← Guides

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

Needs 3★Champion level 30

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

Edit a copyMore guides for this championWrite your own guide

Keyboard shortcuts

/
Search the site
?
This list
g then c
Champions
g then a
Adventures
g then r
Relics
g then u
Guides
g then s
Resources
← →
Switch tabs (when a tab is focused)
Esc
Close pop-ups and pickers