Revamped my old Chromanticore-Morph combo deck. It's silly, fun to play, and does things.
The idea is simple enough: Drop an emchantment, then drop dudes until you run out or are about to die, then flip them all at once for free. If the enchantment you dropped was Trail, you have perfect colors, a very thin deck, and a huge alphastrike. If it was Secrets, you have a massive card draw engine setting up a cascade of escalating combo turns. If you played both, or multiples, you probably win on the spot. Finally, play or bestow your big flip enabler and go to town.
Commune finds every piece of the combo.
The Morphs used all serve actual purposes: Savants wall aggro, Ambusher and Charger push the strike through blockers, Watcher gains life and evades naturally. Ripper can be added but is generally the worst free Morph.
Rattleclaw is better than a free Morph, he's a +2 mana morph. He can also ramp in early turns, enabling explosive combo turns from either end.
Chromanticore is, as far as I've seen, the best Morph enabler. Bestowing him is amazing and usually game-ending. Hivelord is an indestructible 5/5, and is surprisingly hard to deal with in Standard right now. He's not the main enabler because he doesn't swing on the combo turn, doesn't affect the gamestate as much as Chromie, and isn't good in multiples.
A major option is tweaking Morph numbers to include Icefeather Aven and/or Jeering Instigator.
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
I am intrigued. What's the board look like? I'm guessing it's fairly flexible, and commune + secret plan must help a lot in that respect. I definitely would try and fit jeering and aven if you can, they strike me as some of the more solid morphs. Dragons eye for jeering seems like a good move.
I don't actually have a board, though for now I would probably have 2 Instigators, 2 Icefeathers, and some number of Sagu Maulers. They can be moved around but generally not in 4-ofs, having too many "real" morphs weighs you down and makes you either combo in stages, or just not have a big turn.
Other good board material would probably be Caryatids for the aggro matchup. Like Aven and Instigator, I had Caryatids in earlier builds before I stripped this one down to the essentials.
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Rollback Post to RevisionRollBack
Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
I've been outta standard for a bit, but have you considered running some number of those exile enchants? You could easily find em with commune. Chained to the rocks seems like a natural choice since you can tutor up mountains using secret plan.
Also, if the morph guys are the power rangers, does that make Chromanticore the megazord?
Exactly.
As for Ripper, he's not terrible. As I said, he's kind of the worst of the 5, since the flip trigger is less relevant, black is less supported, and his body is the least promising. He does wear Chromie like a champ, so he could go in with some tweaking. I would never throw 4 of him in straight over another Morph, though; I might put in 4, but with tweaks to all the other slots. Most likely I would try 2 or 3, since Commune lets me find the Morph I need, if I need a specific one. Probably -1 or 2 Savants, -1 Charger. Trample and 1 power are way less valuable than Ambusher's trigger.
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Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
Testing is pretty mixed. Strategy actually turns out to be incredibly simple; from what I can see, very few decks can reliably deal with Chromanticore or Hivelord. So, while the value grind helps, landing Megazord and swinging immediately is pretty much what wins, even if it doesn't win right away. Also, most combo turns run me into multiples of Chromie, and Bestow-->swing, untap-->bestow-->swing is an autoscoop almost every time.
So, the problem I've been having mostly is waiting too long. The combo turn is ridiculous every time, and Chromie just gets there, but the games I've lost have almost all been because I said "Well, I'll just play out my last morph and combo next turn". I've occasionally lost to mana or combo piece issues, but Mystic and Commune make that pretty rare.
Private Mod Note
():
Rollback Post to RevisionRollBack
Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
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4 Trail of Mystery
4 Chromanticore
1 Sliver Hivelord
4 Commune with the Gods
4 Rattleclaw Mystic
4 Temur Charger
4 Horde Ambusher
4 Dragon's Eye Savants
4 Watcher of the Roost
1 Frontier Bivouac
1 Sandsteppe Citadel
1 Temple of Mystery
1 Temple of Abandon
1 Temple of Epiphany
5 Forest
3 Island
2 Mountain
2 Plains
2 Swamp
Revamped my old Chromanticore-Morph combo deck. It's silly, fun to play, and does things.
The idea is simple enough: Drop an emchantment, then drop dudes until you run out or are about to die, then flip them all at once for free. If the enchantment you dropped was Trail, you have perfect colors, a very thin deck, and a huge alphastrike. If it was Secrets, you have a massive card draw engine setting up a cascade of escalating combo turns. If you played both, or multiples, you probably win on the spot. Finally, play or bestow your big flip enabler and go to town.
Commune finds every piece of the combo.
The Morphs used all serve actual purposes: Savants wall aggro, Ambusher and Charger push the strike through blockers, Watcher gains life and evades naturally. Ripper can be added but is generally the worst free Morph.
Rattleclaw is better than a free Morph, he's a +2 mana morph. He can also ramp in early turns, enabling explosive combo turns from either end.
Chromanticore is, as far as I've seen, the best Morph enabler. Bestowing him is amazing and usually game-ending. Hivelord is an indestructible 5/5, and is surprisingly hard to deal with in Standard right now. He's not the main enabler because he doesn't swing on the combo turn, doesn't affect the gamestate as much as Chromie, and isn't good in multiples.
A major option is tweaking Morph numbers to include Icefeather Aven and/or Jeering Instigator.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
Other good board material would probably be Caryatids for the aggro matchup. Like Aven and Instigator, I had Caryatids in earlier builds before I stripped this one down to the essentials.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
Also, if the morph guys are the power rangers, does that make Chromanticore the megazord?
Exactly.
As for Ripper, he's not terrible. As I said, he's kind of the worst of the 5, since the flip trigger is less relevant, black is less supported, and his body is the least promising. He does wear Chromie like a champ, so he could go in with some tweaking. I would never throw 4 of him in straight over another Morph, though; I might put in 4, but with tweaks to all the other slots. Most likely I would try 2 or 3, since Commune lets me find the Morph I need, if I need a specific one. Probably -1 or 2 Savants, -1 Charger. Trample and 1 power are way less valuable than Ambusher's trigger.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
So, the problem I've been having mostly is waiting too long. The combo turn is ridiculous every time, and Chromie just gets there, but the games I've lost have almost all been because I said "Well, I'll just play out my last morph and combo next turn". I've occasionally lost to mana or combo piece issues, but Mystic and Commune make that pretty rare.
Any more of this, and Team Troll will be more than just a name.
I know where you post.