Wondering which 8-drop to hope for? Enjoy this evaluation of the newest cards in Momir Basic. If you’re completely new to Momir, get an idea of the format here.

All cards are rated on a scale of 0.0 to 5.0.

1-drops

Akroan Crusader

A 1/1 for 1 is technically not the worst, but certainly not what you’re hoping to hit when making 1-drops. Basically only good as a chump. It should be noted that all Heroic abilities are flavor text when it comes to Momir Basic.

1.0

Asphodel Wanderer

A regenerator is probably the best you can hope for at 1-drop, but at 3-mana, you’re not going to be able to take the time to activate this ability ever.

1.0

Favored Hoplite

Being a 1/2 means he can eat your opponents terrible 1-drops. Not exactly awe-inspiring.

1.0

Firedrinker Satyr

This could be the start to an aggro curve, and the fact that you can dump mana into him once your aggro ways run you out of cards means that he’s better than the normal 1-drop chaff. Still, the fact that he can’t chump a vanilla 8/8 means he’s not what you’re hoping for in Momir and is probably worse than Savana Lions.

1.5

Hopeful Eidolon

The best you can hope for out of this guy is a 3-5 point life swing. I’d still rather have a generic bear.

1.0

Mistcutter Hydra

An actual blank and yet another reason to avoid the 1-drop slot entirely. I’d have to be staring down quite the specific board state to expect to hit this one.

0.0

Priest of Iroas

Technically this can act as removal, but considering it only hits about 10-20 creatures in all of Magic AND it doesn’t do anything until you can pay the mana AND you need a plains means this is still just garbage.

1.0

Sedge Scorpion

In Momir, deathtouch guys are the classic too-good-to-use phenomenon. The ability to trade for any ground guy is so good that they often end up doing nothing during the early turns, then in the later turns the inevitable ground stall makes them irrelevant. Still, they do straight up trade for most drops and they will shut down a lot of the villian’s game breakers and worst case they help stop your opponents aggro onslaught, so it’s more welcome than most drops. Still not a reason to make a one-drop, but if you do and you hit this, you’re probably pretty happy.

1.5

Soldier of the Pantheon

Protection creatures usually get outclassed pretty easily, but any one-drop that can stay relevant into the late game is more than you can hope for from this slot.

2.0

Tormented Hero

The extra power is somewhat negated by the fact that your one-drop can’t even chump the turn it enters the battlefield. And why are you making a one-drop unless you want to throw it in front of a bus anyway? Still, if you are on the aggro plan, this is probably the best you can hope for.

1.5

Triton Shorethief

The extra toughness might be relevant in the late for double and triple blocks, but lets get real. You made a 1-drop, so that’s not what you’re looking for.

1.0

Yoked Ox

You can actually do much much worse at 1. While this is often no better than a 1/1, a 1-drop that can stop their scroll thief is definitely ahead of the curve.

1.5

2-drops

Akroan Hoplite

Since most 2-drops are just blanks, having a 2-drop that gives you a viable game plan is pretty nuts. Often this will just force the villain to Sophie’s choose between trading a decent block for a 2 or giving up a lot of value. Other times you’ll hold this until you build up a few flyers or extra tokens and just overwhelm them. Craterhoof this is not, but for 2 mana, I am very happy to see this at the start of a game, or even sometimes at the end, assuming I have any kind of board left.

3.5

Arena Athlete

Sometimes you just want a piker. Usually, you want more

1.0

Artisan of Forms

The classic Johhny card that makes me wish I were playing with spells.

0.5

Baleful Eidolon

Trades for anything and holds the ground, at least for a turn. Not a bad start. Just keep in mind that most games will be won in the air, so try to trade him off before it becomes worthless.

1.5

Battlewise Hoplite

A vanilla bear is actually much better than a piker since it gives you better options to double-block and makes attacking into their 1/1s less embarassing. It is still, just a bear.

1.0

Bronze Sable

A generic 2/1 that also gets tagged by random artifact removal doesn’t even come close to 3rd place in my mind. This is quite the limp pick.

