Random reevaluations

Spontaneous Artist seems a bit too weak. I thought it should be fine if Aether Herder (2 energy counters can be used to give haste once in my rules) and Centaur Chieftain are in, but they are just ok and Spontaneous Artist is slightly inferior to them. Also unlike green, red has a lot of cards now, so I prefer to remove it. Spectral Shepherd was among the cards I hesitated a lot about. 2/2 is a lot less than 2/3 since in addition to blocking 2/2s you also survive pyroclasm and -2/-2 effects, but its very unique ability was tempting. I thought it was a bit expensive for the number of spirits I have in the list, but since we now seem to have more lands in play than before in our games, it should be ok. Brute Force: in the first games with Giant Growth, it seemed better than I thought. It has more chances to stay than Seal of Strength, Colossal Might or Burst of Strength. So Brute Force follows in. Spawning Pit: I like unique cards but I hesitated a lot about putting this one back in. It lost some appeal when they removed the damage into the stack rule and my list is a bit light on creatures for it to shine everytime. But after a lot of testing I think it barely makes the cut, especially since I multiplied the number of token spells and created the Aether Cycling rule. You would have to print your own tokens though, those were never printed by WotC. The illustration above is from Magic Online.
Spontaneous ArtistSpectral ShepherdBrute ForceSpawning Pit

Rules recap for all variants

NORMAL VARIANTS -Normal free-for-all is the main way to play the game. Everything is already in the cubedescription box on the right of the page. -2 headed-giant: I never use this one, but using the official rules should be fine. -2vs2 en croisé (crossed teams) At 4 players, select 2vs2 for shorter games and free-for-all for longer games. Each player faces his teammate and has his opponents on his right and left. The team starts at 35 life. Everything but life total is individual. Defense is individual so you can attack either the opponent on your right or the opponent on the left. You select at random the player who starts and then go clockwise, so it's first player of team A, then first player of team B, then second player of team A then second player of team B, and repeat. This rule is useful to have shorter games, especially compared to free-for-all at 4 players. I generally use free-for-all for normal games at 4 players and 2vs2 en croisé for vanguard games at 4 players. -Pentacle (5 players) Free-for-all at 5 players is very real, but when I have 5 players I generally favor the pentacle variant. Each player starts at 20 life. He has two opponents which are the two players he faces and he has two allies, which are the two players on his sides. You can target your allies or your allies' permanents if you want to, but he can just say "no" and it will be countered by the rules. You can still screw your allies if you need to with spells that don't target like pyroclasm effects. The first player to win is the one whose both opponents are dead. -Monarch Mode You can add the monarch token to any variant if you want to. Its purpose is to vary your games if you play a lot since it creates new dynamics. If you are new to the domain pile format, play with the basic rules. If no one is the monarch, you become the monarch by resolving two creature spells in the same turn (so a removal won't stop this but a counterspell can). As in official rules you become the monarch by dealing combat damage to the monarch. In my rules you also become the monarch by killing a monarch in any way, the regicide is the new king. VANGUARD AVATAR VARIANTS (very nice) The vanguard cards edited by wizards of the coasts in the nineties have an ideal power level to go with the domain pile and it is a very fun variant that makes it (even more) impossible to become bored by the format. I like using the vanguard avatars a lot but if you don't know the domain pile format well, you should probably wait to have a little more experience with the format before using them. Basis: Each player has his own vanguard, becoming one planeswalker of the good old storyline. https://mtg.gamepedia.com/Vanguard We like to play a vanguard avatar game after each normal game. The idea is to incite people to stay alive as long as