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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.
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.
The main mechanics of theros are bestow, heroic, scry, devotion and monstrosity. only the last 2 are relevant for momir and its only monstrosity you have any control over.
Monstrosity is usually a good mechanic for momir just because there is nothing that can punish you for it, no bounce in response etc. Some groundpounders, ex nessian asp might not be worth leveling up since they can get chumpblocked easily.
8-drops: Ashen Rider. Very good and is another out to some sticky situations, so 8-drops is even more than before going to be the go-to drop for when you need removal.
Colossus of Akros: A very interesting card. Usually when you make 8-drops you are emptyhanded so if you want to leveö this guy up u have to wait 2 turns and make no drops. a 20/20 indestructyible trampler usually ends the game is 2-3 turns and he also defends from all groundpounders during these 2 turns. As usually, I would be more inclined to go for it if the board is stable. the drops your opponent makes during these 2 turns before he camn attack can bolster his defenses a lot though.
7-drops: As those who choose black at the theros prerelease knows, this guy makes at least 2 small fliers when he arrives, usually some more. Add to that fact that you usually have chaff from lower drops to toss to him, this seems like an excellent 7-drop.
6-drops: Evangel of heliod: Much much worse than the overlord since evasion is king in momir, and the fact that u dont have to sacc anything isnt really relevant since small groundounders don't do much in momir.
Horizon scholar. Basically a 4/4 vanilla flier, but are you looking for a specific land for some activated ability he can help you.
Benthic giant. hexproof isnt great in momir since there isnt that much removal, and hexproof on something without evasion is next to worthless since that is not what your opponent want to kill anyway.
Hythonia the cruel. An excellent card and is everything Kederekt Leviathan dreams of being, It can wipe the board and attack for 7 for any time you want. However i think youre almost always want to activate this at the end of your opponent turn so that you can untap and be the first one to make a drop in addition to your 7/9 deathtouch. Also remember that you can really slowroll her ability. One way to play her is to skip drops and add lands to your board, going for emrakul. Keep doing this until your opponent has lethal attackers or is killing her with something. If something goes wrong, you can usually jut blow her up and go from there. (She does not protect you for something like Bogardan hellkite when youre at 5 for example)
Shipbreaker kraken: Reminds me of Lorthos. Should win you most games it goes monstrous. I don't see how your opponent ever kills a 10/10 in combat when youre tapping their 4 best creatures so this should be able to swing freely too.
Medomai the ageless: Plays itself, taking extra turns are as broken in momir as almost everywhere else
Titan of eternal fire: There are a lot of humans in mtg, the fact that it does cost mana to ping is pretty restrictive though, downgrading drops just to ping some isnt usually where you wanna be, though sometimes it can be relevant.
Other 6.drops are a 6/5 trampler, a 5/5 with a very expensive monstrousability that doesnt grant evasion (and therefore pretty useless) and a 3/3 pseudo-pitchburn devils
For the rest of the drops im just going to discuss the most relevant ones.
Underworld cerberus: a really scary card and he attacks well in company with others, since if they want to gangblock him which they must if they want to block him at all, your other creatures usually get through.
Keepsake gorgon: If opponent doesnt have something too impressive out, slowroll his ability. unconditional removal is so rare in momit´r that you should be way way more careful with it than in regular limited.
Stormbreath dragon: Remember than you can activate him in your opponents drawstep, should he have something that stops it like ant queen out. ( Or if he just chumped it, making it unneccesary to activate monstrosity right away)
Stoneshock giant: Has a sick ability, which is somewhat hampered by flying creatures on both sides, but anyway; If you hit him try to avois trading creatures away if possible, and if your opponent hits him, try to trade as aggressively as possible.
Triad of fates: An excellent card in momir, since drawing extra card is less good in momir than in regular limited or constructed.
Ember swallower. activate monstrosity only if youre ahead, and remember that a 7/8 with no evasion is usually not going to change whos ahead on board or not.
