Quote from xElianx »I see, thanks for the feedback, i was wondering how would look Manamorphose as a card advantage tool in burn?
I just did an estimate of this. Imagine you take a normal 60 card Burn deck (28 Burn, 13 Creature, 19 Land) and change it to 27 Burn, 12 Creature, 17 Land, 4 MM. If you assume that all Burn is worth 3 and all creatures and lands are worth zero, then MM is worth 1.44 damage taking into account MM->MM and MM->MM->MM draws (the 4 in a row rarely happens and doesn't change this much). If you assume all creatures are worth 2, MM is worth 1.87. It's worse than Shock.
It's also not card advantage. Card advantage draws more cards than it costs. MM is card neutral because it just replaces itself. I'd argue that Grim Lavamancer is pseudo-card advantage, because it has potential to cost 1 card and repeatedly deal damage.
Edit: Manamorphose also creates situations where you have an unknown composition of your opening hand, and it might turn out to be playable or not, but you won't know until turn 2. A Manamorphose build will only have an average damage per card above a non-MM build if more than 1/3 of the cards you take out for it are lands, and that means you're affecting keepability of openers significantly.
1
4 Aether Hub
4 Forest
4 Game Trail
9 Mountain
Creatures (26)
4 Bomat Courier
2 Brazen Scourge
4 Kessig Prowler
4 Lathnu Hellion
4 Longtusk Cub
4 Village Messenger
4 Voltaic Brawler
4 Built to Smash
4 Harnessed Lightning
Sorceries (2)
2 Larger Than Life
Planeswalker (3)
3 Chandra, Torch of Defiance
4 Blossoming Defense
2 Bristling Hydra
2 Clip Wings
4 Collective Defiance
3 Natural State
So Chandra could easily be Bristling Hydra or Collective Defiance, and in some cases will be sided out for them, but I preferred the ability to cycle through your library or deal damage combined with removal. Also, I went with Natural State over Appetite for the Unnatural because of the lower curve. So what do you guys think?