Melkor_the_Great's "Momir Basic's" Comprehensive Strategy Guide
"Momir Basic's" comprehensive strategy guide.
By: Melkor_the_Great (Sunday, June 11th, 2006 @ 6:30am PST)

***This was made in about 45 mins with 3 hours before the first
4x Momir Basic event, it was distrubited to less then 7 of my
personal friends pre tourney.***

Play first, drop a 3 mana crit to start.
Draw first, drop a 2 mana crit to start.

Your best chance of getting a destroy another creature is a "4"
drop.

WC = Worst Case Pull.

Lame = Something so bad it literaly hurt your board position, or
at best counted as squat. (0/0 creatures, cards that destroy your
permanents, etc.)

Bomb = A card that should be good enough to change board
advantage. A 2/2 Unblockable, a 5/5 Flyer, A Platinum Angel,
etc.)

0: 2x 0/0; 0/3; 0/2 Flying (4 Lame - 0 Bomb)
1: WC = 0/1; (201 Lame - 19 Bomb)
DO NOT DO LESS THEN TWO!
2: WC = 4x 0/1; 5x 0/2 (391 Lame - 28 Bomb)
3: WC = 0/0 (503 Lame - 62 Bomb)
4: WC = 0/0 (441 Lame -  142 Bomb)
5: WC = -1/-1; 0/0 (317 lame - 45 Bomb)
6: WC = 0/0 (127 Lame - 87 Bomb)
7: WC = Lose the game (Phage); 0/0; (10 Lame - 89 Bomb)
8: WC = 2x 0/0; 1/1; 3/8; 4/7 Vigilance; (5 Lame - 39 Bomb)
9: WC = Suncrusher 3/3; 3/4 Flying; 5/5; (5 Lame - 15 Bomb)
10: DO NOT DO A TEN!
11: Darksteel Colossus; Hypnox; Mycosynth Golem
DO NOT DO ELEVEN OR MORE!

I would NEVER do a "0" or "1" drop,the odds are so slim, 
you might as well go for a platinum angel, 
trust me you wont get anything to help.

"2" 7% These drops are basicly trash but if you drew first, 
there is no reason not to drop a "2".

"3" At 12.3% the first possiablity of truely game altering drops
occur, and at a 12.3% chance of a "Bomb" this is where the game
gets interesting.

"4" 32.1% that is a double edged sword, basicly 4 mana drops have
a 1 in 3 chance of altering board positon, which in Momir Basic,
is everything.

"5" 14.1% this is a dismal percantage chance for a "bomb", 
I wouldn't neccessarly skip a "5" drop, its better then nothing,
but if I had some ability or other way to utilize my mana that
turn it would be so. Often depending on board, I would just play
a "4" here.

"6" 68.5% games live and die by the "6" drops, the only good news
if your opponent hits a "6" drop "bombs" is, you have a good
chance of your own "bomb" to counter.

"7" 89.0% chance of a bomb your thinking hell yea right, well
just remember that "7" is your crap shoot, a platinum angel might
win you the game, but a phage the untouchable deffenetly loses
one for you, the risks here at "7" even at only 11% of a "lame", 
should be duely considered, play this similar to a "5". (Think
about another "6" here.)

"8" 78% this is the magic number, while statiscly less "bomb"
to "lame" ratio, there are only 43 total drops for you at "8"
and only five of them are "lame", You want to get to "8" asap
and drop as many as you can.

"9" 33.3% on your ratio, but the "9" "lame"s are about
equivalent to a "3" "bomb", and the "bomb"s are some of the best
you can get in the whole format, three of the five bringers are
awesome, the blue one being the god of them all, and at worst
you'll get a 3/3 Suncrusher. I don't think you should ever build
up to more then "8", but if a creature boosts your mana to make
"9" or "11" possiable, by all means go for it, they tend not to
suck.

"10" 0% there is nothing good you can get for "10", the only
possible creature is a 5/5 Trample, an eight or a nine drop is
WAY better.

"11" 66.6% there is only three possiable drops, Darksteel Colossus
and Hypnox are insane bombs, the 4/5 Mycosynth Golem makes this a
questionable play, but hell if you got to "11", you probably are
already winning.

THERE IS NO REASON TO DROP MORE, IF YOU DO YOU FAIL.

That's "Momir Basic's" comprehensive strategy guide.
By: Melkor_the_Great (Sunday, June 11th, 2006 @ 6:30am PST)