1.0

Cavalry Pegasus

This will usually get in for 4-8 damage, but also usually means your villain will have reasonable attacks as well. Allowing your humans to get in is a pretty relevant bonus, but obviously the part is over once your opponent hits basically any flier or reacher. This is made a little better by the fact that it’s pretty easy to hit an otherwise lame large human from Legends in the 6 and 7 drops slots. Even if you just have random dorks, there are more humans in the game than you’d think. Either way, this guy is relevant to the game.

2.5

Deathbellow Raider

Must attack is pretty big drawback in Momir, but this will sometimes take a chunk out of their life, which is not bad for a 2-drop. You’re unlikely to be paying the regen just to keep this loser alive, but having the option if you want to skip your 3 anyway is reasonable. Just don’t be afraid to trade this away, since he’ll be blanked pretty easy in most games.

1.5

Fleecemane Lion

I’d take a watchwolf at 2 on almost any board, and having one that can beat Novablast Wurm is just pure Thanksgiving-grade gravy. You won’t always want to spend 5 to throw the switch, but being a 2 means he’s early enough that you’ll probably have the choice of playing out the forest and the plains if you wish. If I have this on my board, I will go out of my way to play the lands, so I at least of the option.

3.0

Fleshmad Steed

A bear with a drawback is not very exciting and won’t affect most games. The fact that he sometimes won’t be even a reliable chump makes him worse than most bears.

1.0

Leafcrown Dryad

More than half of all Momir games are decided in the air, meaning a random 2/2 blocker is going to help a lot. The small body is fine since you’ll often be able to double block. Cherish your time together and don’t trade him off for nothing.

3.0

Leonin Snarecaster

Tapping down their guy so you can get in with your 1-drop is not going to win you many games in this format. I’d avoid, if I had the choice, which of course I don’t.

1.0

Omenspeaker

Scrying is pretty much garbage in this format, especially before you know what color abilities you may want to activate, but I’d often rather have a 1/3 than a bear, so I’ll take him without too much moaning.

1.5

Phalanx Leader

A 2-mana 1/1 is pretty lame and the ability that will never be relevant is just rub-ins.

0.5

Returned Phalanx

Since my 2-drops are almost never attacking, this is almost as good as a watch wolf. Obviously he’s not going to get in for 6 or 9 like a real wolf, but he’ll keep you at a healthy life total until your villain hits a flier. I’m probably not playing an island for this guy or paying the activated ability unless we’re in a weird situation.

2.5

Satyr Hedonist

A piker is a yawn fest, but you get to upgrade him to an 8-drop on turn 6, which isn’t nothing. So he’s either a mediocre attacker, a mediocre blocker or mediocre ramp. So he’ll never be amazing, but also never entirely irrelevant. That’s pretty good in my book in a format where you don’t get many guarantees.

2.0

Satyr Rambler

Stop me if I’ve mentioned this, but a 2/1 isn’t great and putting trample on it is almost never going to be relevant.

1.0

Setessan Battle Priest

Fine enough but not inspiring.

1.5

Shipwreck Singer

The mana-intensive ability makes this a little awkward and much worse than an alluring siren, which turns any mediocre board into can’t possibly lose, but being able to pick off their key pieces for 2 or 4 mana means you can beat a lot of cards. Certainly not an auto-win, but if I get it I’m going out of my way to play the swamp and as many islands as I can find.

3.5

Sylvan Caryatid

Ramp is pretty special in Momir and hexproof ramp means your fun won’t be randomly ruined as often. Any color means you’ll have the option to pay for upkeeps and random creature activations if you need to. Seeing this on turn 2 is going to make your opponent very unhappy.

4.0

Traveling Philosopher

Move along, this card is mediocre.

1.0

Tymaret, the Murder King

Sure, he can only go to the face, but most Momir games end up in a board stall with at least 4 red mana on the board, meaning this card is going to give me about 16 points of reach very easily or enable lethal alphas a turn early. As a bear and a sac outlet, this guy is going to do quite a lot for you and your opponent is going to need an answer or a fast start to beat him. He can even make chump blocks a reasonable game plan. Very good at 2.

4.0

Vaporkin

Fliers are good and 2-power fliers are much much better than 1-power fliers. You’re almost never trading your fliers for their non-fliers anyway, so the drawback is minimal. If you hit this, you are winning and almost any other flier to follow up will put the game away.

