Bitterblossom | Illustration by Rebecca Guay
Released in 2008, Morningtide contains one of my favorite cards in MTG. To be completely transparent, I couldn’t play with the Lorwyn block, but I used some of its most powerful cards in formats like Extended and Modern in the early days.
One particular thing about Morningtide, and the biggest appeal for me, is that it focuses on different kinds of creature types working together in groups called “tribes.”
In this article, I’ll go over the most important key points of this Magic set, covering set mechanics, notable cards, and more!
Morningtide Basic Information
Notorious Throng | Illustration by Thomas Denmark
Set Details
Set Symbol | |
Set Code | MOR |
Number of Cards | 150 |
Rarities | 60 commons, 40 uncommons, 50 rares |
Mechanics | Prowl, Kinship, Reinforce |
Important Dates
Previews start | 29-Mar-07 |
Prerelease Date | 19-Jan-08 |
Paper Release Date | 1-Feb-08 |
Launch Party | 1-Feb-08 |
About the Set: The Story
In the lore, Rhys, an eyeblight elf, faces a surprise attack from elves he once commanded, but it's actually Brigid, a hero in disguise. Meanwhile, the real Rhys, along with Maralen and Ashling, embark on a mission to free giants from the Gilt-Leaf Elves' control.
As they journey, Ashling struggles with her destiny and snaps, abandoning her companions. Other group members, like the merfolk Sygg and Brigid, also face challenges, encountering madness and betrayal among their own kind.
Amidst these trials, alliances fracture, with some plotting against each other. But as they discover Rosheen, a giant sage, they find themselves caught in a world-changing event known as The Great Aurora, heralding the transition from Lorwyn to Shadowmoor.
In the chaos, Ashling embraces her destiny, merging with a powerful elemental, while secrets about Maralen's true nature are revealed. Ultimately, as the world shifts into eternal darkness, each character faces their own fate, with Rhys rejoining the Gilt-Leaf and Ashling's flame burning brighter than ever. Thus ends not just a story, but an entire plane of existence.
Morningtide Mechanics
Clash
Clash is a returning keyword action from Lorwyn. Clashing instructs you and an opponent to reveal the top card of your libraries. Each player decides whether to keep it on the top of their library or put that card on the bottom. The winner of the clash is determined by the higher mana value of the revealed cards.
Evoke
This returning mechanic from Lorwyn is an alternate cost found on some elemental creatures. When you cast a creature with evoke, you can pay its evoke cost instead of its regular mana cost; however, the creature is immediately sacrificed and placed into your graveyard after it resolves.
Prowl
Prowl is an alternative method of paying for a spell. It’s accessible after dealing combat damage with a creature sharing a creature type with the card featuring prowl. Furthermore, certain cards with prowl possess abilities exclusive to casting them for their prowl cost, such as Latchkey Faerie or Notorious Throng.
Kinship
This ability is similar to clash, but it only affects the player owning the card with kinship. At the start of your upkeep, you can look at the top card of your library. If that card shares a creature type with the kinship card, you can choose to reveal it. If you do, you receive a bonus. Each card operates similarly, differing only in the potential bonus it offers.
Reinforce
You can discard a card with the reinforce keyword from your hand, pay its reinforce cost, and then add a designated number of +1/+1 counters to a target creature. The specifics, including the number of counters and any extra effects, are detailed on the card with reinforce.
For instance, if a card displays “Reinforce 1 – ,” it signifies that you can discard that card, spend 1 colorless mana and 1 white mana, and place one +1/+1 counter on any target creature.
Tribal
Tribal is a returning card type from Lorwyn, and gives non-creature spells a creature type. Cards like Warren Weirding and Stream of Unconsciousness aren't actually creatures, but their tribal typing allows them to reap the benefits of cards associated with that creature type. While these cards still exist in Magic, the term “tribal” has been phased out and replaced with the term “kindred.” The term “typal” is also used in place of the casual term tribal, though typal is not an actual game term, whereas kindred is.
Morningtide Card Gallery
White
Blue
Black
Red
Green
Colorless
Lands
Notable Cards
Changelings
- Changeling Sentinel
- Moonglove Changeling
- Mothdust Changeling
- War-Spike Changeling
- Game-Trail Changeling
Each color has a common Shapeshifter creature with changeling and a unique ability from the color that it represents.
Bannerets
This cycle of creatures reduces the cost of spells of the same type.
Kinship Commons
These creatures with the kinship keyword reward you for playing cards of the same type.
Kinship Uncommons
Same as the commons, these are cards that reward you for playing multiple spells with the same type.
Pseudo Lords
I call these “pseudo lords” mostly because they don't pump creatures that are already in play, but rather give a +1/+1 counter to creatures that enter the battlefield later during the game.
Signature Equipment
Each tribe has access to a signature tribal equipment that lets you attach it for free to the specific subtype of the artifact.
Evoke Elementals
Each color had an uncommon elemental creature with the evoke ability and another effect that triggers when they leave the battlefield.
Elementals with Counters
Similar to the above, each color has a common elemental creature that comes into play with +1/+1 counters. These creatures also have an extra ability that lets you remove counters to get extra effects, such as Fertilid.
Creature Type Spells
Each color had access to a common spell that let you choose a creature type. The effect scales based on the number of creatures you have with the type chosen.
