Momir Hackball list

Hackball is resilient, consistent, and heavily interactive. In order to compete on the crucial turn 3, Hackball employs a few stax pieces, a lot of counterspells and removal, and several meta-dependent toolbox options. It's an incredible deck into stax metas and fast metas alike, and there are a lot of flexible and tutorable slots to tune with. There are multiple redundancies for every combo piece, and it's incredibly difficult for your opponents to shut you down entirely.

Hackball can also be extremely cheap. Unlike other budget options, such as Selvala and Yisan, your entire wincon package is less than $30 total, and you can hit the consistent turn 4 win metric with absurdly small budgets. Budgeting for Hackball goes as low as $60, with the "minimum power" build starting at around $200. The rest of the recommended cards are lands, counterspells, and ramp, all of which are easily transferable if you decide Hackball isn't for you.

The deck's main game plan is to use large amounts of creature-based ramp to drop Momir Vig early, and then "hack" him using a card like Mind Bend , changing the "blue" in his text box to "green". You can also use cards like Vizier of the Menagerie or Glimpse of Nature to simulate the "hack" effect. After he's hacked, you cast a green creature spell, and enter a deterministic tutor chain to net large amounts of mana and assemble an infinite combo. The deck is built primarily around abusing this is compact "any creature is a wincon" approach by running plentiful utility creatures and lots of ramp.

In order to begin the game-winning combo, starting with any green creature in the deck, you can chain into any number of creatures in our deck. The generic, most commonly used line involves tutoring Heritage Druid , then Nettle Sentinel . These two creatures allow us to play 1 mana elves, like Elvish Mystic , and tap them for GGG. Thanks to Nettle Sentinel 's untap ability, you are able to net 1 mana, since you cast 2 mana worth of elves and tap them for 3. You can further this mana generation by casting Phantasmal Image as a copy of Nettle Sentinel ,using Birchlore Rangers to generate blue mana, which allows you to get 3 mana for every 1 mana elf you play. Make sure that you use Wirewood Symbiote to double up on tutors, or else you won't be able to continue comboing off after casting Phantasmal Image , because Phantasmal Image isn't green and therefore doesn't tutor.

Next, you generate infinite mana by using your Phantasmal Image , Heritage Druid , Nettle Sentinel , Temur Sabertooth , Wirewood Symbiote , and a 1 mana elf. You untap the double Nettle Sentinel s every time you cast a green spell, so casting Wirewood gives you 2 extra mana (by bouncing your dork and untapping another elf, like Momir), and casting your dork gets you 2 extra mana. Since Temur Sabertooth 's ability only uses 2 mana, we net 2 mana per iteration, and can repeat infinite times for infinite mana. Using your infinite mana and Temur Sabertooth , you can then repeatedly draw cards using Heart Warden , and recycle it out of the graveyard with Nantuko Tracer . The loop will then become Winds of Rebuke to mill your opponent's libraries, Nantuko Tracer to recycle the instant and Heart Warden to repeatedly draw Winds of Rebuke . If an opponent runs recursion or an Eldrazi Titan, we have Scavenging Ooze to gobble up graveyards.

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Casual

96% Competitive

Date added 6 years
Last updated 4 years
Exclude colors WBR
Splash colors U
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

43 - 0 Rares

20 - 0 Uncommons

27 - 0 Commons

Cards 100
Avg. CMC 1.51
Tokens Ape 3/3 G, Bird 2/2 U, Morph 2/2 C, Spirit 1/1 C
Folders Decks I might try, green, EDH
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