3.0

Voyaging Satyr

The poor man’s Caryatid is still very good. The biggest drawback to this card is that it makes tapping your mana more annoying. Try to console yourself by being a turn ahead for the whole game.

4.0

3-drops

Agent of Horizons

Evasion is great, but 3-mana for 3 damage is below the curve. This guy does give you a sink and an option once the board is still, but it’s usually not going to come up. 3-mana for a 3/2 is still fine though. I might pitch my islands if this guy comes down, but I’ll probably hold one in my hand later than usually just in case the game looks like it’s going to stall. I wouldn’t save this guy if trading him can protect my life total though.

2.5

Agent of the Fates

An aggressive deathtoucher is very solid. It makes double blacks bad, it makes ground attacks bad and it’s probably just better than their 3-drop. Trading for an piker or bear is lame, but you always have the option to leave him back.

2.5

Anax and Cymede

Heroic may never activate, but a 3/2 vigilant first striker is insane in this format and will get in for way more damage than you’d think. Very very good.

3.0

Blood-Toll Harpy

I want a flier at almost any price, and 2 life is fine, especially when one is my opponent’s. I’m probably doing 2 a turn anyway for the foreseeable future, so the life loss is more than fine. Dying to their 1-powered flyer is lame, but you could do worse.

2.5

Boon Satyr

A 4/2 body is awkward since 2-powered blockers are usually all over the place, but 4 power holds the ground pretty well. Flash and bestow are wasted here, but what can you do?

2.5

Burnished Hart

This is a bit of a tempo hit, but ramping to 7 mana on turn 5 is insane. Plus, if you skip your 4 you can go to 11 on turn 9, which will usually be enough to put the game away. The only down side is that you are spending two turns to make this happen, meaning an aggro curve could get you. At least you can block and sac the hart to make up a little of the tempo. If your opponent’s curve out is insane, consider make a turn 4 4-drop, then a turn 5 2-drop and activate the ability. But otherwise, congratulate yourself on being way way ahead.

4.5

Chronicler of Heroes

Your almost never drawing the extra card, but a 3/3 for 3 is just fine, just fine indeed.

2.5

Crackling Triton

A 2/3 on 3 is already fine and being able to hit their utility creature or flyer is bonus. I’d probably crack this for almost any 2-powered flyer if I didn’t have a better blocker. Any mana dork you can clear with this is also a great investment.

3.0

Daxos of Meletis

You’ll never get any extra cards of this, but the weird evasion means you’re opponent will sometimes have no way to block him and may have to make weird low drops just to deal with this. That usually won’t happen though, meaning this guy is just above the baseline.

2.0

Fabled Hero

First-strike is great, double-strike, also great. In this size creature, though, not unstoppable.

2.5

Felhide Minotaur

Just above the curve. The tribal aspect is almost never relevant here.

1.5

Flamespeaker Adept

Since you’re probably never scrying, you’re just marginally fine. Being a hum is nice though.

1.5

Guardians of Meletis

An 0/6 could be worse. Slows down your opponents attacks for a while.

2.0

Lagonna-Band Elder

I don’t plan on ever gaining life from this, but a 3/2 for 3 means I’m with this card for the most part.

2.0

Meletis Charlatan

Any juicy but out of reach ability. Okay, 2/3 it is.

1.5

Minotaur Skullcleaver

He’s going to get in for 4 quite a bit I think. I’m happy to drop this on turn 3.

2.0

Mogis’s Marauder

He’s usually just getting in for 2, but a hasty 3-drop is usually fine.

1.5

Nessian Courser

A 3/3 seems reasonable for 3.

2.5

Nighthowler

It won’t lose me the game like Countryside Crusher, but it’s still never going to affect the board in all but the weirdest of circumstances.

0.0

Nimbus Naiad

A wind drake is really good. Let’s drop this and get swinging.

2.5

Observant Alseid

Vigilance gets much worse when you can usually never attack anyway, but you could do worse.

2.0

Opaline Unicorn

Ramping on turn 3 is just great in my book, just great! Any color is relevant as well.

4.0

Rageblood Shaman

This is sadly just a 2/3 that is slightly hard to chump block.

1.5

Reverent Hunter

You want have devotion to green often enough to make this more than a Gray Ogre, though it will be entertaining if you ever manage to go turn 2 Tusker into this. Please send me a screenshot if you do.