possible even if the first place becomes out of reach. By reaching a higher rank in the normal game, you have more choices when drafting vanguard cards. It's a bit like if the normal game was the battle of the planeswalkers when they were young. After several years they meet again as confirmed planeswalkers with innate powers, fighting to death this time. -After a free-for-all game at 3 players: Vanguard cards are shuffled and you select four cards at random. Each player then drafts his avatar for the next game from these four Vanguards in the previous ranking order. So winner chooses between 4 vanguards, second from the 3 left and the first to die in the previous game chooses between the last 2. When every player drafted his personnal avatar you can reveal them all. -After a free-for-all at 4 players, vanguard 2vs2: At 4 players prefer 2vs2 for shorter games and free-for-all for longer games. You play face to face with your teammate and share 35 life points (apply both life bonuses or life handicaps from your team of Vangard avatars) The winner of the previous free-for-all game gets 6 random cards to choose his vanguard avatar from while the player who finished second in the previous free-for-all game gets 5 OTHER random cards to choose his vanguard avatar from. They will be on the same team and can discuss their choices but not exchange cards. They will play vs the team of the two remaining players. After they picked their avatars, the 3rd and 4th player from the previous game pick 5 new random cards from the Vanguard pile. Both choose their avatar from this common pool of 5 cards. So they are punished by having less choice, but to compensate this disadvantage in the game, they know the vanguard avatars the team of winners chose while the winners didn't know anything about theirs. It's a bit like the previous winners were well known champions with known techniques while the challengers aren't. It's worth noting that using these rules, you will see 16 vanguard avatars per game (6+5+5) while the total number of different vanguards is 32 (I don't reshuffle the first 16 for the second game to vary what we see). 2 vs 2 is the only vanguard variant where vanguards will be shown before all vanguards are chosen. -After a free-for-all at 4 players, vanguard free-for-all: The winner of the previous normal (no vanguard avatar) game chooses his vanguard among 6 and then has to "burn" another vanguard of his choice (probably the one that would be the most problematic for him). The second to choose takes the remaining vanguards + one additionnal new vanguard at random. He makes his choice and burns again one of the vanguards. Repeat until everyone has his vanguard. This way the losers have some luck potential to compensate their initial drawback and the winner can take a pretty strong avatar even if its nemesis is in the initial pack. Of course he can be unlucky after picking but that's fair odds I'd say. Remember that the selected vanguards are only revealed when everyone is done with drafting its vanguard avatar. -I never tested vanguards for duels or pentacle, but if each player gets 3 random Vanguards and picks one of them things should be balanced. You could also use total randomness if players want to play with vanguards for the first game of the day (which I wouldn't do). When playing with Vanguards, after picking an avatar, all players declare how many spells and lands they will have before drawing the first card of their starting hand. This way Titania is relevant and Gerrard slightly less problematic in the very beginning. Don't forget the left figure also determines the maximum size of your hand, so Gerrard isn't that broken. SEVERAL VANGUARD ERRATA ARE A GOOD IDEA I had to more or less change the text/stats of some of the Vanguards to fit the current rules, fit the multiplayer environment, or fit the domain pile format. Here is what you should know: Eladamri: use the gatherer text. Oracle : text + play this ability only before the damage step (otherwise with the current rules it's just a better Selenia if you use it in the end of combat step or in the damage step) Squee : you can look at an opponent's hand anytime. With the original text it was backfiring too much, like Telepathy did (first opponent has an instant removal in hand and mana to cast it, so 2nd opponent chooses to