Many players learn the game of Magic without ever realizing what the play zones are. And in most cases, we're none the worse for wear. While understanding the zones will help you greatly with applying certain rules more consistently, it rarely figures into strategy.
Unless you find a card like Morality Shift. Then you should probably learn your zones, fairly quickly.
The six zones of the game are in play, graveyard, library, hand, on the stack, and removed from game. The play and stack zones are shared, while all the other zones are unique to each player.
Getting a single card to go from one zone to another is a pretty easy affair. Disenchant will take an artifact or enchantment from play to the graveyard for two mana, Extract will take a card from a library to the removed from game zone for only one, and Raise Dead will bring a creature card from your graveyard back to your hand for one. And of course, while you're playing these cards, they're all whipping through the stack one at a time, and then going to the graveyard.
If Odyssey block has done one thing, it has been to push two zones to their limits: the graveyard and the removed from game zones. (A single card in the block, Radiate, has also given the stack zone an awful lot to think about, as well.) But it's interesting to note that there are extraordinarily few cards in the block -- Upheaval, Traumatize, and Kirtar's Wrath are the most obvious -- that move whole swathes of cards from one zone to another. And Morality Shift is the first in a while that does an outright inter-zone exchange, in the fine tradition of Living Death.
Which leaves only one question: why would you want to spend seven mana to do this?
While the casting cost and lack of board strategy probably puts answers beyond the reach of the tournament set, players in group games may give one or more of the following reasons:
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You want a really expensive Feldon's Cane. Or you don't have enough copies, or whatever. In any case, this will often work just like a Cane, replenishing your library toward the end of a particularly grueling nine-player game.
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You want to annoy your 5-color friends before they ban this card. This article is probably already too late in that respect; but if not, you could give it a try.
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All of the expensive cards in your Psychic Battle deck have been milled out of your library, and you need them back. Don't worry, the Scroll Rack you have in play will get the top rearranged to your taste again, and you can soon continue to enjoy a game where you decide what gets targeted, and when.
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You want a really thorough Buried Alive or Traumatize. Okay, I've stopped joking around now. While a casting cost of seven will stop you from playing this reliably before turn five, there are a few cards to consider in a morality-shifting deck...
YAWGMOTH'S AGENDA. Once you have your entire library laid out before you, and enough mana to play the Shift, wouldn't it be nice to play whatever card you wanted from your library? Do not play the Agenda before you do the Morality Shift, or you'll lose the cards that exchange into the graveyard. Pepper in plenty of instants, so that the one-spell-per-turn rule doesn't sting you too hard -- and don't forget you're playing your lands from your graveyard, too.
CHAINER, DEMENTIA MASTER or COFFIN QUEEN. Both are fragile; both are also still very effective. But if you want more automatic and lasting recursion, I suggest "splashing" white for the next entry.
REYA DAWNBRINGER. What the heck, since we're enjoying massively expensive casting costs, why not bring out the queen of recursion?
BALTHOR THE DEFILED. Right in Judgment, there's a card you can use to bring all of your (black and red) creatures out of the graveyard. That was very thoughtful of Wizards, wasn't it?
INCARNATIONS. While Filth is okay in casual play (where at least one player always seems to be playing black), the real gem is Genesis, which can put the creature of your choice in your hand each upkeep. Since you may have a large number of creatures on the board (if you play with Balthor, or Living Death, or other zone-changing cards), Glory is also a consideration so that you can sweep in for the kill.
I've mixed a couple of the ideas above into a deck. A few of the cards fight with each other a bit, especially with the Agenda. Use the Agenda only if you're having trouble getting enough creatures or lands into play. If you don't have all the rares, just follow your muse with comes-into-play creatures and whatever recursion you can put together. This deck doesn't seek efficiency; it seeks sweeping card movements and little "oooohs" and "aaaahs" from your friends, even if they're pounding on you as soon as they see what you're up to. Any of the creatures can also be exchanged out for enchantment/artifact control -- anything you desire from Pernicious Deed to Creeping Mold to Druid Lyrist.
Anthony may be reached at seriousfun@wizards.com.