Polukranos: His ability is really expensive, i would only use it if i could kill 2-3 dudes or some important evasiondudes.
The gods: the red one is the best, followed by the green one which is ok, but the white and black one is quite bad, they have pretty worthless abilitys. of course they all are decent if they are creatures, but that should not happen often. The blue one is reasonable, but you rarely have more than one island in play, due to it being the land people tend to play the least of.
Barnished hart: he accelerates you by 2 turns if u take a turn off to sacc him. that going to be worth it on nearly every boardstate, esoecially since you get a free chump with him the turn you take him.
Shipwreck singer: It reminds me of rage nimbus and its ability suffers from some of the same problems, its win-more. if your opp doesnt want to attack youre usually ahead anyways. treat it as a 1/2 flier most of the time.
For the lowest drops 0-3 there are quite a lot of stinkers due to a lot of heroic, bestow and there are a 3manacreature that kills itself. There are are however 3 manaaccelerators in the 2dropslot (Sylvan caryatid, voaying satyr, satyr hedonist) so making 2drops on the play looks better than ever.
Det är i slutet på m14-draftsäsongen och mina lekar blir mindre och mindre seriösa. Här är den senaste:
First of all, the fact thaqt a creature has multiple printings does not mean that its more likely to show up in momir, f.e Giant Spider is as likely to be your 4-drop as Oracle of Mul daya. Therefore i will only focus on creature that hasnt seen print before. ( As i9m writing this, im actually unsure as to if Nightmare exists online before m14, ive never seen it in a Momir game)
7-drops: Fleshpulper Giant: Pretty unimpressive since his body isnt what you want, and he usually kills something irrelevant.
Groundshaker Sliver: Pretty Unimpressive
Guardian of the Ages: Hes not the card you want when youre ahead, but when youre behind hes better, still a 7/7 trampler on the ground is not that scary, so there is going to be a lot of games where opponent can trigger it without fear.
Windreader sphinx: There is a lot of fliers in Momir usually on both sides, so this guy might draw you some cards. he is also a pretty solid body. Carddrawing is pretty overrated in momir though, but he is still probably an above average 7-drop.
Colossal whale: One of the most punishing landwalkers ever, since a 5/5 is very fragile in combat if it can get blocked. Islandwalk makes it a Visara that deals 5 every turn. This guy is another reason to skip islands from turn 4 and forward (after missing out on Azorius Guildmage and the invasion-masters) if the defending players doesnt have Islands in play he or she must still be weary of keeping back enough blockers so that the whale can be killed even though the best blockers dissappear. ( F.e its enough to keep 2 6/6 creatures behind, but not a 6/& and a 4/4)
6-drops: We get a 4/6 vanilla, a 4/4 flier, a 4/4 basically vanilla (Stonehorne chanter) and a 3/4 red intimidator which downside is pretty irrelevant in Momir.
5-drops: Now it starts to get interesting. Arcangel of Thune is the best card in the set for Momir. Not only is it very hard to race, it grows your team including itself. Opponent better have a flier with enough power to kill it, having a large toughness wont stop it from growing. And even then you get one anthemeffect out of it.
Shadowborn demon is interesting. he will put you ahead when you play him and you will then have the option to feed him every turn or sarcifice him to itself. Most likely the correct play will be to feed him since he does put you ahead when he comes into play and you usually have chaff to chuck to him. Don't be afraid to change plans with him if opponent hits a 6/6 flier or similiar.
Kalonian Hydra: He plays himself and can be unbeatable if he survives the first attack.
Woodborn behemoth: Solid but a 8/8 turn 8 might not even be the biggest dude on the board.
Thorncaster sliver: Pretty bad since he probably dies on first attack and he usually doesnt have sliver buddies to gang up with.
Sporemounder: Poor mans cloudgoat ranger.