attack you). For 2vs2 you can use the original text though. Volrath : this avatar creates a new library called Volrath's library. Only the player with the Volrath avatar can draw or reveal from Volrath's library. Volrath's library is always face-up and is empty at the beginning of the game. Whenever a creature is put into your graveyard from play, you may put this creature on top of Volrath's library. I originally errated it to be as close as possible to the original text, forcing the player to draw from Volrath's library if it wasn't empty. But other avatars are really powerful and there are enough removals that don't send to the graveyard so after many games I think it was better to remove the restriction. You can change the order of the cards in Volrath's library with library manipulation. As usual, shuffle effects only work for the appropriate library. For exemple a Sakura-tribe elder searching for a forest only shuffles the forest library. The ability is triggered when the creature goes into the graveyard, so think about using grave hate. Withered Wrench is probably the card you don't want to see if you picked this avatar. Lyna : I am not a fan of the lack of interaction, but why not make her playable in free-for-all and pentacle as well after all. So text is unchanged, but in free-for-all and pentacle the starting life total with Lyna is equal to the sum of opponents' life totals minus 4 (Lyna states "-4"). So let's say you play against Hannah (-5 to the life total) and Ertai (+4 to the life total) in 3 players free-for-all or pentacle, then you would have 15+24-4= a 35 life total to start with. In any 2vs2 variant no errata is needed, just use the -4. Mirri: even if she has the added bonus of avoiding most landwalking abilities (Only use Plains as your lands since Traveler's Cloak and Zodiac Rooster are the only Plainswalking cards), Mirri is a bit weak and should probably have at least a +1 card. Takara (errata in testing): we weren't playing much with some vanguards so I recently issued three new erratas. The -8 is getting pretty worse in multiplayer and so is its ability. I will play it with +0 life and mostly count on the +3 cards from now on. If you play with damage on the stack it becomes better and I would use something like -3. Ashnod (errata in testing): we weren't playing much with some vanguards so I recently issued three new erratas. The -8 is getting pretty worse in multiplayer and so is its ability, especially with a decent number of big damage spells. I will test granting it 12x number of opponents life (24 at 3 players free-for-all, 36 at 4 players free-for-all, +4 in 2vs2, and 24 in pentacle) Titania (errata in testing): we weren't playing much with some vanguards so I recently issued three new erratas. Titania has a nice boost in the first three turns and calms after that. It's on par with her, but it doesn't seem well worth it. The best way to make her balanced without changing much is to grant her +4 cards instead of +2. She is the only one to have +4 so she will look more appealing without being broken. This should also help justifying her name and the -5 life. As with the original text, you probably want to start with 4 basic lands in hand and draw basic lands on your first couple draws. Karn: with very few artifacts in the pile it's like Karn has no text. I could see the original Karn vanguard be playable just with his bonuses but Karn is a major planeswalker and erratas for others will now make him look the weakest by far. Since abilities from Karn, Silver Golem aren't relevant, I tested and validated the Karn Liberated ability in a very flavourful way : https://www.youtube.com/watch?v=7lIXNQFYEQA&t=3m15s Karn : this avatar creates a new library called Karn's library. Only the Karn player can draw or reveal from Karn's Library. As the game starts you have the card Legacy Weapon face-up as the only card in Karn's library. You can of course draw Legacy Weapon on any draw effect and if "destroyed", Legacy Weapon is shuffled back into Karn's Library (as the text mentions) "until the ship is repaired" (Karn uses a draw and 7 mana to cast it). If Legacy Weapon were to be put on the bottom of the library or reshuffled into it, it just goes back into Karn's Library. If it is exiled though you will have to win without it (but yes it can of course come