1.5

Satyr Piper

Most attacks in Momir are blocked if able anyway. Paying 4 mana for the privilege does not sound like fun. This is just bad.

1.0

Scholar of Athreos

Horned Turtle? Check. Skip a drop to drain 3 on turn 9? Actually that seems like a reasonable play on a lot of board states. If you have good attacks in the late game, than this ability can help you bump the clock by a turn, which is a lot better than you’ll get from most 3-drops.

2.5

Spearpoint Oread

He’ll get in for a while, probably, and then be a reasonable blocker. Not amazing, but first strike can be pretty good in this format.

2.0

Spellheart Chimera

So it’s an 0/3 flyer. Actually a wall in the air can be pretty good, even if he’s just chump blocking a 6/6. Still not what you want to see on three though.

1.5

Thassa, God of the Sea

If you ever make this a creature, it’s going to be insane, but more likely, you are just staying alive long enough to make an 8/8 and then swinging 3 times with it. This prevents your opponent from having a long game, which makes it worthwhile, just make sure to stay alive since your 3-drop is a total blank. At least the scry ability helps you make sure you find as many islands as possible. Hopefully you put some in the deck. This won’t win on your own, but it will win with even mediocre creatures.

4.0

Triton Fortune Hunter

Gray Ogre, no text? Check. This is pretty subpar.

1.0

Two-Headed Cerberus

Having double-strike is fun and all, but this is ridiculous. A 2/2 half-striker is nothing to be excited about.

1.0

Wavecrash Triton

Horned Turtle? Alright, fine.

1.5

Wingsteed Rider

This usually won’t win the game on its own, but, well it actually will once in a while. 2-power fliers are money.

2.5

4-drops

Akroan Horse

Since Momir games will often go as long as 20 turns, I’m more than happy to give my opponent an 0/4 if it means I get a stream of 1/1s. This is a fairly weak form of inevitability, but it is possible to push through with an alpha for lethal, especially if you’ve been getting in with fliers.

2.5

Anvilwrought Raptor

A 4-drop flier is still a flier. I’ll take it.

2.5

Borderland Minotaur

Since so many creature abilities are actually worthless in momir, a vanilla 4/3 will do the trick sometimes.

2.0

Breaching Hippocamp

The abilities not usually going to come up. A 3/2 is underwhelming, but not the worst.

1.5

Cavern Lampad

Intimidate is not nearly as good as flying, but it’s good enough to do a handful of damage. Just remember that it’s not actually blockable and hold back once they can block it.

2.0

Coastline Chimera

A 1/5 flier is pretty good. The blocking ability probably won’t affect many games, but being able to stop stuff in the air is great and a 1/5 is just a good blocker in general. Once you’ve got the ground locked up this can actually get in too!

2.5

Disciple of Phenax

Discard is actually pretty good as it forces them to skip a future drop, or make worse creatures for the rest of the game. Not that the drop from 8 to 7 is steeper than from 9 to 8, so the quality here will vary.

2.5

Ember Swallower

A 4/5 at 4 is ahead of the curve (since even a 4/3 is pretty good) and it can attack with impunity once you can threaten monstrous. The 7 mana ability will also help you lock your opponent out of the game if you even get the advantage (which shouldn’t be too hard if you’ve been beating down with a 4/5) and it gets very hard to catch up in the late game if your opponent is denying you 7 and 8 drops.

3.5

Ephara’s Warden

The body is underwhelming, but this is essentially a 4 toughness reacher that deals with most shadow, horsemanship, fear and intimidate creatures, so I’m not going to complain about that. Occasionally it will tap down their mana guy on upkeep or help you push through damage. Obviously this gets worse in the late game, but it still seems useful.

3.0

Erebos’s Emissary

This is just a hill giant, which is just alright. You could do worse, trust me.

1.5

Erebos, God of the Dead

This will be hard to turn on, but there are actually quite a few double and triple block cards at 8, even discounting those with upkeeps, so will happen occasionally and it will be awesome. Spending 2 mana to draw extra cards is decent too, since you can go up to 11 or 12 after skipping a turn. Just make sure you’re stable before doing so, as skipping a turn and spending 6 or 8 life can put you back quite a bit.

