I'm curious: at a lower power level (let's say pauper cube style), how many disguise cards do you think is the right number to run? Like, I think that running 2-3 has not much sense since they lose a lot of the surprise effect, but do you think that having 10 in a 360 cube (for example, all 10 the bicoloured ones) could be enough to have some mind games like in MKM retail limited?
I think the ten two-color cards are definitely a good place to start when putting together a disguise package for a low-power Cube. However, I think playing more is usually better for face-down creature environments. You probably want to play as many disguise cards as possible to maximize the "mystery" play patterns. A lot of the Karlov Manor disguise cards are "ability morphs" (like
Skirk Marauder) as opposed to "size morphs" (like
Wooly Loxodon). This means they tend to have a more diverse range of costs to unmorph, and many of them have nice low costs for hard casting. In my opinion, this also makes them more fun to play with, as the advantage of playing something face down is a cool ability and not simply paying for a big creature in multiple installments.
If you're worried about playing too many disguise creatures, a good rule of thumb is to not play more creatures with disguise than you would three-drops in a given color. Since disguising a creature costs
, you want players to have that turn open in order to play their face-down card.