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2. Ember Drain.
Basically Umbra has ways to generate energy even while at zero. Holdover lets you do this even if you start at zero energy every turn, you just need to draw into your enabler. Cards with high ember drain affect your following turns until the Ember Drain stacks drop to zero. So like Void binding at base 3 energy will lock you out of playing anything next turn without an enabler, only have 1 energy the next turn, and so on. So it's very costly to play without a way out of ember drain, but void binding is an extremely powerful card that you build around in many high end umbra builds.
If you want a comprehensive guide for regular non-DLC Monster Train
https://www.youtube.com/watch?v=qYpS_fjw8jk
3. Not really. Umbra Gorger units tend to be floor selfish. That being said, Umbra can expand floor capacity if you have Crucible Extension or Space prism. Penumbra architect can hide behind a defensive Gorge unit since playing Architect adds capacity. If you're playing non-DLC, sometimes you just have a defensive gorger up top acting as a safety against bosses, while your floors have more offensively minded units from your allied clan.
If you're saying "Why isn't my champion eating the morsels my Morselmaker is making" then, it probably is eating them and then the Morselmaker is making a new set for the following turn as the eating happens before the Morselmaker's Resolve effect.
2. Several reasons:
- You can zero cost the cards in your deck such that it doesn't matter if you have no ember on a given turn.
- You have alternate Ember sources like Hell's Banners or Kinstone Totem, etc., that you can reliably trigger every turn, since the Emberdrain only occurs at the beginning of the turn so it you generate ember later in the turn it is unaffected.
- You are using holdover Perils of Production, which costs zero and gives Emberdrain, but also gives you 3 ember. So even if you start the turn at zero you can play the Perils and go up to 3 ember.
- All of the Emberdrain cards give a multitude of good buffs. One of them even imparts Multistrike, which is very powerful.
etc.
3. Play less units on a single floor. With two moderately sized units on a single floor you'll still have room to play at least one morsel on that floor. Or if you set up a single unit on the floor you'll have a lot more space to use. So generally you'd set up a lower floor to try to deal with waves and have a single unit set up top to just eat and eat and eat to get to high strength over the course of the battle.
Or you can use a Morselmaker which will generate the two morsels every turn which can go over the capacity of the floor.
Or you can Holdover Cave In to drop morsels from a higher floor to a lower floor even if that lower floor is at capacity.
Or you can use Feast or Shroud Spike to eat morsels mid turn and free up some space.
Or there's several cards that give you extra capacity on a floor.
Or several artifacts that give extra capacity.
Or you can take one or both of the capacity upgrades from the bosses.
etc.
Ember Cache can also work if you have enough of them, although it's slightly unreliable.
If you can't get Holdover Perils of Production (Holdover+Spellchain if you really want to get a lot of ember), simply reducing the cost of all your key spells to zero works fine.
I've had runs where I generated 100s of Emberdrain, but was still able to play stuff just fine.
Morsels do take up space. Occasionally (especially playing Umbra) you'll get a run where you have more space than you know what to do with. One particularly silly combo is Architect Penumbra + TranscendImp. Just getting the Good Ol' Wingmaker caverns event is sometimes enough. But more usually you'll need to worry about space, and I'm afraid my advice there is "ignore morsels". Generally they're not worth it; as you suggest.