3.5

Fanatic of Mogis

The ability is just value, unless you’re in a late game situation and throwing a Hail Mary. A 4/2 is fragile but trades up pretty easily.

2.5

Heliod’s Emissary

A 3/3 is fine and this is one that will probably get in twice or so. A nice aggressive card that is just fine on defense.

2.5

Heliod, God of the Sun

I don’t imagine you’ll often want to make 2/1s, since a 4-mana piker is below the curve even for Momir, and it means you’re never working toward devotion, but granting vigilance actually allows you to get in with larger guys and makes all-ins less all-in. Your odds of a double-white or better creature at 8 are only about 10%, so this is mostly just going to give you vigilance, but Oathsworn Giant is very good and this isn’t much worse and is much cheaper.

3.5

Horizon Chimera

Yes to the life gain, yes to the flying and why not to the trample. A solid card that won’t break the game open but will put your opponent on a solid clock and even reduce your own.

3.0

Hundred-handed One

A 4-drop 3/5 is going to be fine in most games and the chance at getting a super-blocker is even better. I’ll definitely start dropping plains for this guy if I can, but getting to 3 will be hard. This is the only thing that keeps this card from being a complete blowout.

2.5

Ill-Tempered Cyclops

I actually like this quite a bit since I have a lot of starts where I just want any reasonable body on turn 6. Have the option of upgrading an already decent blocker if need be is helpful, as is the ability to attack and threaten activation if I’d rather.

2.0

Insatiable Harpy

If they’re beating me down with a better flier, they basically have to hold it back now. I like it!

2.5

Karametra’s Acolyte

Ramping for 1 at the 4-drop slot is good, and the potential for more is amazing. The 8-drop slot has a full 1-4 chance of hitting a drop with at least double green, meaning this doesn’t have to be on the board long before you’ve ramped to 15 for Emrakul territory.

4.0

Labyrinth Champion

2/2s with no ability around just okay at 3 and pretty wretched at 4. Do not want.

0.5

Master of Waves

A pro-red dork is fine, and getting a few extra tokens is also fine. Pumping up all your elementals is actually relevant since a decent percentage of the later drops are elementals, notably Living Inferno, which can actually use both the extra toughness and power.

2.5

Nylea’s Disciple

The random lifegain is a nice bonus on a hill giant that’s already a fine block at 4.

2.0

Nylea’s Emissary

Trample on a 3/3 might be relevant in some formats, but in Momir it is isn’t that great. This is more likely to be a total blank than to actually trample over anything.

1.5

Nylea, God of the Hunt

As mentioned before, green is one of the easier colors in which to hit 5 devotion, and granting trample to all your creatures makes alphas much juicier as does the pump, even if you can only afford it twice. Four mana is a lot for +2/+2, but the threat combined with the trample ability means your ground guys can attack and your opponent will be forced to block with better creatures than usual.

4.0

Polis Crusher

A 4/4 for 4 is beautiful and I’ll even take the random +3/+3. The enchantment abilities aren’t exactly anything to write home about, but a big brick wall on the ground is just fine by me.

3.0

Polukranos, World Eater

Usually you can’t afford to pop this for more than X=4 so it won’t be taking down any large fliers, but being able to deal with a problematic utility unit is quite useful. Also a 5/5 for 4 is a complete monster that can often attack profitably. If not, he’ll definitely stabilize your board. This card is very good, though not unbeatable.

3.5

Purphoros’s Emissary

A 3/3 for 3 is just fine. Momir is a format of double blocking, so the bonus isn’t always that relevant but could be useful in an alpha strike situation.

1.5

Purphoros, God of the Forge

This won’t be attacking or blocking much, but it will be doing 2 damage every single turn. (At least.) Once you’ve softened them up, feel free to alpha strike and pump your whole team twice. Games probably not going to last until 9 mana after all.

4.0

Reaper of the Wilds

This is a saucy attacker. If they try to single block, you have a guaranteed trade. If the double or triple block, you get both blockers. A 4/5 is well above the curve at 4, so smile. This isn’t going to break any games open, but it’s just fine.

2.5

Returned Centaur

A 2/4 is whatever at 4 but I’d recommend milling yourself to turn on threshold early.