Uncommon Clash Cycle
Each card in this uncommon non-creature spell cycle has a clash ability as part of its resolution. If you win the clash, you can return the spell to your hand.
Reprints
- Boldwyr Intimidator: It’s a card first seen in Future Sight in its futureshited version. It was added to this set because of its ability to change types between creatures.
- Elvish Warrior: First seen in Onslaught and later in 9th Edition, it's back for some Morningtide action with the warrior class.
Top Cards
- Idyllic Tutor: In Commander games, this is one of the signature tutors white has access to if you want to search for enchantments in your deck.
- Reveillark: While it's very well known in Commander thanks to its war crimes committed along with Karmic Guide, some veterans recognize this card as one of the main win conditions of the Melira Pod deck before the Birthing Pod ban.
- Stonehewer Giant: Equipment decks and Voltron strategies rely on this creature to tutor busted artifacts and put them onto the field for just 2 mana.
- Distant Melody: A must-have for typal card advantage. My primary experience with it is with Elves in Pauper, as other forms of common card advantage are limited.
- Knowledge Exploitation: This is the complimentary card to Bribery, as instead of creatures, it lets you cast an instant or sorcery for free from your opponent's library.
- Negate: This card counters non-creature spells and has been reprinted multiple times in many other sets since.
- Mind Spring: Blue mages care about card advantage, and this effect is a cool addition to spend your mana on.
- Notorious Throng: Some of the most profitable aggro decks in Commander used this card as a cheap way to take an extra turn and create armies around it. Edric, Spymaster of Trest is one of those commanders.
- Vendilion Clique: This faerie was used extensively in competitive Magic for a long time. It’s a cool way to remove your opponent’s win conditions before they cast them in exchange for having them draw an extra card.
- Bitterblossom: A turn-2 Bitterblossom is tough to beat, and at 2 mana it gives you a constant source of tokens that can be used however you like. Personally, I love to pair it with Skullclamp.
- Rage Forger: This is one of the most used pseudo-lords in cheap, aggressive Modern decks, allowing you to swing for tons of damage in shaman typal decks.
- Taurean Mauler: This is another card that you’ll mostly see in Commander decks, as it can grow disproportionately when other players cast their spells.
- Chameleon Colossus: For a while, especially when Jund () was a dominant force, Chameleon Colossus was an excellent addition for any green deck that wanted to dodge black removal.
- Deglamer: A decent sideboard card overall, and a good card to use against indestructible artifacts or enchantments.
- Door of Destinies: This is a card you’ll mostly see in aggro typal decks such as Elves or Goblins.
- Thornbite Staff: Speaking of Goblins, this is an excellent addition to typal decks, for example Krenko, Mob Boss. There, you can go infinite when you pair it with the likes of Skirk Prospector or Goblin Bombardment.
- Mutavault: An all-time favorite creature land, ideal to play in aggro decks, regardless of their typal preferences.
- Murmuring Bosk: This is one of the few lands in this set. It’s a solid one that can add green mana naturally and white or black mana by paying a life.
Available Products
Morningtide Preconstructed Decks
Morningtide offers four 60-card theme decks aimed at beginner players.
Battalion
Battalion: This is a white/blue deck with a soldier theme. The idea is to play cards like Ballyrush Banneret so your other soldier creatures cost less. Note that this will be a common theme across all the other precons from Morningtide. That said, it does pack some good rares in the form of Preeminent Captain and Reveillark that can be used together with the evasive creatures this deck has to win games.
Going Rogue
Going Rogue: This is a blue/black deck with a Rogue theme whose main idea is to outperform your opponents with your flying creatures. Notorious Throng is the win condition of the deck, as it not only creates an army based on your rogue damage but also gives you a whole new turn to play and attack your opponents.
Shamanism
Shamanism: The white/black/green theme deck has a shaman deck. Unlike the other precons, this is the only one that plays in three colors, or rather, splashes white for Oblivion Ring and Redeem the Lost.
Warrior's Code
Warrior's Code: This is a red/green deck with a Warrior theme. While it’s a bit all over the place, in true Gruul fashion, it plans to play giant creatures that hit hard, with Boldwyr Heavyweights and Unstoppable Ash being the rares of the deck.
Aside from the cards, each deck contains one random Pro Player Card.
Morningtide Booster Pack
Your usual booster pack here contains 16 cards, with a rare, three uncommon, and the rest as commons and a token or a rules card.
Morningtide Fat Pack
Each Morningtide Fat Pack includes six Morningtide boosters,a1 Life Counter, a Player's Guide, a 40-card land pack, one random Pro Player Card, two Card Boxes, the second book of the Lorwyn cycle and six plastic card dividers.
Morningtide Booster Box
Each Morningtide booster box brings 36 Morningtide packs with 16 cards each.
Wrap Up
Cream of the Crop | Illustration by Howard Lyon
Researching this article made me remember good stories of when I started playing formats other than Standard.
My favorite card, primarily for nostalgia, is Reveillark alongside Bitterblossom. Which was yours? Do you remember this set with the same nostalgia as I do? Let us know in the comments or in Discord!
As always, it's been a pleasure bringing you this info, and if you would like to know more about Magic history, remember to follow us on social media to catch all of it!
Until my next article, take care and enjoy your Magic to your heart's content!
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