Hello Riptide!
I've been lurking on the forum for a while while tinkering with my Graveyard themed cube-- (I might start a blog for that one too), and while I've found a huge amount of help here, that environment is more put together, so I figured that if I were going to start a cube blog, it should be for something messy- something So very WIP that I can evolve it here.
Morph provides a huge amount of depth to gameplay-- When do I unmorph instead of casting a spell? How do I best time my removal? Do I play my better morph first into removal, or sandbag it but lose tempo? Do I fire off removal on the first morph or not? Etc. etc. hidden information and mana sinks make for fantastic gameplay
The goal here is to create an environment that revolves around morph, using things that interact well with it or create interesting dynamics, rather than just shoehorning morph into a cube
For example:
Anthems get a lot more valuable-- ways to have your 2/2s beat their 2/2s
Ways to play at instant speed let you hold up mana more easily
There's a lot of colorless spells and creatures going around!
Blinking is basically show and tell, right?
Some cards like manifest
Stats matter most in how they match up to a 2/2
The cmc of a morph is 0 in all zones
Everyone is casting creatures, and creatures are mana sinks
Protection feels less bad, because it will rarely shut off your whole board, and rarely mean unblockable. This both weakens protection and helps design-wise (Not 100% sure on this one yet)
Morph incentivizes acting on your opponent's turn
Misc, But cute:
Introducing: Morph, Adjusted!
This cube wasn't 'inspired' by the old riptide thread on the same topic per se (as in, I found the thread after starting the design), but this is extremely relevant: https://riptidelab.com/forum/threads/adapting-morph-to-cubes.1730/
The basic Idea is that morph is lots of fun! But unfortunately, playing Gray ogres is extremely inefficient, and while low-power cubes can be a lot of fun, powering them up a little bit lets a lot come out to play, as morphs can now go hand in hand with cards that would have previously laughed at their inefficacy.
Of course, the first thing to consider is, What to change the morph statline to? The thread linked above plays around with a few ideas, like, to pull straight from that post:
That thread also included ideas about an etb scry or draw a card, which I think adds too much complexity
But at the end of the day, I think the easiest and most elegant change is...
-------->
Which is honestly because I think morphs were designed around the 2/2 statline and while removing 1 from the cost has a lot of implications, going to a 1/1 p/t fundamentally changes how cards play
Also, the idea of a format full of squires bouncing off each other gives me
So, 2/2 for 2 it is!
This has some immediate implications on the environment
1. When playing morphs for 3, we had to be a lot more careful about nerfing removal, because getting a Gray ogre Shocked is a massive tempo loss. Having the same thing happen to a two drop hurts a lot less. This means we can pump up our removal's power level
2. Some cards get a lot better
We'll see as this plays out whether these are problematically good or simply quite powerful
3. On the other hand:
4. With a less embarrassing statline, it's even easier to splash off-color morphs, or get up to crazy 5 color shenanigans. Looking forward to seeing how this develops. There aren't Archetypes inherent to the design, with the goal being to allow players to discover their own synergies
So far, I've only done a single draft of this cube (and it was a two person draft). Quarantine sucks . But it was a ton of fun! There are definitely some potential balance issues, which I'll post some thoughts on below
(Also, if anyone wants to help test the environment, we've been doing online drafts and are always looking for more people to join. online drafting is an opportunity!)
This is my first major post on Riptide and I'm looking forward to developing this and other cubes with you all!
I've been lurking on the forum for a while while tinkering with my Graveyard themed cube-- (I might start a blog for that one too), and while I've found a huge amount of help here, that environment is more put together, so I figured that if I were going to start a cube blog, it should be for something messy- something So very WIP that I can evolve it here.
Morph provides a huge amount of depth to gameplay-- When do I unmorph instead of casting a spell? How do I best time my removal? Do I play my better morph first into removal, or sandbag it but lose tempo? Do I fire off removal on the first morph or not? Etc. etc. hidden information and mana sinks make for fantastic gameplay
The goal here is to create an environment that revolves around morph, using things that interact well with it or create interesting dynamics, rather than just shoehorning morph into a cube
For example:
Anthems get a lot more valuable-- ways to have your 2/2s beat their 2/2s
Ways to play at instant speed let you hold up mana more easily
There's a lot of colorless spells and creatures going around!
Blinking is basically show and tell, right?
Some cards like manifest
Stats matter most in how they match up to a 2/2
The cmc of a morph is 0 in all zones
Everyone is casting creatures, and creatures are mana sinks
Protection feels less bad, because it will rarely shut off your whole board, and rarely mean unblockable. This both weakens protection and helps design-wise (Not 100% sure on this one yet)
Morph incentivizes acting on your opponent's turn
Misc, But cute:
Introducing: Morph, Adjusted!
This cube wasn't 'inspired' by the old riptide thread on the same topic per se (as in, I found the thread after starting the design), but this is extremely relevant: https://riptidelab.com/forum/threads/adapting-morph-to-cubes.1730/
The basic Idea is that morph is lots of fun! But unfortunately, playing Gray ogres is extremely inefficient, and while low-power cubes can be a lot of fun, powering them up a little bit lets a lot come out to play, as morphs can now go hand in hand with cards that would have previously laughed at their inefficacy.
Of course, the first thing to consider is, What to change the morph statline to? The thread linked above plays around with a few ideas, like, to pull straight from that post:
That thread also included ideas about an etb scry or draw a card, which I think adds too much complexity
But at the end of the day, I think the easiest and most elegant change is...
-------->
Which is honestly because I think morphs were designed around the 2/2 statline and while removing 1 from the cost has a lot of implications, going to a 1/1 p/t fundamentally changes how cards play
Also, the idea of a format full of squires bouncing off each other gives me
So, 2/2 for 2 it is!
This has some immediate implications on the environment
1. When playing morphs for 3, we had to be a lot more careful about nerfing removal, because getting a Gray ogre Shocked is a massive tempo loss. Having the same thing happen to a two drop hurts a lot less. This means we can pump up our removal's power level
2. Some cards get a lot better
We'll see as this plays out whether these are problematically good or simply quite powerful
3. On the other hand:
4. With a less embarrassing statline, it's even easier to splash off-color morphs, or get up to crazy 5 color shenanigans. Looking forward to seeing how this develops. There aren't Archetypes inherent to the design, with the goal being to allow players to discover their own synergies
So far, I've only done a single draft of this cube (and it was a two person draft). Quarantine sucks . But it was a ton of fun! There are definitely some potential balance issues, which I'll post some thoughts on below
(Also, if anyone wants to help test the environment, we've been doing online drafts and are always looking for more people to join. online drafting is an opportunity!)
This is my first major post on Riptide and I'm looking forward to developing this and other cubes with you all!