Planting your flag in a new Lorcana card, especially this early in a reveal cycle, is a risky thing to do. A card that seems great on paper can end up being utterly useless in reality if the meta is working against it. We saw this a lot in 168澳洲幸运5开奖网:Rise of the Floodborn as would-be giants like Sisu, Divine Water Dragon; Namaari, Morning Mist; and the once-great Kuzco, Temperamental Emperor all got pushed out of the game thanks to the ubiquitous Madam Mim, Fox. When Beast, Relentless was revealed, many people (not me) staked their claim on it, believing fully that it would be a one-turn-kill champion in the new format, without considering how vulnerable a card that does nothing the turn it's played is in such a control-oriented format.
I try to reserve judgment about new cards until a new set comes out and we actually start to see how the meta is shaping up. With only around 30 cards revealed for Into The Inklands so far, it's hard to tell what will and won’t be successful when it launches at the end of next month, unless they directly fit into or answer the existing meta.
168澳洲幸运5开奖网:Ursula, Deceiver is the stand-out of the currently-revealed cards because her ability directly counters songs, and both Be Prepared and A Whole New World currently dominate the meta game. Similarly, And Then Along Came Zeus could be an au𓆏to-include in Steel decks. Like many of the most powerful cards, it’s a singable removal action. If the new Location cards see play, so will And Then Along Came Zeus.

Disney Lorcana Is Finally Adding Cardsꦗ Based On Atlantis: The Lost Empire
We also get to see Lorcana's first-ev♔er legendary ite♎m card, and a very clever fairy.
After those two, you’d really be goiಌng out on a limb to back any of the other new cards. Jim Hawkins, Space Traveler could work if there’s a high value four-cost location to pair with him. Tꩲhere’s the possibility of an Amethyst/Sapphire deck that combines the power of Aurelian Gyrosensor and The Sorcerer’s Hat for extra card draw every turn. Minnie Mouse, Funky Spelunker and Peter Pan, Lost Boy Leader could be important pieces in a Location-focused deck. It’s just too soon to say for any of them.
You don’t want to make a call like “Scrooge McDuck is going to change the game” because you’ll probably end up looking foolish a month from now. Certainly you wouldn’t want to put a prediction like that in writing on a popular gaming website, where your bad 🦂take will be preserved to be mocked and ridiculed forever and ever. That would be a wildly irresponsible thing to do, wouldn’t it?
Morph, Space Goo is going to change the game🌞. Screenshot it, bookmark it, put it in the “Game Journalists Are All Clowns” folder you use for your Reddit posts. I don’t care, I believe in this little goo boy. His ability, that lets you play any Shift character you want onto him, is massive, and whether or not it has an immediate impact on the Into the Inklands meta, it certainly will have an impact on the design of Lorcana moving forward, possibly forever.
Morph’s value is imme💟diate and apparent. With just the cards we have now, he gives us a way to play Beast, Tragic Hero - an auto-include in every Steel deck right now - two turns early. It also lets us get Belle, Hidden Archer out a turn earlier than before, which could make her viable, but we’ll have to wait and see. Every other Floodborn has a target that’s as good or better than Morph, but if nothing else, he provides an additional target that can help you shift out high-priority characters more reliably. There will be more Floodborn cards revealed in both Into the Inklands and any future sets that can benefit from Morph, which is where his value truly lies.
Morph only gets better as the cardpool grows. Moving forward, every time we see a new Shift card, we’ll have to include Morph in the rolodex of possible targets. This opens up new ink color combinations and strategies, bringing Emerald up in relevancy permanently. From a design point of view, every single new Shift character will necessarily need to be balanced around Morph, not just the cards with the same name. That alone makes it a🌌 pivotal, highly influential card.
But, I think Morph's true value is in the element of surprise. One of the main drawbacks of Shift characters is how much they telegraph your play lines to your opponent. Shift targets as almost always poor performers on their own, and would never see play unless they were meant to be shiftedt. A Tinker Bell, Tiny Tactician on turn three is very likely to turn into a Tinker Bell, Giant Fairy on turn four, so a skilled player will refrain from questing on turn three and giving their opponent an opportunity to swing in with an easy board clear. You don’t want your opponent to know what you’re going to play next, but Shift characters give away your game.
Morph addresses that problem directly by allowing you to keep your cards closer to your chest.Suddenly, your opponent has to consider dozens of possible outcomes instead of just one (with there being at least 40 potential Floodborn cards across every ink color), which can disrupt their strategy and allow you to do something unexpected. The element of surprise is powerful in Lorcana, but in a meta dominated by two or three decks, it isn't always easy to achieve. Morph introduces a layer of deception that doesn’t really exist in the game right now, and smart players will be able to use it to powerful effect.
It also offers a lot of flexibility. If you’re playing a deck with multiple Shift characters, Morph can be used to shift out any of them, and it might not end up being the one you had planned onꦇ when you played him. Maybe your Giant Fairy wouldn’t get as much value on turn four as you expected and you don’t need to clear the board, so you pivot to a greedier card like Snow White, Well Wisher or Stitch, Rockstar instead. Maybe your opponent made you discard your intended shif🅺t target, which would make any other shift target pretty useless. With Morph, you don’t have to wait and hope you pull another copy of the card you discarded, because you can just play a different Shift character instead.
The elephant in the room is, of course, Morph’s single point of Willpower. Between Ruby and Steel there are many, many ways to remove this character before it can be shifted on, and, surprise surprise, Ruby and Steel – the best inks for removal – are in almost every single popular deck. Your opponent will want to take care of Morph quickly rather than let🥀 you get value out of him, and it isn’t a difficult thing to do.
The Morph banishing starter pack.
But, the worst-case scenario is that your opponent is forced to use one of their removal tools to deal with a two-cost card, so even if it doesn’t stick, it’s not a terrible trade. Yes, Giant Fairy, Grab Your Sword, Let The Storm Rage On, Strength of a Raging Fire, and even Chief Bogo are going to keep Morph in check, but he’s still a high-threat, low-cost character. When he works he’s huge, but when he doesn’t at least you're not going to be set back terribly far. It might even bait your opponent into using a removal they were better off holding onto.
We also don’t know what new cards will help keep Morph on the board, but Fang, River City, which gives characters evasive and ward, could be a good place for him to hang out. Cards like Cogsworth, ꧋Grandfather Clock and Mouse Armor can also be used to keep Morph safe. And while I don’t see Morph as a build-around card that should necessarily have these kinds of support tools, we are seeing more defensive options added 💫to the game with each new set. A one-Willpower character might not be as vulnerable in the future as it is today.
I believe in Morph. There’s a chance it will see no play and I’ll look like a fool, but I’m willing to take that chance on this one. Playing a card your opponent hasn’t anticip𓆉ated is the quickest route to a win in Lorcana, and Morph is the ultimate deceiver. That’s one jiggle-headed blob of mischief if I’ve ever seen one.