back from Oblivion Ring etc...). This is a powerful endgame, but you have to survive and you have to gather a lot of additionnal lands. BAD GUY VS GOOD GUYS, 2VS1, 3VS1 AND 4VS1 USING SCHEMES: I wouldn't use Monarch here, but you can choose to play with Vanguards if you are not afraid of complexity (probably more in 2vs1). In 2vs1 the bad guy is of course more favoured than in 3vs1 or 4vs1 so I tried to smooth things out with rules and the selection of schemes. I rarely play this mode but did enough to think the rules are ok. We use this variant mainly when in normal free-for-all a player kills all his opponents at the same time. Because of that he deserves to play a game against everyone as the bad guy. You should probably put a good and fast player as the bad guy because he has a lot more things to think about and there are several players waiting for him. Whereas when the good guys discuss plays only one guy is waiting. I built "decks" and adjusted rules for each configuration since some schemes can be too strong or too weak depending on if you are in a 2vs1, 3vs1, or even 4vs1(never tried). In practice I put a small piece of paper with "2", "3" or "4" (for 2vs1, 3vs1 and 4vs1) in the sleeves of all scheme I use. Some schemes have several numbers (2+3, 3+4 or even 2+3+4). Thanks to these reminders I can quickly prepare the scheme deck just before the game. In the end there is one scheme deck for each configuration (2vs1, 3vs1 and 4vs1). Below you will find the size of scheme decks and where each scheme belongs. I only use singletons for more diversity. Official rules say you can use two copies and a scheme deck should be 20 schemes but I don't care. When a scheme deck is empty just continue the game without them, I think it is a good reward for the challengers who are still alive. Deck sizes are : 2vs1 18 schemes (+1 with Imprison This Insolent Wretch) 3vs1 18 schemes (+1 with Imprison This Insolent Wretch) 4vs1 16 schemes (+1 with Imprison This Insolent Wretch) Rules and decks should be balanced from what I tested but I admit my experience has been limited and I never tried 4vs1. Good guys all play their turn at the same time and can share information or advise each other. Official rules say the Scheme player starts at 40 life. Here the scheme player starts with 10 life per opponent (20 for 1vs2, 30 for 1vs3, 40 for 4vs1) Dance, Pathetic Marionette : 2 Nothing Can Stop Me Now : 2 Roots of All Evil : 2 I Know All, I See All : 2 The Iron Guardian Stirs : 2 Your Will Is Not Your Own : 2 Evil Comes to Fruition : 2 The Very Soil Shall Shake : 2 All Shall Smolder in My Wake : 2 The Pieces Are Coming Together : 2 Ignite the Cloneforge ! : 2 Into the Earthen Maw : 2 Nature Shields Its Own : 2 Look Skyward and Despair : 2 My Undead Horde Awakens : 2 Realms Befitting My Majesty : 2-3 All in Good Time : 2-3 Only Blood Ends Your Nightmares : 2-3-4 Which of You Burns Brightest ? : 3 Plots That Span Centuries : 3 My Genius Knows No Bounds : 3 Drench the Soil in Their Blood : 3 Every Hope Shall Vanish : 3 Your Inescapable Doom : 3 Your Puny Minds Cannot Fathom : 3-4 I Delight in Your Convulsions : 3-4 Your Fate is Thrice Sealed : 3-4 Behold the Power of Destruction : 3-4 Know Naught but Fire : 3-4 Every Last Vestige Shall Rot : 3-4 Tooth, Claw, and Tail : 3-4 The Dead Shall Serve : 3-4 My Wish Is Your Command : 3-4 Mortal Flesh Is Weak : 4 Choose Your Champion : 4 My Crushing Masterstroke : 4 Surrender Your Thoughts : 4 Feed the Machine : 4 Embrace My Diabolical Vision : 4 Imprison This Insolent Wretch : 2-3-4 ?? depends on if you allow teammates to attack the imprisoned player. You could allow the attack only in the 2vs1 mode and add the scheme in all decks. For 2vs1 the duo facing the scheme player plays like in 2-Headed Giant with a defense in common and both sides have a starting life of 30 (if you like very long games you can go up to 35 or 40). In 2vs1 you do not reveal schemes until the first spell of the game has been played (by anyone). After that schemes are triggered at the beginning of the first main phase as in official rules. They start right from turn1 in 3vs1 and 4vs1 though. For 4vs1 or more it's worth considering mixing every scheme deck together and having two schemes triggering at the beginning of the first main phase, but I have no experience at all with this.