1.5

Staunch-Hearted Warrior

This is a 2/2 forever. FOREVER.

1.0

Thassa’s Emissary

A hill giant that will occasionally draw a card is pretty sweet. Cherish it and force your opponent to make bad blocks if you can.

2.0

Triad of Fates

Remember how hill giants are fine? Well they’re even better when they can straight up remove creatures. Once your board is stabilized, you have free reign to pick off any problem creatures. Remember to drop a plains and I wouldn’t blame you for cashing in a random dork for card advantage. Once this is down I’d pretty much leave a mana open at all times just so your opponent can’t untap with a problem creature.

4.0

5-drops

Anthousa, Setessan Hero

I can’t think of a way to pronounce this name that doesn’t sound German. A 4/5 is a big blocker and that’s what I’m usually looking for out of a 5-drop.

2.0

Arbor Colossus

Holy blocks. This holds off basically every flier ever, until it eats a flier, and then it holds off every flier ever. I hope for your sake that you hit the forests to make this monstrous. Definitely worth skipping an 8-drop it get monstrous online.

4.0

Celestial Archon

It’s a 4/4 flier with first strike on turn 5. Usually you deal with a 4/4 flier by double blocking. That’s not really going to be an option here is it?

4.0

Centaur Battlemaster

This would be better if it had +1/+1, flying and first strike. Since it doesn’t it’s trash.

1.0

Decorated Griffin

You’re never going to keep mana open for the ability unless you’re on the “lose slowly” plan, but a 2/3 is actually not terrible, even if it’s turn 5.

2.5

Gray Merchant of Asphodel

You’re only going to gain 2-4 life, unless you lucked out and hit a Phyrexian Obliterator (in which case, you’ve already won.) But a little life swing never hurt and 2/4 isn’t as bad as it could be. You’d still probably rather have a generic 4/4 or something.

1.5

Keepsake Gorgon

Now we’re talking. This thing is a super blocker which turns into a kill-spell in the late game friendly color of black. It’s even nice enough to give you something to do with your mana on turn 7 if you are down a card and need to skip a drop to get to 8. This holds the ground and takes down their best flier. If the board is stable, hold this until they crack a real nutter-butters bomb.

3.5

Kragma Warcaller

You could do worse than a 4/3 haste. The tribal ability is marginal, but remember that it’ll pump your changelings too.

1.5

Mnemonic Wall

Not surprisingly, the completely blank ETB effect means this card is not very good at all.

0.5

Nessian Asp

It’s not quite Arbor Goliath, but it’s surprising close, and one forest is much fewer than 3. Any 5-drop that can actually stop Griselbrand is pretty sweet, and an 8/9 is actually way above average for a 7-drop, so we’re holding the ground as well.

3.5

Pharika’s Mender

Sadly this is not a format with creature cards, so this is just a 4/3. I guess it beats an 0/4.

1.0

Pheres-Band Centaurs

Not amazing, but I’ll take a 3/7 over a random 4/3 any day. This guy is a champion at double blocking.

2.0

Prescient Chimera

A 3/4 flyer goes a long way towards winning, so I’ll take this for sure.

2.5

Prognostic Sphinx

A 3/5 flyer is even better. Scrying is occasionally helpful if need to find land for a random activated ability. Hexproof is usually not what you want, but it might come up.

3.0

Prophet of Kruphix

You’re usually not going to have use for all the extra mana, but it might come up. These stats are pretty lame though.

1.5

Sealock Monster

By the time this is an 8/8, it’s probably hard to attack, but forcing your opponent into an island can be useful for other reasons. Even as a 5/5 defender it’s fine.

2.0

Sentry of the Underworld

Flying and vigilance with randomly useful regeneration sounds like my kind of party.

2.5

Setessan Griffin

Even a 3/2 flyer is fine and so what if you only pump him when you’re dealing lethal? You probably got there anyway.

2.5

Silent Artisan

A 3/5? Sigh, that’s just slightly above average I suppose.

1.5

Stoneshock Giant

I hit 6RR in 97% of my Momir games. The monstrous ability here is either going to straight kill your opponent, or force them to chump with all their fliers. Either way, you’re ending up in great shape if you survive to turn 8.

