Nothing quickens the predator’s blood like the unfamiliar scents of new hunting grounds and the mewling cries of new prey.

-Steppe Lynx


While the donor of this quote couldn't have any less in common with Moraug, Fury of Akoum, its flavour text sums up our designated commander perfectly. Moraug is a very territorial and hugely infamous predator who kills anyone who dares entering his evergrowing Hunting Grounds. Are you bold enough to try and challenge Moraug? Ok, but are you also stupid enough?


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 to start. When I pulled two more copies from two consecutive ZNR packs, I felt chosen to play him, and I gave him the nickname Momo. The list you see here is the most current version, as the deck has undergone multiple overhauls already.
You might think that playing landfall in mono-Red is hard. Thing is, we only need to play and crack a fetchland such as Warped Landscape, Evolving Wilds, Field of Ruin, Grixis Panorama, Myriad Landscape, Ghost Quarter or Terramorphic Expanse to get to the three combat phases needed for one-shotting players. Ghost Town, Guildless Commons and Drownyard Temple are ways to have lands to replay later. Additionally, we have various non-land ways to go for the kill in Solemn Simulacrum, Alpine Guide, Ghirapur Orrery, Nahiri's Lithoforming, Geomancer's Gambit, Burnished Hart, Walking Atlas, Cleansing Wildfire and Wayfarer's Bauble. With all these ways to fetch basic lands, the deck needs lots of those. For now, 20 should be fine, but maybe this number will change.
Besides the land portion, the deck has an abundance of 21 ramp effects. Eleven of these are mana rocks and ritual effects. The other ten are ways to drop lands. We obviously need most of the latter to trigger our commander, so the non-land ramp is very important here to get Momo to the table early. Leyline Tyrant allows us to save our mana over multiple turns for that one big turn. That's why it's especially awesome with the ritual spells.

If Momo gets too expensive to cast, we have Hellkite Courser to cheat him out for a turn. This trick becomes even better with Ilharg, the Raze-Boar.

Our card draw package is somewhat versatile, 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 and are already trying to get additional land-drops. 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. Imposing Grandeur is a powerful addition from Crimson Vow. For the small price of discarding our usually not that big hand, it will always draw us six cards. Against opponents with equally big or even bigger commanders, it can be a disadvantage, but then again, they say the average cmc for commanders is decreasing. So this will propably be a red Return of the Wildspeaker more often than not.
The removal focuses 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 case any planeswalkers dare crossing our territory or someone considers enchantments a valid strategy, there are Scour from Existence, Introduction to Annihilation and Chaos Warp. Smoke is a newly added old card that has some unsuspecting synergy with Momo: We have a red, attacky commander that is able to untap our dudes. This breaks the symmetry Smoke usually brings to the table. I love that I found this card.
So while it is definitely pretty impressive to gain 4+ combat phases, this isn't the main objective. We only need three combats and an evasive Momo to kill someone. Thus, the most important cards are those that allow Momo to go hard, fast, and unblocked. For the unblockability, there are Rogue's Passage, Key to the City and Whispersilk Cloak. Sword of Hearth and Home works the same way against or decks while also producing lots of value against everything else. To go fast, we have Swiftfoot Boots, Lightning Greaves, Anger and Ogre Battledriver. For the hard part, Blackblade Reforged makes Momo go totally Voltron. And what is better than one terrible Minotaur? More terrible minotaurs! 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 Unquenchable Fury triggers per turn?

Killing the whole table in a single turn still sounds way too epic to not go for it every once in a while, so for a chance at doing so, Temur Battle Rage comes in handy. The most impressive start in this regard is possible with the perfect starting hand of two mountains, Terramorphic Expanse/Evolving Wilds, Sol Ring, Arcane Signet (or another MV2rock), Ilharg, the Raze-Boar and Hellkite Courser:

T1: Mountain, Sol Ring, Arcane Signet, go

T2: Mountain, Ilharg, the Raze-Boar, go

T3: Attack with Ilharg, drop Hellkite Courser, put Moraug down. Ilharg and Courser deal 14 total damage. Main Phase 2, play Terramorphic Expanse and immediately fetch another Mountain. This results in two Momo-triggers, allowing you to deal 23 damage in the first additional combat and 25 damage in the second one. That way, we dealt a total of 62 combat damage on turn 3. Yes, this is magical christmas land, but we play Voltron. We like crit records ;)

To protect Momo in and/or after a kill turn, we have Whispersilk Cloak, Swiftfoot Boots, Lightning Greaves, Mask of Avacyn, Hammer of Nazahn and Tyrite Sanctum.

In a deck that wants to ramp and attack a lot, Inferno Titan, Drakuseth, Maw of Flames, Ilharg, the Raze-Boar, Krenko, Tin Street Kingpin, Neheb, Dreadhorde Champion, Etali, Primal Storm and Tectonic Giant feel right at home, each of them granting value in its very own way. Torbran, Thane of Red Fell increases our damage output. Warstorm Surge and Terror of the Peaks are powerful cards in general and great in a fatty deck like this.

Once Momo one-shoted the first opponent, he'll propably have a hard time staying on the field. That's why there are multiple other ways for more combat phases, even including a combo in Combat Celebrant + Helm of the Host.


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.


Planned changes:

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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.

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65% Casual

35% Competitive

Top Ranked
Date added 1 year
Last updated 2 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

32 - 0 Rares

20 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 3.65
Tokens Construct 0/0 C, Copy Clone, Goblin 1/1 R, Ogre 3/3 R
Folders Uncategorized, Cool, My EDH, RED, Decks to think about, Decks, EDH Decks, Commander, decks, finished decks, See all 17
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