RR update

Back when I looked at all cards a while ago I was barely considering RRX casting costs. Now that I feel I can safely play good enough RR spells too, I have to check them again. This is the last "cycle" I had to check as far as I know, so list is mature and should not move much from now on. In: Avarax: I recently made an exception to a ban rule by including Haunted Cadaver (I banned all spells that discard 3 or more cards to one player) to improve the morph cycle value and bluffs. I like exceptions if they are justified and I will do the same here (I banned all tutors for non basic lands). There are other cards like Squadron Hawk etc... but this one feels like it is good and balanced like it should be. I also need as many good RR spells as I can so that the list feels balanced in colors. I hesitated between 3 and 4 Avarax mostly and after one game I think it should be 3, but I will change that if needed. Of course I don't plan to search for it in the 1750 cards library, the two other Avarax will just stay in my token box for the Domain Pile. Thundercloud Shaman: RR was way harder when I tried it long ago and I also had too many effects that do one damage to all or -1/-1. Today I only kept the very best ones so that small value creatures aren't too weak, but that also means the giant effect will be stronger. Yes it can be countered by an instant speed removal but I also have a decent number of giants. Ripscale Predator and Thunder Brute: once RR is ok they look like pretty good cards. Skarrgan Skybreaker: maybe a bit too expensive or slightly too small, but I want to try it. Cinder Cloud: 3RR instant for a universal removal with a decent upside is good enough (Unholy Hunger is in, Tidy Conclusion is not given artifacts are quite rare) Riddle of Lightning: obvious in if RR is less of an issue since the curve is much higher Pyrokinesis: a bit weak but an iconic card so I will try to play with it. Also "free" spells offer nice situations sometimes. I happen to have a white bordered one and will keep it so that it can kill Knight of the Kitchen Sink. I generally do the opposite but since it may need more help to be in and since it is an iconic card... Meteor Blast: not counting One Dozen Eyes, the only triple mana spell is the Pelakka Wurm. Meteor Blast also seems well worth it. I wondered if I could find a complete cycle of triple colored mana with one in each color. For blue volition Reins seems indicated, but it's not as easy for black and white. In black it would be the iconic Ishan's shade, so it would be more about completing the cycle rather than about being worth its hard to play mana cost. For white it's worse as there is nothing decent in commons / uncommons. Reya Dawnbringer could be my only rare to complete this cycle as it is good but not too broken in multiplayer, I think it would be the best choice if I want to avoid broken cards like Soulscour. But I am still not convinced by the idea of the cycle. I tried to select cards that represent well their color. I tested Phthisis and it is not an alternative for black, too slow or restraining. Goblin Rally and Jagged Lightning are easy additions once RR is ok. Volcanic Wind: pretty good card. I guess I was afraid of it being useless sometimes when I first saw it since I didn't have the Aether Cycling rule. Smoldering Werewolf: seems pretty good, decent if no targets Pardic Arsonist: I like that it can hit the face to compensate the threshold condition. Laccolith Warrior: maybe the most questionable one. It is hard to evaluate. The idea is that in multi you can attack into a 1/4 or something to kill a creature from third party. You can even do pacts with other players so they block with the right creature. Heirs of Stromkirk: not sure it will stay but potential + evasion is worth testing for RR. Out: Stormblood Berserker: a situationnally good card that doesn't compensate the conditionnality by being very strong. It's ok but I want to be happy with conditionnal cards now. Before Aether Cycling rule you would more favor cards with a condition easy to reach while now you value more the big potential. The increase of the average curve also makes it look less appealing and it doesn't have the excuse of being a card you can easily play in the early game. Kindle x5: In just a few games there was a very long game where kindle went up to 8 damage, relic of progenitus was activated to exile all graves, and kindle went up again to 7 damage. There is a randomness factor but I suspect I went too far recently so I will go back to 70 Kindle and keep the ratio at 4% or less of the total of cards. I considered playing 60 Kindle and 15 Flame Burst for more symbolic numbers but 15 Flame Burst seems way too anecdotic with this many cards.
