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Momir Basic Primer - Jason Gray (4/29/2013)

Momir Basic, oh what a great (and cheap!) format.  What is Momir Basic you ask?  Momir Basic is a format where you can tap mana and discard a card to make a creature with converted mana cost equal to the mana used.  This can be any creature in Magic's history (excluding Un-sets (yes, I am sad about that too)).

To begin Momir Basic, you will need a Momir Vig, Simic Visionary
Momir Vig, Simic Visionary
Momir Vig, Simic VisionarySet: Dissension
Color:
Multicolor
Rarity:
R
Number:
118
Artist:
Zoltan Boros & Gabor Szikszai
avatar and 60 basic lands.  Your deck will consist of 60 lands, and your Momir Vig avatar.  The obvious choice is 12 lands of each basic land type, but that does not always work.  36 creature cards refer to Island
Island
IslandSet: Oversize Cards
Color:
Land
Type:
Land
Rarity:
X
Artist:
Tony Roberts
Text:
T: Add U to your mana pool.
walk (2 requiring an activation), 49 to swampwalk, 22 to mountainwalk, 41 to forestwalk, and 4 to plainswalk.

The next number is a little more challenging to understand (and find).  The number of symbols in activated abilities of cards for each color.  There are 339 symbols for white, 392 for blue, 464 for black, 452 for red, and 426 for green.  Making the assumption that abilities like morph, unearth, and other non-functional abilities in Momir are the same in all colors we can take the same variable off, lets say for the purposes of this article we can say 150.  So white has 189, blue has 242, black has 314, red has 302, and green has 276.

Since there are very few (comparably) white mana symbols in activation costs that means that you do not need all that many plains.

Blue creatures with activated abilities are generally not as good as some of the other colors, so although there are more mana symbols total, I do not believe that there is a need to play all that many islands.

For black, there are 314 mana symbols, the most of all, and black has some of the best activated abilities in the format (including destroying creatures), but unfortunately swampwalk is the most common of the “walk” abilities, meaning that you may not want to run a significant amount of swamps.  I think that it is worth the risk to run lots of swamps though, because the abilities are usually very good, and you are quite unhappy if you cannot use them.

Red has 302 mana symbols, and also is the color of fire breathing, meaning that you may want to run a lot of mountains.

Green has 276, meaning that it is right in the middle, and forest walk is fairly common, but many green cards have several green symbols in a cost.  I think that forests are not very important, but you still need to have forests in your deck, and I think that it is best to play around the average number for forests.

My Momir decklist takes all of these concerns into account, and some of my opinions expressed above.


1 Momir Vig, Simic Visionary
Momir Vig, Simic Visionary
Momir Vig, Simic VisionarySet: Dissension
Color:
Multicolor
Rarity:
R
Number:
118
Artist:
Zoltan Boros & Gabor Szikszai
Alt.
10 Plains
Plains
PlainsSet: Oversize Cards
Color:
Land
Type:
Land
Rarity:
X
Artist:
Tony Roberts
Text:
T: Add W to your mana pool.

8 Island
Island
IslandSet: Oversize Cards
Color:
Land
Type:
Land
Rarity:
X
Artist:
Tony Roberts
Text:
T: Add U to your mana pool.

13 Swamp
Swamp
SwampSet: Oversize Cards
Color:
Land
Type:
Land
Rarity:
X
Artist:
Tony Roberts
Text:
T: Add B to your mana pool.

18 Mountain
Mountain
MountainSet: Arabian Nights
Color:
Land
Type:
Land
Rarity:
C
Artist:
Douglas Shuler
Text:
Tap to add R to your mana pool.

11 Forest
Forest
ForestSet: Oversize Cards
Color:
Land
Type:
Land
Rarity:
X
Artist:
Tony Roberts
Text:
T: Add G to your mana pool.

60 Cards 1 Vanguard

When to start making creatures is a tougher question than the deck construction though.  Here are your options.


