Community Set: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting

CardName: Morph Cost: 3 Type: Pow/Tgh: / Rules Text: Flavour Text: Set/Rarity: Community Set Common

Morph
{3}
 
 C 
 
Created on 23 Aug 2011 by Jack V

Code:

Active?: false

History: [-]

2011-08-23 23:43:28: Jack V created the card Morph

It feels like morph could well go into several factions, perhaps all of them. Morph could go into almost any set, but it feels like it would be a decent fit here, and we can try it in any factions, and keep it in those that seem to need it.

I understand the mechanical usefulness of morph, but I don't understand why it fits the flavor of this set at all. I do, however, understand why it could fit the colorless, faceless invaders of the other sets in the block (if we do that).
I'm not saying it doesn't work. I just don't get it.

I get it from the point of view of it being a linear mechanic that could do well if there were 10 morph cards in one color. I mentioned white originally, but even the Gorgons might want to steal it.

But as a multicolor concept? It isn't fitting the current flavor of a race of people pretending to be gods. They would want to be seen wherever they go. And if we put this in multiple mono-colors, we lose a bit of "each color refuses to work with the other colors" identity which is, currently, the basis of the set.

I think it depends how much flexibility the decks need; I was assuming that if you're trying to play all-mono or all-multi all tribes could do with some grey ogres to flesh out the middle of the deck, and to make one mono-red deck different to the next mono-red deck. But if we decide it doesn't, then yes, morph wouldn't help.

I'm not sure what archetypes we're looking at; I'm not strong at limited, but currently, even in a color-commitment-heavy block, I thought you would tend to have two-colour or one-colour-with-a-splash decks, which is quite a bit of variation, from each colour you can go into "that colour only", "that colour with a splash of one other" or "that colour equal with another colour". I assumed we'd want a similar amount of variety, which means we need something that can be different between mono-red decks. You can always play red with another colour or with mulicolor cards, even if many cards push you into mono-red, but I assumed it would be useful to have something which could be used in different ways.

Shadowmoor/Eventide had a lot of mono-color drafting going on. But that's because, if you played mono-color, you could play 40%+ of the cards in that environment. In this set, when you play mono, you probably won't have access to 20% of the cards because of the multicolor cards getting in the way.

That should be fine, though. It just means that if people are paying attention to their signals, there should only really be one mono per color at the table. If we build the set right, there should be plenty of options for those who are building two color decks. Even if their decks aren't as 'effecient'. For example, I mentioned Serpent of the Endless Sea, which would be a powerhouse in the mono-blue archtype we're sculpting (if we reprinted it, of course), but it would be fine in a Heavy Blue/Light White deck. Just not as powerful, but still plenty useful.

The real tough nut to crack is going to be the cards with casting costs like {1}{r}{r}. There's going to be an expectation to make more heavy color commitment cards, because... well, that's the point. That means we're going to have to work hard to give people the tools to solidify their mana bases, instead of smooth them over. That may be a tough fight, and it could keep happening. While people will want Rampant Growth in the set, it may be more appropriate to pack Nature's Lore.

Only signed-in users are permitted to comment on this cardset. Would you like to sign in?