Disclaimer: This deck used to be Momo: Faster than time, Momo, hitting it Double Time, and Momo and the ten Dwarves. After Momo had a little identity crisis, he finally found back to the general shell with one specific goal: Hit many times with maximum ooomph!

Sometimes, players just are chosen to play a deck. When I opened my first Moraug, Fury of Akoum, I felt obliged to build a deck around him. I figured I had most of the important pieces, so here we are. When I pulled another two Moraug from two consecutive ZNR packs, I knew I was correct to build him. And as he chose me to play him, I gave him the nickname Momo. The list you see here is the most current version, as the deck got an overhaul after multiple little shopping trips.

You might think that playing landfall in mono-Red is hard. Thing is, Momo only needs one additional landdrop to one-shot players with commander damage. So while it is definitely pretty impressive to gain 4+ combat phases, you only need three and an evasive Momo to kill someone. Thus, the most important cards are those than allow him to go unblocked for at least a turn: Rogue's Passage and Key to the City allow us to kill an opponent out of nowhere.

In addition, we only need a cheap fetchland such as Warped Landscape, Evolving Wilds, Field of Ruin, Grixis Panorama, Myriad Landscape or Terramorphic Expanse. We also have some permanents and spells to accomplish that important additional land drop: Solemn Simulacrum, Alpine Guide, Ghirapur Orrery, Nahiri's Lithoforming, Geomancer's Gambit and Cleansing Wildfire are great cards with Momo. The last three combine nicely with Drownyard Temple.

Temur Battle Rage and Assault Strobe are here to kill with just one additional combat. Dictate of the Twin Gods and Angrath's Marauders can fulfill the same function. Boots of Speed is a way to give Momo or any beefy-boy a... boost of speed. Wait, did WotC do this on purpose?!

'But Seshiro', you might ask, 'when we need all these lands to trigger our commander, what do we do to ramp us to 6+ mana?' I'm glad you asked, interested reader. Artifact ramp in general is nothing special for commander, but so very important here. That's why I included all these CMC2 rocks. Irencrag Feat and Seething Song are great to get out an early Haymaker, and Brass's Bounty gives us a one-shot chance for a massive turn.

The protection pieces for Momo are Swiftfoot Boots and Hammer of Nazahn.

Our card draw package consists of various spells, but the most synergistic to this deck are propably Valakut Exploration and Karn, Scion of Urza. The former thrives on the fact that we have 37 lands. The latter has a +1 that puts a weird choice in our opponent's hands: Give us a spell that helps developing our boardstate, or give us a land we might need to finish the game.

The removal is a little focused on damage-based boardwipes, as the deck hasn't too many creatures, but most of them are massive. So Hour of Devastation and friends won't hurt us that much.

In a deck that wants to ramp and attack, Inferno Titan, Drakuseth, Maw of Flames, Ilharg, the Raze-Boar, Krenko, Tin Street Kingpin, Glorybringer, Neheb, Dreadhorde Champion, Etali, Primal Storm and Tectonic Giant really feel at home and can all grant value in their very own way. In a similar vein, Feldon of the Third Path can recurr us an attacker from the graveyard for even more damage. Torbran, Thane of Red Fell, Angrath's Marauders and Dictate of the Twin Gods increase our damage output. Warstorm Surge and Terror of the Peaks are powerful cards in general and great with a fatty deck likw this one.

Finally, these are the finishers:

Blackblade Reforged makes Momo go totally Voltron. And what is better than one terrible Minotaur? One more for each combat phase: Helm of the Host is insane with our big Cow-Boy. Oh, and never underestimate Fanatic of Mogis in a mono- deck. While we're at it, how about multiple Felhide Spiritbinder triggers per turn. The copy effects combine very cool with Combat Celebrant.

Once Momo one-shoted the first opponent, he'll propably have a hard time staying on the field. That's why there are multiple combos to finish the game without him:

That's the deck. Feel free to leave upvotes, comments, card suggestions and your critique. Thanks in advance, and never forget: If your commander is a cow with a landfall trigger, play your lands on main phase 2.


Updates Add

I went shopping for some of my decks, and Momo got some great new toys:

Ilharg, the Raze-Boar has been planned forva while, but I also got Glorybringer, Combat Celebrant and Tectonic Giant.

Ilharg's attack trigger is even better with Momo's ability. Glorybringer can exert itself multiple times and even each turn if I leave it at home during the last attack if the turn. Tectonic Giant can deal massive damage or draw quite a few cards.

The more I look into Momo, the more I realize how versatile he actually is.

Comments View Archive

86% Casual


Top Ranked
Date added 1 year
Last updated 3 weeks

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

34 - 0 Rares

23 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 3.92
Tokener Treasure, Copy Clone, Construct 0/0 C, 1/1 Goblin
Folders Uncategorized, Cool, My EDH, EDH INSPIRATION, decks, RED, Decks to think about, Decks, EDH Decks
Ignored suggestions
Shared with