Wurg zacama mtg goldfish standard
However, it's still easily the third best color for Storm shenanigans. Sure, Magecraft has tried to bring black into the fold of caring about spells, and it has arguably the best Storm finisher in the game. Lastly, it's in the color of Storm and Spellslinger. Second, it's an instant, allowing you to Storm off at any time. The first is it's the only mana-doubler with a blue color identity, as opposed to being on a list of three competitive black mana-doublers. Not quite, although it must be said that High Tide is much better for a whole multitude of reasons. You really thought I was gonna get through the rest of this list without bringing up Bubbling Muck again, didn't you. Sure, it doesn't stick around, but given how fast and efficient the meta is getting, wouldn't folks rather see the more efficient option that results in a game-winning turn now, rather than next turn? So, my only question is this: why is this only in 5,000 decks, when Cabal Coffers costs nearly $100 and is in 30,299? Bubbling Muck is a lower point of entry in terms of both mana and price tag, resulting in more mana for a single turn than Coffers could provide for the same turn (especially since you can play another Swamp instead of the Coffers itself). Still, Commander is not Standard, and your mono-black deck is likely to find a turn five or six where this innocuous little sorcery results in game-winning amounts of mana. Unfortunately, it never hit the big time in Standard, missing the days of a successful Mono-Black Control deck by a single rotation, and not even coming close to being fast enough to compete with the Yawgmoth's Bargain combo decks of the time. ConclusionĪnyway, that's all for today.Bubbling Muck has been a pet card of mine since it was originally printed in Urza's Destiny. Still, if you're looking for a fun, random way to kill time until Ravnica Allegiance is released, Momir Madness is a solid option, even if the payout could be improved a bit (going 3-2 and losing gold is rough). For me, it's fun in small doses, but after a while, the variance gets me to the point of pulling my beard out, and I need to play something else. While the format is super-high variance, that's what you sign up for with Momir. While we did lose to a couple of one-droppers in our league, this was more because of blind luck strategy (they both managed to hit Tendershoot Dryad-arguably the best five-drop in the format-even though there are roughly 80 five-drops in Standard, so the odds are under 2%).Īll in all, Momir Madness has gotten a lot better since its first run back in September. This is a horrible strategy, since you run out of cards at seven mana and miss out on the most powerful, game-ending creatures in the format. A surprising number of Momir Madness players start by making one-drops and just make a creature every turn. Of course, this also depends on the opponent.
Meanwhile, if you lose the die roll, your plan is to try to curve our starting at two mana and hopefully keep the opponent from being able to skip their early drops and get to nine or 10 mana for Zacama, Primal Calamity and Impervious Greatwurm. Getting the second Impervious Greatwurm is less exciting, since you're pretty much locked into using your Wurm on defense to block your opponent's Impervious Greatwurm.Īs such, my plan for Momir Madness is to focus on getting to Impervious Greatwurm if I win the die roll, which means skipping as many drops in the early game as possible while not falling too far behind on board (you need to skip a total of five if you are on the play). Of course, this is also dependent on who gets to play first. My basic strategy for the current run of Momir Madness is to focus on getting to 10 mana and start making an Impervious Greatwurm every turn, which is pretty much unbeatable if you aren't too far behind on board. That said, we still have one converted mana cost with a very powerful guaranteed hit: 10 mana with Impervious Greatwurm. Now, we have three nine-drops in the format, so while getting the first Zacama, Primal Calamity is still great, there's more risk with the "rush to Zacama" plan, since you can whiff and hit a bad nine-drop instead. Before Guilds of Ravnica, the format revolved solely around Zacama, Primal Calamity, with the first person getting the nine-drop Dinosaur being almost guaranteed to win the game. While I'm not going to write an entire article about Momir, the strategy has changed a bit since last time. If you're not familiar with the Momir format, we talk about the basics here.