, I will talk about Momir Basic, because I think it's a very funny format.

Despite what most people say, Momir is not a luck-driven format, it is a format where you need to be very careful about how you make your plays. One of the main things you have to pay attention to is when you start to build your deck, since many relevant creatures have activated abilities that demand specific colors. The main colors are black and red, so I play with more Mountains and Swamps then the rest of the other basic lands. Forests and Islands are next, leaving Plains at last.
One more thing you have to pay attention to is to have, if possible, one of each basic land in play (unless your opponent has one landwalker creature, of course), because when you start making 8 cmc creatures (normally where the game comes to a conclusion), you'll find that many of the creatures that cost 8 have upkeep costs, and in different colors, and having the mana to pay for it can win you the game, not to mention that if you reach 16 mana, Draco demands that you have one of each basic land in play, or else you have to pay for it in your upkeep.

I normally play in the following order:

When I'm playing - Mountain, Mountain, Island(make a 3cmc critter), Forest (4cmc critter), Swamp (5cmc critter), Swamp (6cmc critter), Plains (7cmc critter) and Mountain (8cmc critter).

When I'm drawing - Forest, Island (2cmc critter), Mountain (3cmc critter), Mountain (4cmc critter), Swamp (cmc 5 critter), Swamp (cmc 6 critter), Plains (cmc 7 critter) and Mountain (cmc 8 critter).
That way i avoid many losses for not paying the upkeep of many creatures that show up and if i reach 16 mana, i wont have any problems maintaning one or more Dracos in play.

Enjoy the tips and any doubts/suggestions you may have, just send me a email:
paullocabralmtg(at)hotmail(dot)com

5 comments:

  1. I put less islands than forests in my deck, because while they're about as commonly required, islands are very risky because of the amount of islandwalkers. I also don't try to get all five different lands, because that leaves you wide open to Sundering Titan and landwalkers. Instead, I play as many mountains as possible, then as many swamps as possible, then forests, then islands, then plains.

    And as for Draco, don't bother. If by some miracle, you've reached sixteen just pay fifteen mana for 50% chance at Emrakul instead. If you've already got Emrakul, pay 11 or 12 mana for one of the many awesome creatures at those mana costs. Draco is very underwhelming compared to those.

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  2. Man, the advantage in do Draco is because you are sure about an 9/9 flyer and artifact. The chances of your oponent gets a sundering titan are low than the chances that you have to reach 16. the advantage of islands are that you have many guys that bounce using blue mana. Temporal Adept or guys like it. when you maximize your chances to use your creatures abilitys, you just maximize your chances to win.

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