Scourge of valkas: A firebreathing flier that pings when he enters battlefield is already pretty good. But even better is that its not that incredibly unlikely to hit more dragons in higgher drops.
Messenger drake: A nice flyer, but dont overreate the carddraw and throw him under the bus for no reason.
Vampire warlord: Not that bad since you often have gimps from your lower drops to toss to him.
Dawnstrike paladin: Pretty bad, hes basically a chumper that gains 2 later.
4-drops:
Seraph of the sword: Insane, not quite as insane as dawn elemental but almost as good. Attacks hard early, defends like a boss in the late game.
Lilianas revaer. Godd defense late and demands a block early. If u can force opp to chump this its pretty sweet, and opponent probably cannot allow this to hit you even one time.
We have 5 vanilla dudes, 4 of them with some advanced flavour text on them (Rumbling baloth, Ajanis chosen, bogbrew witch, elite arcanist, blightcaster)
Accursed spirit and charging griffin are good attackers early.
Maruading maulhorn are like all juggernaughts not long for this world, play them as aggressive as you can by maybe tossing some other dudes in combat to clear the way. Alternatively just let it suicide if u cant support an aggressive line.
Deathgaze cockatrice: Good offense early, great blocker late for dragons and angels and such. Dont trade it away recklessly.
3-drops: Banisher priest is ofc pretty sweet, other than that trained condor looks like it can steal some games.
2-drops: Imposing sovereign: Awesome if youre ahead, not that great if youre behind, u might want to trade it away then (Though it stops haste)
Manaweft sliver: Another manaproducer and therefore awesome. Vastwood hydra is a sad panda in momir though.
Conclusion:
Colossal whale is such an devastating creature when his landwalk ability is on that i probably wont play island after turn 4, also i might play 1 or 2 less islands in my deck from now on.
5-drops becomes slightly better with 3 really sick drops.
No drop in the entire format punishes you like Phage or leveler, although we get some stinkers they dont lose you the game.
Isåfall varför det? Splade 18 land i denna lek, p.g.a den har så kraftfulla kort så många partier vinner man sålänge man inte manafizzlar. Dessutom har den massa manasinks i 2 Sever och de båda increasinspellsen. Ghoulcallers chant, är ganska given i denna leken då den förutom zombietemat har 3 gubbomber man gärna tar upp.
------ DKA ------
Pack 1 pick 1:
Shriekgeist
Burden of Guilt
Faithless Looting
Clinging Mists
Executioner's Hood
Niblis of the Mist
Highborn Ghoul
Saving Grasp
Evolving Wilds
Pyreheart Wolf
Warden of the Wall
Skirsdag Flayer
Mondronen Shaman (FOIL)
--> Increasing Devotion
Island
Pack 1 pick 2:
Screeching Skaab
Nearheath Stalker
Crushing Vines
Erdwal Ripper
Sudden Disappearance (FOIL)
Divination
--> Somberwald Dryad
Heavy Mattock
Curse of Thirst
Village Survivors
Secrets of the Dead
Lambholt Elder
Curse of Echoes