AvaraxThundercloud ShamanRipscale PredatorThunder BruteSkarrgan SkybreakerCinder CloudRiddle of LightningPyrokinesisMeteor BlastGoblin RallyJagged LightningVolcanic WindSmoldering WerewolfPardic ArsonistLaccolith WarriorHeirs of StromkirkStormblood BerserkerKindleKindleKindleKindleKindle

Update on boosts + other additions

Out (all recent additions): Devout Witness: the card still feels too slow and can't really compensate that with a great reward. I also tested Soltari Visionnary and honestly I was pretty sure it would come back a few years after I removed it. WW is less of an issue, pyroclasm effects are more diluted, there are more enchantments... Even the energy counters could help it provide value before dying thanks to the haste part. But WW for a creature that is slow and can't even chump block was too much of an issue. Maybe it could be played in a list that voluntarily limits severely the ratio of creature removals, but here it felt weak. Fabrication Module: as expected it's too expensive for what it does. It will only operate in games that are slowed down for one particular reason. The list will be fine without it, I have enough energy cards. Snapping Thragg: it was clearly the weakest addition in the morph update so nothing new. I still hesitated for a while about removing it since the more I have morphs the better the mechanic will be. I think the new reason why I should remove it is that people are more likely to block a 2/2 morph as it is. By removing a card with an effect if unblocked, it will be more difficult for a defending player to know what to do versus an attacking 2/2 morph (it is not much but it goes in the right direction). If experience over the long run changes my views, I could possibly put it back in with cards like Headhunter/Riptide Pilferer. Spell Rupture: back when I tried Spell Pierce I realized double conditionnality was a big issue for counterspells. Even if the two conditions don't seem that hard to happen and are somewhat interdependant, it seems the card is a burden slightly too often to my taste. But you can still play it and it would be fine. In, boosts: Selesnya Charm: easily back in. There are way more targets to exile with it now, and exiling even became better because of the regeneration effect provided by triple energy counters. Even the boost has interesting offensive possibilities thanks to trample. Resize: the recover ability has been quite more difficult to use on other cards since the aether cycling rule exists. But it feels way less of a problem when it is so cheap, so I think it will come back a decent amount of the time. Titanic Growth: I am not fully convinced but I guess I will put it in as the biggest boost for two mana. Defense and offense will both be good options even if it lacks trample. Predator's Strike: I tend to avoid cards that are only reactive and defensive so I want the boosts that will come in to also have offensive value and I think trample helps a lot for that. Colossal Might: on the contrary this one should be a bit too much offensive and not good enough defensively. It's not just the +2 for toughness, it is also the mana cost since keeping RG open will more difficult than keeping 1G open. But it is still worth testing. Seal of strength: not having to keep mana open is nice. Being sometimes dissuasive is also a plus that compensates the lack of surprise well in multiplayer. Giant Growth: looks like the weakest and it may not stay but it is cheap, iconic, and efficient, so I will test it also. If the card proves to be good enough, I will of course add Brute Force. I tested other boosts and Ornamental Courage seems a bit weak from testing, so Savage Surge will probably not come in either. Clear Shot has been ok and is probably better overall than Temur Charm, but I don't see a big enough reward to run what is probably just a conditionnal removal; if included it would be hard to justify not running Fall of the Hammer. Thrill of the Hunt was in a few years ago, it was too often low impact. In, destroy all enchantments effects: Since I discovered that Back to Nature and Tranquill Domain were not that situationnal, I will add a few similar effects. I don't want to do the mistake of adding too many of them, but I think I can safely add the three best that weren't in already (Calming Verse and Hush were already in) given that I play about 1750 cards. That's one mass enchantment removal for every 250 cards in average, so it should be ok. Cleansing Meditation, Paraselene, Multani's Decree enter the list. In, miscellaneous: Kaervek's Purge: it took me some time to evaluate it, I wanted to make sure this expensive removal was good enough. I think it is worth it, main reason being it can destroy almost any creature if you have the mana. Cheaply killing a big token or a morph when the opponent is tapped out is a decent bonus. Fade Away: this card has tempted for years. The higher curve (people will tap more their mana) and the aether cycling rule incite me to put this very unique, though situationnal, card in. Purge the Profane: I favored Witness the End and Mental Agony before because they could also be reach in the very late game. Higher curve means we have more often cards in hand and once again Aether Cycling rule compensates for the loss of interest if opponents don't have any cards. Most of the time I value gaining two life over dealing two damage in this multiplayer format, but here it was a bit different. Ignite Memories: before the aether cycling rule I was pretty afraid it would be either stupidly strong or useless. Now that the rule exists and that the curve is significantly higher, its potential means it can become 13th (or something like that) card that wouldn't be in without the Aether Cycling rule. It's strange but this one could either be not good enough often enough, or become banned. Pretty hard to evaluate. Breaker of Armies: it's expensive and can die on a single removal so I didn't want to put it in when I was strictly evaluating cards. As expected it has been average in testing, but because I don't have many more cards to add and it is a unique fatty that can create weird and fun situations, it goes in. The abilities on energy counters help.
