M
Mikeymike
Guest
This isn't so much a single card strategy as it is a single mechanic strategy. Of all I've read about the pros and cons about morph creatures, there is a pro point I have yet to see anyone touch on.
On most of the creatures (probably 95%) the generic morph + activation will be more than the CC, which is understandable. But morph allows you to get a larger/better creature into play sometimes sooner than you normally can, while leaving you plenty of options what to do.
For lack of a better example, I'll use
Blistering Firecat
1RRR
7/1 Trample, Haste
Sac at the end of turn
Morph RR
A few things his morph cost allows you to do that the regular CC can't do.
- Pay him on turn 5 for 3RR, meaning he can be cast if you don't get your 3 mountains - i.e. he's more splashable.
- If you are stuck at 3 lands, generic morph him into play on turn 3, activate him on turn 4. What to do with that extra 1 mana? Eh, why not Reckless Charge.
- Generic Morph him into play on turn 3, activate him on turn 4. You've got 2 more mana open on turn 4 than you would of if you hard cast him.
- Let's say this Firecat didn't have haste. Dropping him into play on turn 3 means he could attack on turn 4. To expand this example, let's say 'hypothetical fatty' has a CC of 4GG with a morph of 3GG. Minus mana acceleration he could normally attack on turn 7. By using his morph costs he can now attack on turn 5. Now what if his morph was 1GGG, that would mean he attacks on turn 4. Either way, that's pretty cool.
I feel Morph is going to be much stronger than we initially thought.
On most of the creatures (probably 95%) the generic morph + activation will be more than the CC, which is understandable. But morph allows you to get a larger/better creature into play sometimes sooner than you normally can, while leaving you plenty of options what to do.
For lack of a better example, I'll use
Blistering Firecat
1RRR
7/1 Trample, Haste
Sac at the end of turn
Morph RR
A few things his morph cost allows you to do that the regular CC can't do.
- Pay him on turn 5 for 3RR, meaning he can be cast if you don't get your 3 mountains - i.e. he's more splashable.
- If you are stuck at 3 lands, generic morph him into play on turn 3, activate him on turn 4. What to do with that extra 1 mana? Eh, why not Reckless Charge.
- Generic Morph him into play on turn 3, activate him on turn 4. You've got 2 more mana open on turn 4 than you would of if you hard cast him.
- Let's say this Firecat didn't have haste. Dropping him into play on turn 3 means he could attack on turn 4. To expand this example, let's say 'hypothetical fatty' has a CC of 4GG with a morph of 3GG. Minus mana acceleration he could normally attack on turn 7. By using his morph costs he can now attack on turn 5. Now what if his morph was 1GGG, that would mean he attacks on turn 4. Either way, that's pretty cool.
I feel Morph is going to be much stronger than we initially thought.