Swamp
Pack 1 pick 3:
--> Burden of Guilt
Faithless Looting
Clinging Mists
Executioner's Hood
Forge Devil
Saving Grasp
Evolving Wilds
Talons of Falkenrath
Reap the Seagraf
Wolfhunter's Quiver
Shattered Perception
Hinterland Hermit
Forest
Pack 1 pick 4:
Ray of Revelation
Clinging Mists
Burden of Guilt
Nearheath Stalker
Wrack with Madness
Saving Grasp
Undying Evil
Scorch the Fields
--> Farbog Boneflinger
Stromkirk Captain
Soul Seizer
Mountain
Pack 1 pick 5:
Torch Fiend
Gravepurge
Nephalia Seakite
Wild Hunger
Ray of Revelation
Undying Evil
Griptide
--> Kessig Recluse
Harrowing Journey
Gavony Ironwright
Mountain
Pack 1 pick 6:
Thought Scour
Hunger of the Howlpack
Russet Wolves
Shriekgeist
Ulvenwald Bear
--> Niblis of the Mist
Highborn Ghoul
Harrowing Journey
Secrets of the Dead
Mountain
Pack 1 pick 7:
Hunger of the Howlpack
Russet Wolves
Shriekgeist
Highborn Ghoul
Saving Grasp
Markov Warlord
--> Wakedancer
Zombie Apocalypse
Plains
Pack 1 pick 8:
Break of Day
Screeching Skaab
Nearheath Stalker
Crushing Vines
Sanctuary Cat
Niblis of the Mist
--> Increasing Ambition
Swamp
Pack 1 pick 9:
Shriekgeist
Clinging Mists
Executioner's Hood
Highborn Ghoul
Saving Grasp
--> Warden of the Wall
Island
Pack 1 pick 10:
Screeching Skaab
Erdwal Ripper
--> Village Survivors
Secrets of the Dead
Curse of Echoes
Swamp
Pack 1 pick 11:
--> Clinging Mists
Executioner's Hood
Talons of Falkenrath
Hinterland Hermit
Forest
Pack 1 pick 12:
Clinging Mists
Saving Grasp
--> Soul Seizer
Mountain
Pack 1 pick 13:
Torch Fiend
--> Harrowing Journey
Mountain
Pack 1 pick 14:
--> Shriekgeist
Mountain
Pack 1 pick 15:
--> Plains
------ ISD ------
Pack 2 pick 1:
Grave Bramble
Bloodcrazed Neonate
Frightful Delusion
Cobbled Wings
Skeletal Grimace
Brain Weevil
Rotting Fensnake
Ghoulraiser
Spectral Flight
Ghost Quarter
Spectral Rider
Abattoir Ghoul
--> Geist-Honored Monk
Ludevic's Test Subject
Swamp
Pack 2 pick 2:
Smite the Monstrous
Spidery Grasp
Selhoff Occultist
Nightbird's Clutches
Traveler's Amulet
Darkthicket Wolf
Ambush Viper
Spare from Evil
Runic Repetition
Hamlet Captain
Skirsdag Cultist
--> Sever the Bloodline
Cloistered Youth
Forest
Pack 2 pick 3:
Bump in the Night
Maw of the Mire
Thraben Purebloods
Furor of the Bitten
Feeling of Dread
Brain Weevil
Sensory Deprivation
Shimmering Grotto
Stromkirk Patrol
Memory's Journey
Intangible Virtue
--> Bloodline Keeper
Swamp
Pack 2 pick 4:
Wooden Stake
Ghoulcaller's Chant
Lost in the Mist
Sensory Deprivation
Ghoulraiser
Chapel Geist
Grasp of Phantoms
--> Abattoir Ghoul
Rally the Peasants
Creeping Renaissance
Grizzled Outcasts
Plains
Pack 2 pick 5:
Selfless Cathar
Dead Weight
Somberwald Spider
Riot Devils
Night Revelers
Chapel Geist
Think Twice
Rolling Temblor
Graveyard Shovel
--> Sever the Bloodline
Forest
Pack 2 pick 6:
Bloodcrazed Neonate
Frightful Delusion
Cobbled Wings
Skeletal Grimace
--> Walking Corpse
Vampiric Fury
Runic Repetition
Disciple of Griselbrand
Screeching Bat
Mountain
Pack 2 pick 7:
Corpse Lunge
Thraben Purebloods
