Momir: Watch Them 7-Drops, Skucka!

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  1. Yay! Live Video!

    Momir!? Boo…urns!

    “You don’t ever really mulligan in this format” – instant classic

  2. If you refuse to play two and 3 drops I will beat you 7-8 times out of 10 with the tempo gained from those 2 and 3 drops. I win about a quarter of my games due to tempo in momir and have about a 60% win rate which is fairly awesome for the format. Also there are a whole bunch of “I win” cards at 2 and 3 cmc which is also a cool bonus. (I’ll list the ones I’ve seen if you want though there is also one auto lose card too)

    As for the 8 vs 9 drops, there are more evasive guys and swingy drops at 8 from what I’ve seen and if you want to curve out (which I do) your curve should top at 8 as you only skip one drop on the play starting from 2 mana and the mana can often be used for random useful ability and none on the draw.

    If you’re going to make 10 drops make sure you have 4 mountains/red sources as dragon tyrant just wins games. Even then I’ll usually just make an 8 drop. I only really make 11 drops if I get that high as there are only 4 of them and and 3 are awesome beaters.

    Not that I dislike the video (that part is awesome. I’ve had phage before lol. Also leveler, akron legionnaire, denizens of the deep and sky swallower(+ sometimes kederekt leviathan) aren’t fun either, which is why you don’t make 5,7 or 8 drops when you’re comfortably up on the board :P). Just I disagree with some of the statements you made about the format.

  3. Jared,

    My record in this format’s been pretty solid as well, as I indulge often when someone is sitting in the queue and the itch to gamble takes over. That said, I win the majority of games where someone farts out the early guys while I hold back until turn four.

    My statement about two and three drops (esp. three drops; we are talking a grotesque ratio of irrelevant “ogres” in this slot) comes from said experience. To claim that the “tempo” of random cards that predominantly become irrelevant beyond dealing maybe six points of damage before the big boys show up implies a certainty that is just not reliable whatsoever in this format. These slots are rife with weak dudes that are generally outclassed from turn four on. Sure, gunning for a ten-drop can be silly, but I’d rather have a 9′er than a bear that plays cheerleader to the action three turns later.

    My suggestion is peek through editor at every man in these casting costs, and you’ll realize that odds are you’re enlisting a B teamer 9 times out 10. I’m no Momir expert, but let’s be honest here: who is?

  4. I happened to notice that the Store doesn’t have any Avatars for sale. I’m not sure if any of the others make much sense to sell but Momir is certainly one worth stocking.

  5. I still seem to find that those so-called irrelevant ogres tend to have an effect on the game (hell in just my last match deepwood ghoul meant I still had a guy on board when my opp got a caldera hellion and had absorbed about 10-15 damage before flyers took over the game for me in g1 and in g2 a dauthi mercenary went all the way along with a divebomber griffin).

    I like making 2-3 drops if my opp skips his first few gos as if his 4 or 5 drops arent particularly good the extra board presence often allows you to outright win/get them low enough to win with an evasive guy. Even if they do get a good drop I’m not really in that bad a shape either.

    If you want to test sometime I’d be glad too and we could sort this out once and for all hehe.

    God knows no-one else is gonna do it :P.