Amount of mana put in to Momir - # of Possible outcomes
0 - 10
1 - 173
2 - 1198
3 - 1585
4 - 1464
5 - 963
6 - 543
7 - 257
8 - 103
9 - 30
10 - 14
11 - 7
12 - 3
13 - 0
14 - 0
15 - 2
16 – 1


So, for the 0-drops you have a 1 in 10 chance of getting Dryad Arbor
Dryad Arbor
Dryad ArborSet: Future Sight
Cost:
0
Type:
Land Creature
Sub Type:
Forest Dryad
Rarity:
U
Number:
174
Artist:
Eric Fortune
Power:
1
Toughness:
1
Text:
(Dryad Arbor isn't a spell, it's affected by summoning sickness, and it has T Add G to your mana pool.)
Dryad Arbor is green.
, which happens to be the only useful one, meaning that it is never worth making a 0-drop.

On one you have 13 mana producers, meaning you have a 2% chance that you will get one of them.  Other than that there are no good 1-drops.

On 2 you have a 4.6% chance of getting a mana producer, but I think that it is worth the risk.  You have cards like Lotus Cobra
Lotus Cobra
Lotus CobraSet: Zendikar
Cost:
2
Color:
Green
Type:
Creature
Sub Type:
Snake
Rarity:
M
Number:
168
Artist:
Chippy
Power:
2
Toughness:
1
Text:
Landfall — Whenever a land enters the battlefield under your control, you may add one mana of any color to your mana pool.
, Rofellos
Rofellos
RofellosSet: Vanguard
Sub Type:
Character
Rarity:
X
Number:
5
Artist:
Daren Bader
Power:
-2
Toughness:
+4
Text:
Whenever a creature you control is put into a graveyard from play, draw a card.
, or Soulbright Flamekin
Soulbright Flamekin
Soulbright FlamekinSet: Lorwyn
Cost:
2
Color:
Red
Type:
Creature
Sub Type:
Elemental Shaman
Rarity:
C
Number:
190
Artist:
Kev Walker
Power:
2
Toughness:
1
Text:
2: Target creature gains trample until end of turn. If this is the third time this ability has resolved this turn, you may add RRRRRRRR to your mana pool.
.  There are also a significant amount of good 2-drops in general, like a creature with shadow, or horsemanship.  Even a 1/1 unblockable is very, very good in this format.

On 3 you are looking for an efficient creature of which you have a 14.8% chance of getting a 3+ power creature.  Aven Mimeomancer
Aven Mimeomancer
Aven MimeomancerSet: Alara Reborn
Cost:
3
Color:
Multicolor
Type:
Creature
Sub Type:
Bird Wizard
Rarity:
R
Number:
2
Power:
3
Toughness:
1
Text:
Flying At the beginning of your upkeep, you may put a feather counter on target creature. If you do, that creature is 3/1 and has flying as long as it has a feather counter on it.
is the best 3-drop.

In my opinion if you were on the play you do not want to make a 4-drop unless you have no abilities to activate or if you are behind on board.  4-drops are generally not that great, the only really great one being Alms Beast
Alms Beast
Alms BeastSet: Gatecrash
Cost:
4
Color:
Multicolor
Type:
Creature
Sub Type:
Beast
Rarity:
R
Number:
141
Artist:
Dan Scott
Power:
6
Toughness:
6
Text:
Creatures blocking or blocked by Alms Beast have lifelink.
.  The chances of getting a 4+ power creature is 17%, but some of them are horrible.  For example Abyssal Persecutor
Abyssal Persecutor
Abyssal PersecutorSet: Worldwake
Cost:
4
Color:
Black
Type:
Creature
Sub Type:
Demon
Rarity:
M
Number:
47
Artist:
Chippy
Power:
6
Toughness:
6
Text:
Flying, trample You can't win the game and your opponents can't lose the game.
is almost an auto lose in Momir.

On 5 you have a 12.8% chance of getting a creature with power 5+, and most creatures with power 5+ win you the game, especially if they fly, and 5 has two of the best cards in the format.... Baneslayer Angel
Baneslayer Angel
Baneslayer AngelSet: Magic 2010
Color:
White
Type:
Creature
Sub Type:
Angel
Rarity:
M
Number:
4
Artist:
Greg Staples
Power:
5
Toughness:
5
Text:
Flying, first strike, lifelink, protection from Demons and from Dragons
and Xathrid Gorgon
Xathrid Gorgon
Xathrid GorgonSet: Magic 2013
Cost:
6
Color:
Black
Type:
Creature
Sub Type:
Gorgon
Rarity:
R
Number:
118
Artist:
Chase Stone
Power:
3
Toughness:
6
Text:
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) {2}{B}, {T}: Put a petrification counter on target creature. It gains defender and becomes a colorless artifact in addition to its other types. Its activated abilities can't be activated. (A creature with defender can't attack.)
.