Dream Twist
Abbey Griffin
Sensory Deprivation
Infernal Plunge
Stromkirk Patrol
--> Grasp of Phantoms
Swamp
Pack 2 pick 8:
Gruesome Deformity
Frightful Delusion
--> Ashmouth Hound
Stitcher's Apprentice
Mulch
Stitched Drake
Curse of the Nightly Hunt
Mountain
Pack 2 pick 9:
Grave Bramble
Frightful Delusion
Cobbled Wings
Skeletal Grimace
Rotting Fensnake
--> Ghoulraiser
Swamp
Pack 2 pick 10:
Selhoff Occultist
--> Nightbird's Clutches
Ambush Viper
Spare from Evil
Runic Repetition
Forest
Pack 2 pick 11:
Bump in the Night
Maw of the Mire
--> Thraben Purebloods
Furor of the Bitten
Swamp
Pack 2 pick 12:
--> Ghoulcaller's Chant
Lost in the Mist
Sensory Deprivation
Plains
Pack 2 pick 13:
--> Night Revelers
Graveyard Shovel
Forest
Pack 2 pick 14:
--> Vampiric Fury
Mountain
Pack 2 pick 15:
--> Swamp
------ ISD ------
Pack 3 pick 1:
Claustrophobia
Kindercatch
Crossway Vampire
Lost in the Mist
Kessig Wolf
Caravan Vigil
Sensory Deprivation
Travel Preparations
--> Ghoulraiser
Runic Repetition
Gallows Warden
Make a Wish
Creeping Renaissance
Villagers of Estwald
Plains
Pack 3 pick 2:
Kessig Wolf
--> Silverchase Fox
Unruly Mob
Skeletal Grimace
Festerhide Boar
Traitorous Blood
Markov Patrician
Stitcher's Apprentice
Mulch
Spider Spawning
Paraselene
Laboratory Maniac
Village Ironsmith
Plains
Pack 3 pick 3:
Furor of the Bitten
Feeling of Dread
Nightbird's Clutches
Rotting Fensnake
Caravan Vigil
Infernal Plunge
Ranger's Guile
Stromkirk Patrol
Runic Repetition
Bramblecrush
--> Bloodgift Demon
Delver of Secrets
Island
Pack 3 pick 4:
Bloodcrazed Neonate
Frightful Delusion
Cobbled Wings
Skeletal Grimace
Voiceless Spirit
Blazing Torch
Stitcher's Apprentice
--> Walking Corpse
Vampiric Fury
Rolling Temblor
Graveyard Shovel
Swamp
Pack 3 pick 5:
Gruesome Deformity
Claustrophobia
Stitched Drake
Curse of the Pierced Heart
Moonmist
--> Walking Corpse
Skaab Goliath
Purify the Grave
Falkenrath Marauders
Ulvenwald Mystics
Island
Pack 3 pick 6:
Cobbled Wings
Skeletal Grimace
--> Back from the Brink (FOIL)
Harvest Pyre
Mulch
Smite the Monstrous
Curse of the Nightly Hunt
Cellar Door
Reckless Waif
Forest
Pack 3 pick 7:
--> Smite the Monstrous
Spidery Grasp
Fortress Crab
Avacyn's Pilgrim
Ancient Grudge
Rakish Heir
Unbreathing Horde
Grizzled Outcasts
Swamp
Pack 3 pick 8:
Hysterical Blindness
--> Voiceless Spirit
Ghoulcaller's Chant
Urgent Exorcism
Vampire Interloper
Disciple of Griselbrand
Boneyard Wurm
Plains
Pack 3 pick 9:
Kindercatch
Lost in the Mist
Caravan Vigil
Runic Repetition
Make a Wish
--> Creeping Renaissance
Plains
Pack 3 pick 10:
Kessig Wolf
Skeletal Grimace
--> Traitorous Blood
Mulch
Paraselene
Plains
Pack 3 pick 11:
--> Rotting Fensnake
Caravan Vigil
Infernal Plunge
Runic Repetition
Island
Pack 3 pick 12:
Skeletal Grimace
--> Stitcher's Apprentice
Vampiric Fury
Swamp
Pack 3 pick 13:
Gruesome Deformity
--> Purify the Grave
Island
Pack 3 pick 14:
--> Cobbled Wings
Forest
Pack 3 pick 15:
--> Swamp
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