Devout WitnessFabrication ModuleSnapping ThraggSpell RuptureSelesnya CharmResizeTitanic GrowthPredator's StrikeColossal MightSeal of StrengthGiant GrowthCleansing MeditationParaseleneMultani's DecreeKaervek's PurgeFade AwayPurge the ProfaneIgnite MemoriesBreaker of Armies

Big update on morphs

Adding a few more morphs really improved the games with morph creatures. Given this format is probably the best one for this mechanic to shine, it would be a shame not to try to fully exploit it. Some cards didn't even deserve a try, but I found 46 morph creatures that are worth testing. Of course they were not in for a reason and I had to lower my standards and consider the value of concealing the creature. I hope my players will learn to play them morphed as a general rule and to be conservative with them, unmorphing at the right time for maximum effect. Cards like Daru Healer, Disruptive Pitmage etc... get a lot of their value from the surprise effect. Since it is generally hard to keep mana up, waiting to respond, I wanted the weakest morphs to be good cards to attack with. The idea is that you attack with a morph creature into blockers. If he blocks it could be a bigger creature that you unmorph. If he doesn't it could be a creature with an effect that triggers when it damages a player. In any case you can also choose to not unmorph, deal two damage, and you play a big blocker or whatever with your mana instead. I think cards like Gravel Slinger or Daru Healer can easily be underestimated. I would agree some do feel low, especially Snapping Thragg, but I would rather test everything that has a chance right from the start. In the context of this format with as many possibilities 2/2 + unknown information for 3 mana is already something as long as you are good enough to exploit it. Many morph creatures were dismissed though, no need to add bad cards that will never offer great plays. Since morphs have lower characteristics I considered rare morphs but it would be too strong and the nice upside of having underpowered creatures for morphs is that people will be less inclined to snap kill them (given they are often expensive to unmorph, you will generally have to play them as 2/2s without enough open mana). I only included rares that were reprinted as uncommons: Krosan Colossus and Ire Shaman (you probably want to unmorph this one sorcery speed and get a land). Haunted Cadaver breaks the ban rule of "no cards that discard three or more to one player", but like for Scandalmonger it is balanced and for interesting gameplay (it increases the risk of being hit by a 2/2 morph). Before this update the 11 morphs were: Fathom Seer Willbender Disruptive Pitmage Shaper Parasite Fledgling Mawcor Ainok Survivalist Broodhatch Nantuko Nantuko Vigilante Pine Walker Icefeather Aven and Ruthless Ripper as the only nonblue nongreen creature So that would be 57 morphs if everything is good enough. What I still have to check again: -1 or 2 cmc green instant boosts. I have considered them as situationnal and weak removals for a long time, but if they are violent enough that's also good to open agressive lines and if they are good and cheap enough they double as cards that protect your creatures. I will try to add some of them in. -"destroy all enchantments" effects. They seem way less situational than I thought. -RR spells. Before Kindles I was barely considering them while R spells were really pushed in.
Stormcrag ElementalSnowhorn RiderSnapping ThraggSlipstream SerpentSkirk MarauderSkirk CommandoSkinthinnerSerpentine BasiliskSegmented KrotiqSandstorm ChargerRiptide SurvivorPonyback BrigadePatron of the WildMonastery LoremasterMonastery FlockMisthoof KirinLumithread FieldKrosan ColossusKarona's ZealotIre ShamanHaunted CadaverGravel SlingerGlacial StalkerFrontline StrategistEfreet WeaponmasterEcho TracerDragon's Eye SavantsDawning PuristDaru SanctifierDaru MenderDaru HealerCrude RampartCabal ExecutionerBrine ElementalAphetto ExterminatorAphetto AlchemistAbzan GuideZoetic CavernWoolly LoxodonWhipcorderWhip-Spine DrakeWatcher of the RoostWarbreak TrumpeterVoidmage ApprenticeTowering BalothAbomination of Gudul

1   2   3   4   5   next   last