Alla inlägg under januari 2014

Av Simon Davidsson - 29 januari 2014 14:24

2010 var jag med i mitt enda deltagande i SM. Det kan dock bli ett nytt deltagande i år, det är ett öppet event, så vem vet) Då spelade jag U/W tapout control. Detta var zendikar//shards standard, så gubbarna var aggresivare än någonsin och kontringarna var sämre än någonsin. Därmed spelade man en kontrollek som tappade ut sig varje runda och med därmed 0 kontringar. Denna lek har inspirerat mig till följande nya lista med 0 kontringar och 0 azorius charm, som fortfarande spelar kontrollelement som Supreme, Jace och Sphinxs men som spelar fler hot istället för svar i avseende att trumpa motståndarens hot:


Leklista:


Manabas:


4 Temple of enlightement

4 Hallowed fountain

1 Temple of Deceit

1 Temple of triumph

1 Azotius guildgate

3 Mutavault

7 island

6 plains


Ramp


4 Azorius keyrune


Kontrollelement


4 Supreme verdict

4 Jace, Architecht of thought

2 Last breath

4 Detention Sphere


Finishers:

4 Archangel of thune

4 Elspeth, Suns champion



Kortövertag:

4 Sphinx's revelation

3 Divination


Då leken har fler dyra hot vill man gärna acca in i dem. Azorius keyrune är det bästa som finns för den här leken då den sätter press på motståndarens planeswalkers. Astral cornucopia är ett alternativ, men jag tror inte man kaster den för 6 och dessutom får mkt value av den extra manan tillräckligt ofta för att missa möjligheten till en attacker och blocker (som kan blocka mutavault etc)


Ju mer jag spelat med Elspeth, ju mer gillar jag kortet, vissa lekar packar i princip upp korten när hon träffar bordet. Samma sak gäller för Archangel, fast i lite andra matchups. Archangel är inte så bra mot Monosvart etc.


En anledningen till att spela mindre kontringar och mer svar nu är det grönvita templet. Det templet kommer att göra G/W med Voice of resurgence starkare.


Av Simon Davidsson - 24 januari 2014 14:23

New Mechanics:


Inspired: As with limited, any built in evasion makes them much better since momir is a format where blockers are abundant. Also, the mana requirement is important since youre always asking yourself: Is the effect is worth downgrading your drop for the turn?


Tribute: I like this mechanich since it poses a strategical problem, increasing the decisionsmaking in momir. That makes it less variance, which is good for the format.


Returning from Theros is bestow and heroic, which has no effect on gameplay. Monstrosity is gone.


Lets go to the drops:


9+ drops: No new cards.


8-drops: Archetype of endurance 6GG 6/5 he gives your entire team hexproof, which is not going toi matter in most games, but every now and then he might win you a game when opponent has Visara or something. I also dream of a game where i can ping down an invisible stalker from my mopponent. The body is not impressive, making him act mnore or less like an enchantment. Don't protect him at all costs if you really need a blocker or attacker unless your opponent has Visara or something similiar.


7-drops: Eater of hope   6/4 flying    2B, sac 2 creatures: destroy a creature B, sacc a creature: reg

I think thisd guy is good in momir since often games are decided by a few key creatures. You also have lower drops that is more or less worthless. This guy loves stalemates where both players just makes drops, since then he will at some point be able to just endstep chuck 6 creatures, kill 3 creatures, untap, possible kill more and then swing for the win.


Kraken of the straits   6/6 cant be blocked by creatures with poer less than the number of islands you control. He is basically a vanilla 6/6 since island are the least favourite of lands and by the time he comes down there are large foes on the field.


Marshmist Titan: 4/5 vanilla


Silent Sentinel: 4/5 flying vanilla.


Thromokratis: On first glance this guy looks unblockable but thats not entirely true. If you send him alone your oppoent can block him with all and you might get some favorable trades. if you send with the team your opponent looks to have 2 options. He can take 8 and block your other guys or take a lot and gangblock this guy. You have to decide before you attack what options your opponent have and if they favour you. Tjis card require a lot of strategy from both players.


This guy also have protection from all nekrataals and such like hoverguard sweepers which is nice but he does not have protection from visaras. Well, you can get one block in with him, but that about all his protection gives you.


6-drops: Arbiter of the ideal. A 5/6 flyer that if you can attack with it will ramp you for free every turn starting 2 turns after you hit her. It looks sweet, its just that ramp is less good when it starts on turn 8 and there are a lot of threats to a 4/5 flyer.


Archetyp of finality: Deathtouch to your team is a powerful ability since it can break boardstalls where creatures with higher tougness than power are staring each other. It also gives you protection from attacks, especially if you have a creature with first strike. Avatar of Hope becomes a monster with this card in play.


Archetype of Imagination: My vote for the strongest card in the set for Momir. Your team cannot be blocked and you can also leave a gimp or two behind and chump almost anything your opponent throws at you.


Champion of stray soils: 4/4 mythic vanilla. oh well.


Forgestoker dragon: While not as aggressive as say Flameblast dragon, he has an ability that protects himself a little better and he is almost guaranteed to hit for 5 every turn. he also picks off small dudes, making sure your opponent cant attack you back to hard, since you will eliminate his chumpblockers. Finally,when you reach 8 mana or more. he will probably let you swarm for the win.


Nessian wild ravager: if the opponent has nothing worth saving that dies to this thing, it will be a 6/6 since 6/6 groundpounders are rarely threatening. If they need the flyer or utilitycreature in play they have to decide whether they can contain a 12/12 creature with chump long enough for the flyer or utilitycreatrure to take over. I like this card for momir, not because its that good, but because it leads to some interesting decisionpoints.


