Momir’s Madness Guide and Strategy
Momir’s Madness is a special format specific to MTG Arena, which is a variant of the original Momir Basic format on MTG Online based on the Vanguard avatar Momir Vig.
Momir is a casual format that comes around occasionally as a special event. How it works and rules are listed below:
- Each player starts with the Factory of Momir Vig Emblem with the text: “, Discard a Card: Create a token that’s a copy of a random creature card with converted mana cost X. Activate this ability only any time you could cast a sorcery and only once each turn.”
- The Emblem generates tokens of all creature cards available on MTG Arena, including the Historic format.
- Several Momir-exclusive cards were introduced to increase the diversity of the creature pool at the higher converted mana cost range. These creatures are currently not legal for play anywhere else with the exception of Ulamog, the Ceaseless Hunger that was introduced later in Historic Anthology 3.
- Each player starts with 12 copies of each type of Basic Land, to allow to account for creature abilities.
- Essentially, this makes Momir is a highly random, luck-based format, but it can involve some degree of strategy and playing the odds if you want to have an edge over your opponent. This is especially true in MTG Arena, where the card pool is small (relative to the number of creatures that actually exist in Magic: The Gathering, though this has increased significantly since the format’s first inception). Combined with the fact that majority of the time we will have below average creatures with no spells or tricks – it will be all about taking control of the battlefield and combat math.
Momir Creature List
Click on the links below to see the latest creature card pool on MTG Arena via Scryfall. These do not include the Momir’s Madness exclusive cards, as detailed above and are denoted with a + sign.
|Mana Cost||Number of Creatures||Comments|
|1||181||Usually best to skip here.|
|6||136||You have a chance to summon Demonlord Belzenlok, which causes you to lose the game.|
|7||64||Good density of flyers and game changing creatures such as Platinum Angel and Agent of Treachery.|
|8||15 + 9||A good stopping point for a higher chance at game ending creatures.|
|9||4 + 8||A high concentration of duds in this bracket. An option if you want Blazing Archon or Zacama.|
|10||2 + 4||A little bit of a riskier proposition now. You have a 50% chance of getting either Impervious Greatwurm, Ulamog or Jin-Gitaxias.|
|11||0||No creatures here!|
|12||1||Ghalta, Primal Hunger is the only creature here but you should never get up to here.|
|13+||0||No creatures here!|
Momir Tips and Strategies
- Playing first is generally better, because you get to create creatures that are (again, generally) one more CMC powerful than your opponent’s. For this reason also, creatures that generate additional mana (e.g. Paradise Druid) will give you a huge advantage.
- Be mindful of the Basic Lands you play each turn which may be relevant if you need to use an activated ability of a creature that has requires a mana cost.
- Summoning a creature before your combat phase if usually the correct move, as there are creatures that have haste, or pump your creatures. We had to learn that the hard way with cards like End-Raze Forerunners.
- Consider skipping 1 CMC creatures and start with 2 CMC – especially if you are on the draw – unless you feel like you want to gamble for something like Llanowar Elves but the odds are not in your favor.
- Plan ahead and use the table above to see the odds of what creature you need, especially if you are casting the higher costed creatures. You will want to set a target for the maximum mana you want to stop at depending on where the game is headed, and skip land drops or playing a creature for the turn. It may be relevant when the game becomes a stalemate and you need specific creatures to break out of it.
- Creatures that draw you extra cards will give you an advantage, since you are essentially losing a card each turn (assuming you are playing a land and discarding a land card to create a creature token).
- 7 to 8 are great stopping points to have a chance at summoning some powerful creatures. 9 mana can be a bit risky but Blazing Archon is can be game ending. 10 mana would most likely be your hard stopping point especially for a chance at Ulamog.