Morgana: Archangel’s recurring curse control
Morgana · from the PoC community · 2026-10-14
Refill spell mana, generate a champion spell each round and double the lockdown once you reach six mana gems.
Build
Overview
Archangel's Staff,
The Grand General's Counterplan and
Chemtech Duplicator give you recurring spell mana, recurring control and eventually two casts for one payment. Players explicitly recommend this exact Rare-only trio.
Compared with the existing Echoing control guide, this version loses extra champion copies and the champion-spell discount in exchange for a spell-mana refill every Round Start while the champion remains in play. It is a patient control plan with a real early-game setup cost.
The build
Archangel's Staff
Refills spell mana at Round Start while its carrier is in play. It does not refill mana immediately when you first play her, so bank spell mana or save mana before committing the champion.
The Grand General's Counterplan
Creates a
Fleeting champion copy in hand each Round Start. With the champion in play, that becomes
Dark Binding. At level twelve,
Standard Starchart adds
Invoke to that spell, supplying more choices for control or a finish.
Chemtech Duplicator
While the carrier is in play and you have at least six mana gems, copies spells you play with the same targets. Six gems means capacity, not six unspent mana. It adds another target-and-curse sequence, but also increases the number of
Invoke cards entering your hand.
Level 30 fits all three Rare slots, with no Epic upgrade required.
How to play
Keep affordable defense, useful targeting spells and
Morgana when the opening can reach her safely. Use small targeted effects to place
Shackles on the enemies that matter, rather than trying to remove every body through damage.
Play the champion with enough mana left to handle a dangerous attack. On later rounds, use the Counterplan spell and the Staff’s refill to maintain control. At six gems, the duplicated
Dark Binding provides stronger lockdown.
Spellshield can consume one effect, so check what remains on the stack and the enemy after resolution.
Pick affordable
Invoke rewards that you can actually spend. Keep hand space for the next
Fleeting champion spell. A full enemy hand can prevent new
Curse cards, while enemy discard can remove them; do not treat either hand as an unlimited resource.
When the board is controlled, heal through
Lifesteal and begin a finish with your developed units or generated threats.
Stun and Immobile do not stop every special attack, so preserve interaction for enemies that bypass ordinary attack declarations.
Drafting and alternatives
Take cheap enemy-targeting spells, useful draw, mana and protection. A support package with more affordable targeting can help more than an expensive finisher you cannot cast.
Avoid
Brain Worm when enemy discard would remove the
Curse you need.
Black Shield replacing a relic protects against targeted removal.
Echoing Spirit restores the existing champion-access and discount plan. Trading out Chemtech makes early turns safer at the expense of its six-gem payoff.
Star-power checkpoint
Three-star
Bound Wings II increases enemy
Curse costs and adds Shackles when you target an enemy. Two-star
Crushing Guilt deals two to
Curse enemies at Round End and one Nexus damage for each
Curse in their hand; it is not two Nexus damage per shackle. Four-star
Spellslinger discounts spells, and six-star
Share My Torment grants allies Power when you
Curse an enemy. Neither later upgrade is necessary for the recurring Rare-relic control engine.
Sources
- Morgana relic and control discussion by u/Choice_Cranberry7788, 2026-04-17, 9 points (observed 14 Oct 2026).
- Morgana advice for the Zoe adventure by u/IanisGigel, 2026-04-08, 7 points (observed 14 Oct 2026).
- Player-voted builds, local snapshot collected 13 Oct 2026.
- Champion guide builds and recorded clears, local snapshot collected 13 Oct 2026.
- Champion mechanics and level rewards, local data checked 14 Oct 2026.