On 6 you have the titan cycle, which is very good in Momir, and you have a 10% chance of getting a creature with 6+ power, including Admonition Angel
Admonition Angel
Admonition AngelSet: Worldwake
Cost:
6
Color:
White
Type:
Creature
Sub Type:
Angel
Rarity:
M
Number:
1
Artist:
Steve Argyle
Power:
6
Toughness:
6
Text:
Flying Landfall — Whenever a land enters the battlefield under your control, you may exile target nonland permanent other than Admonition Angel. When Admonition Angel leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
, which wins you the game.

7-drops are usually where you curve out to on the play, and you have a 36% chance of getting a 6+ power creature, which is pretty amazing, Also, Elesh Norn costs 7, but Phage the Untouchable
Phage the Untouchable
Phage the UntouchableSet: Legions
Cost:
7
Color:
Black
Type:
Creature
Sub Type:
Minion Legend
Rarity:
R
Number:
78
Power:
4
Toughness:
4
Text:
When Phage the Untouchable comes into play, if you didn’t play it from your
hand, you lose the game.
Whenever Phage deals combat damage to a creature, destroy that creature. It
can’t be regenerated.
Whenever Phage deals combat damage to a player, that player loses the game.
is a 7-drop that loses you the game when you play it.

8-drops are your other option to curve out to, and at 8 you have a 72.8% chance of getting a creature with power 6+.  Very few 8-drops are bad, and most win you the game, but Denizen of the Deep
Denizen of the Deep
Denizen of the DeepSet: Portal Second Age
Cost:
8
Color:
Blue
Type:
Creature
Sub Type:
Serpent
Rarity:
R
Artist:
Anson Maddocks
Power:
11
Toughness:
11
Text:
When Denizen of the Deep comes into play from your hand, return all your other creatures from play to your hand.
is very bad most of the time and has lost me countless games.

If you can make a 9-drop you should, but you should not aim to curve out at 9 because you miss 2 drops in the early game (which can matter) and 20% of those drops do not effect you in an overwhelmingly positive way.

Making a 10-drop is a waste, as 50% of them are not good at all.

11-drops are very poor as 42.8% is the number of bad creatures you can get.

On 12 you have a 33.3% chance of getting something useless (Iname as One
Iname as One
Iname as OneSet: Saviors of Kamigawa
Cost:
12
Color:
Multicolor
Type:
Legendary Creature
Sub Type:
Spirit
Rarity:
R
Power:
8
Toughness:
8
Text:
When Iname as One comes into play, if you played it from your hand, you may search your library for a Spirit permanent card, put it into play, then shuffle your library. When Iname as One is put into a graveyard from play, you may remove it from the game. If you do, return target Spirit permanent card from your graveyard to play.
).

There are not 13 and 14 drops (yet!).

On 15 both options are good, but Emrakul is better, and most of the time your opponents are going to make one more drop, hope it can deal with Emrakul, and if not concede.

Draco
Draco
DracoSet: Planeshift
Cost:
16
Color:
Colorless
Type:
Artifact Creature
Sub Type:
Dragon
Rarity:
R
Number:
131
Artist:
Sam Wood
Power:
9
Toughness:
9
Text:
Flying. Draco costs 2 less to play for each basic land type among lands you control. At the beginning of your upkeep, sacrifice Draco unless you pay 10. This cost is reduced by 2 for each basic land type among lands you control.
is the only 16-drop, and I would recommend sticking to 15 drops if you get this high.


I hope this helped you learn the basics of the Momir format, and if you have any questions feel free to email me at anothermagicpodcast@gmail.com
 
Sources: Gatherer (http://gatherer.wizards.com/Pages/Default.aspx)


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