Friday, April 13, 2012

Cube Blog: Going All-In on Morph

With 90 of the 360 cards of my Cube are creatures with morph, when thinking about which potential archetypes players could draft that I could highlight, I thought "all-in morph" was the natural place to start. That being said, in reality there are two distinct paths you can go down when it comes to morph:


Flicker & Friends

The main difference between the other archetype and this one is the difference between the ability to turn face-down creatures "face up" and cheating morphed creatures into play by other means. This deck can't fully abuse all of the utility creatures and the other one can. That being said, this deck is much more efficient at what it does. And what it wants to do is to get the biggest, baddest morphed creatures into play as soon as possible. This means you're going to be on the look out for cards like: Whenever you open either Venser, the Sojourner, Galepowder Mage, Flicker, Otherworldly Journey, Parallax Wave, or my personal favorite: Changeling Berserker


There are a few other methods to get the job done and there are a few other fatties that I left off the list, but you get the idea. This archetype is all about opening a good enabler for pack 1, pick 1 and then grabbing every big morph you can find. Second tier enablers should trickle down your way and hopefully the people sitting to your right and left are going tribal or some such nonsense. Because this Cube is designed around the morph mechanic, I believe that this is the most flexible of all the archetypes possible. And for the record, I consider Changeling Berserker to be one of the absolute best cards in the entire Cube.

The Changeling Berserker's size, the turn he comes down on, and how he can enable any morphed creature into flipping makes him such a beating. On top of that, you have to consider the nature of the draft. Because your deck unfolds on a card-by-card basis and because this cube has a tribal sub-theme, the berserker is one of the few cards that can fall into almost any potential archetype you fall into.


Ixidor & Friends

You can think of this next archetype as a less explosive, more flexible version of the other. You have to work a little harder on a turn or two later to flip all the same beaters listed above, but you also have access to all of the abilities found on many other morph creatures. These creatures include: You also get access to other tricks involving cards like: This isn't a comprehensive list, but you get the idea. When you open either Illusionary Mask, Ixidor (Reality Sculptor), Skirk Alarmist, and to a lesser extent Ixidron, you have the option of leaning heavily on a morph strategy for the rest of the draft.


And the beauty of it all is that there is a lot of overlap between these two archetypes. Not to mention natural morph enablers from your hand, such as Dermoplasm and Root Elemental. Anyway, try it out for yourself because these strategies are the reason this Cube was built in the first place. This is why non-tribal creatures are in the Cube at all and this is also thing that separates The Mighty Morphin' Cube from every other Tribal Cube out there. Tribal Cubes are fun, but I think this is a lot better. There's just a lot more overlap between archetypes going on, which leads to competition among cards during the draft, which leads to more variability during the games that follow.

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