Pheres band-raiders: So if youre able to attck with it and have it survive (which won't be often) you can downgrade your 8drop into a 5drop turn 8 to make a 3/3. Unless i am crushing my opponent and don't want to make an 8 for risk of dying to my own drop, i think i will pass and just treat this guy as hollowhenge beast.


Thunder brute: I think the opponent is going to choose to not pay the tribute on this guy most often. A 8/8 trampler have much more impact on the game than a 5/5 trample haster.


5-drops:


Akroan conscriptor: 3/2 vanilla.


Chronomanticore: 4/4 "vanilla" flying, first strike, vigilance, tample, lifelink. if opponent doesnt hit a X/5+ flyer he will win you the game. Honestly, this guy is worse than baneslayer angel and probably also battlegrace angel.


Floodtide serpent: a 4/4 defender 99,9 %of the time.


Griffin dreamfinder: 1/4 flying vanilla.


Karametra: Will do nothing most games and a little more some games. Not even when she is good will she something backbreaking, ramp you some when ranping are less important, and be a very good blocker later in the game when flyers and utilitydudes rule the game.


Nessian demolok: Lands are superimportant in momir, so i think it will be wisest to have this become a 6/6 most of the time. even if a 6/6 would dominate the board, i think you will have to roll the dice and hit something that deals with it ( a gangblock perhaps) rather than get a turn behind.


Ornitharch: because of the scarcety of removal in momir i think you want to split up this creature when your opponent hits it. If you hit any 4 tougness flyer you will have a much easier time dealing with this card.


perplexing chimera: 3/3 vanilla.


Pharagx giant: I would take 5 most of the time unless i can easily deal with a 5/5. if you are on the offensive, just take 5 and continue to beat down.


Phenax, God of deception: He canm defenitely swing a stalemate, even though momir decks have 60 cards. 3 or 4 turns is all it takes when the board is clogged up with some 6 tougness guys. he will rarely be a creature, so you might get behind on board when he hits the board, which is not optimal for the millingplan.


Shrike harpy: Evasion is what decides most momirgames, so don't be afraid to toss a 3/3 or something just to shrink this guy.There is usually something that would get invalidated by a 4/4 flier than a 2/2 flier so you might as well just chuck it.


Siren of the fanged coast: Here, the cost is steeper, but if you can deal with your own best guy on the board, then by all means give it to your opponent. Storm crow is much more managable than air elemental.


Snake of the golden grove: Just give your opponent the life in 99 % of the games. if you have a deathtoucher in play and are beating down, then you might wanna pay the tribute.


Sphinx disciple. Carddrawing is not that insane in momir, in fact its worse than discard, so this guy is much worse than another cheaper creature from this set.


Warchanter of mogis: very rarely will a 3/3 survive an attack turn 6 spo heis basically vanilla unless you can find an artifical way of tapping him.


Xenagos, God of revels:  Very good. Haste in insane and not only that he makes sure your new fresh guy can attack withour problem. Ypu also don't have to make use of the hasteability, if you got a creature that cant be blocked, just buff that instead. As with the other gods from theros and BotG, he will rarely be creature, but he makes up for it.


At the lower drops i will only mention the most important ones:


Akroan phalanx: decent, since mountaimns re abundant. The ability can also be used as a threat and might not even have to be activated to do work. ( Like if you attack your 3/3 into an air elemental)


Archetype of courage: Giving your entire team first stirke works excellent on defense, since you can just first strike down attackers by gangblocking. less good on offense, since creatures often have different p/t ratios. Still, a rock solid card.


Courser of kuprix: very good since he draws you an extra cardand gains you 1 life per turn. He is way worse than oracle of mul daya though since he doesnt ramp.


fanatic of xenagos: Don't pay tribute to this guy most of the time. again, dependant on context.


Flame wreathed phoenix: Since his last line of text doesnt apply in momir, even more reason to not pay tribute.


Kioras fllower: Only managuy in the set, he is very good since he also grants vigilance and makes attacks hard for your opponent by thretening to untap. At what point do you skip out on his manaability to threaten to untap a surprise blocker? he is not the easiest manadork to play.


Mogis, god of slaughter: early on, hes going to sulfuric vortex your opponent, since they usually cant afford to sacc cretures. Later in the game, a few individual threats decide the game, and that point the opponent will be able to toss dudes to him. Some games, creatures will trade off like flies and mogis might just win those games for its controller.


Noble quarry: Can let you alpha for the win. is a ticking bomb and makes you want top avoid trading, making that alphastrike even more deadly.


Ephara, god of the polis: Is going to draw you at least one extra card per turn, guaranteed. carddrawing is a steep price to pay for a 4drop that doesnt impact the board. Im going to be sad when i hit this god most of the time, actually.


Siren of the silent song: This gets a honorable mention for strongest card in the set, since its very close to a hypnotic specter. In some games it can even be better if you hit a tapper.



Summarize: Tribute is a great mechanic for momir, since it creates decisionpoint. Inspired is a very unreliable ability where the benefit rarely is worth the cost.


Best card in the set: Archetype of Imagination.


Most skillintensive card:  Thromokratis


Worst card in the set: Setessan starbreaker


No card in ther set hurt you in a major way like Phage.




Av Simon Davidsson - 16 januari 2014 12:06

Något av ett trainwreck.




Första rundan inkluderar en misslyckad bluff som förmodligen kostade mig gamet. Jag vidhåller dock fortfarande att det borde vara omöjligt för min motståndare att blocka där.

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