4.5

Stormbreath Dragon

A hasty flier that upgrades and sneaks blanks their lifelinking Sphinx? I’ll take it! It’s going to be hard to lose once you’ve hit this card.

4.0

Underworld Cerberus

This is huge for a 5-drop, which makes up for the fact that your opponent can usually find a way to triple block this. Still, if you have pressure on the board, this is probably going to be more they can recover from.

3.0

Wild Celebrants

5 power makes a good blocker. Once in a while this will be a straight 2 for 1. The may clause helps out, since you won’t randomly kill your own guy.

1.5

6-drops

Benthic Giant

Hexproof isn’t often a thing in Momir, but a 4/5 isn’t that bad.

1.5

Evangel of Heliod

Having random dudes around to chump block or push through a few damage is actually very good. You’re getting 3 power and 5 toughness of dudes at least, and having them diversified is usually better for blocking purposes. I like it! But not that much.

2.0

Horizon Scholar

A 4/4 flier is like a steak dinner. It’s good. This will help you win games.

3.0

Hythonia the Cruel

Resetting the game with a 7/9 super killer is unsurprising very good. This card reminds me of Novablast Wurm, and that’s a very good thing for it’s controller. There aren’t many creatures your opponent can play that will actually block this thing either, so if the game is at parity, you get to pin them back and make them pay. Add in the fact that this is just a straight answer to anything unkillable, and you’ve got a spicy sausage. Just keep in mind that this won’t kill Sisters of the Stone Death. I mean you can’t have everything.

4.5

Loathsome Catoblepas

In a late game, you might be in a board state where they have to trade with this and give you the 3/3. And sometimes, the -3/-3 might be relevant. If not, paying 3 to pay to force a chump block does not sound like fun. On the other hand, this makes for a pretty threatening blocker itself, so it’s not all bad.

2.0

Medomai the Ageless

In general, creatures that let you take an extra turn are very good in Momir. On 6, there’s actually a reasonable chance that this can get through, in which case, you’re probably going to win unless they can chump their way to an answer. If not, it’s just a 4/4 flyer, which is very good.

4.0

Nemesis of Mortals

I like monstrosity, but 9 mana for a 10/10 is kind of underwhelming. Occasionally that will be a fair price, but will you have double green to pay it?

2.0

Shipbreaker Kraken

The double blue means this is not even close to being Lorthos, but if you manage to activate it, you have massively swung the game. You’re almost always going to get in for at least 10 the same turn, and this is going to enable a lot of situations where you alpha and they have to make a series of chump blocks until you win the game. The only thing that stops this from being a 5.0 is the difficult cost and the fact that this is not an actual answer to cards like Platinum Emperion and the like.

4.0

Titan of Eternal Fire

You know where there are a lot of? Humans. Tapping down your whole team can be pretty awkward, but you can leave the mana open and pop it at EOT. This will vary greatly based on your early drops since most of your late drops aren’t going to be human. A 5/6 is nothing to sneeze at though.

2.0

Vulpine Goliath

Trample is relevant in this format, but you want it on a 8/8 usually and not a 6/5. So how good is a 6/5 for 6? Well, it’s pretty good actually.

2.0

7-drops

Abhorrent Overlord

Lord of the Pit type effects can get a little awkward, but make a mass of 1/1 fliers certainly makes up for it. The fliers are often going to be lethal next turn anyway, and if not you’re probably forcing them to chump or take 6 to the face. If you happen to have a bunch of black on the table, this card goes from good to great.

3.5

8-drops

Ashen Rider

This card is everything you could want in Momir. It exiles any threat, and it’s a reasonable threat itself, a nasty chump blocker, and a champion double blocker. And if your opponent doesn’t have anything relevant? It hits lands. This is almost as good as a Hoverguard Sweepers, and that’s saying something.

5.0

Colossus of Akros

10 mana is a lot to pay, but a 20/20 indestructable trampler is actually insane. This answers most things short of evasive dudes. If you have a relatively stable board, you can easily take a turn off, then make this monstrous and force them to deal with it. If you’ve ever won off the back of a Trench Gorger, you know what I’m talking about. This creature is a must-answer threat. The only downside is that it won’t answer any evasive threats, so if you haven’t managed to stabalize, this isn’t the 8-drop you’re looking for. Still insane.

4.5