MTG Arena Momir's Madness [TIPS in video description]

MTG Arena Momir's Madness [TIPS in video description]

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Published on ● Video Link: https://www.youtube.com/watch?v=6FdYVYj3Kko



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Ok, first of all, it's very frustrating non-skill intensive format you can find. But I have couple of tips and general guidelines for you:
1) The best slots when you are stable or ahead on the board is 6, 9 and 10. There are too many Undergrowth and Convoke creatures in 7 and 8. 6 slot has the best chance to hit powerful fliers with great effects or hexproof. Also, it has the best creature Multani, Yavimaya's Avatar (google it). 9 CMC slot doesn't have a lot of creatures and the best one is Zacama Primal Hunger (google it) and that's why you need all red and white lands. Filler cards like Molderhulk is great too, since you get to 10 first, which is huge advantage, because slot 10 has only 1 creature and that is 16/16 undestructable. Once you have it dig for more if opponent starts producing his own or both 6 and 7 slots for dino that gives double strike to attacking creatures, dragons or random fliers.

2) If you need to catch up, then dig for 8 to hit Zetalpa or Polyraptor. If you need to disable flyers, then dig for 7 slot for dragons or creature that gives life based on entering creatures power or pelakka wurm or 3/3 golem that destroys any target. If you need blocker with fly immediately than dig for 6 drops unless they had dragon or 6/6.

3) Most of the games lost to coin flippers, which are players who throw away any skill required to play this format and start producing creatures on turn 1-2.

What to dig for in varius CMC slots:
1, 2 --- ramp creatures like elves or first strikers to block aggressive opponent.
3 --- this slot has a lot of good early flyers, some good utility creatures and pirates creating treasures for mana ramp. Don't use treasures right away. Wait for 6 or 9 drops to activate them. Best moment to start on the draw.
4 --- the most random slot that can turn around games on the spot. Who gets lucky to hit flyer or utility creature and who gets worst jank. Best slot to start on the play
5 --- same here, this one have super dangerous fliers like Lyra, vampire with modal abilities that can pay 2 life to gain fly and 2 life to get vigilance, 4/4 djinn, etc. Has a lot of filler creatures too. Often decides games.
6 --- the best aggro slot, since it has the most fliers with great abilities. Hexproof 6/6 dragon, 5/6 djinn, 4/4 haste dragon, 5/5 bounce sphinx, 4/3 discard flier, 6/6 Azor with pseudo lifelink and a lot more. Multani and Muldrota (super ramp) located here too. Have raptors that comboing with Zacama to deal 3 damage to opponent face every turn.
7 --- great catch up slot with very strong ground creatures with 7+ toughness and hosts the most powerful dragons. 2 super strong lifegain creatures, creatures that deals 3 damage to every other creature on the table that comboing off with Polyraptors (legit winning strategy when you behind), Thorn Elementals that are guaranteed to deal 7 damage to opponent, dino that gives all attacking creatures double strike and way more.
8 --- not the best slot, but has two game winning creatures like Polyraptor and pirate that gives all your creatures passive ability to deal double damage to any target. Zetalpa not that great, since it get countered by Zacama.
9 --- the second best aggro slot, since it has Zacama. Thats all you need to know
10 --- once game gets to this point and neither one player has evasion creature, then game will stall out until decking unless someone has polyraptors and trying to combo off to create enough of them. Raptors is the best chump blocker too, but it won't last for long, since you will be pumping 16/16 indestructible every turn. As soon as both players get to this spot, then the first who decks out wins.







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