Colors of Magic
Most spells come in one of five colors.[26] The colors can be seen on the back of the cards, in a pentagonal design, called the "Color Wheel". Clockwise from the top, they are: white, blue, black, red, and green (respectively abbreviated W, U, B, R, and G[note 5]). To play a spell of a given color, at least one mana of that color is required. This mana is normally generated by a basic land: plains for white, island for blue, swamp for black, mountain for red, and forest for green. The balances and distinctions among the five colors form one of the defining aspects of the game. Each color has strengths and weaknesses based on the "style" of magic it represents.[27]
White is the color of order, equality, righteousness, healing, law, community, peace, absolutism/totalitarianism, and light, although not necessarily "good". White's strengths are a roster of small creatures that are strong if used together in groups; protecting those creatures with enchantments; gaining life; preventing damage to creatures or players; imposing restrictions on players; destroying artifacts and enchantments; and the ability to "equalize" the playing field. White creatures are known for their "Protection" from various other colors or even types of card, rendering them nearly impervious to harm from those colors or cards. Numerous white creatures also have "First Strike" and "Vigilance". White's weaknesses include a focus on smaller creatures, and the fact that many of its most powerful spells affect all players equally.
Blue is the color of intellect, reason, illusion, logic, knowledge, manipulation, and trickery, as well as the classical elements of air and water. Blue's cards are best at letting a player draw additional cards; permanently taking control of an opponent's cards; returning cards to their owner's hands; and countering spells. Blue's creatures tend to be weaker than creatures of other colors, but commonly have abilities and traits which make them difficult to damage or block, particularly "Flying" and to a lesser extent "Shroud". Blue's weaknesses include having trouble permanently dealing with spells that have already been played, the reactive nature of most of its spells, and the fact that its creatures tend to be comparatively inefficient.
Black is the color of power, ambition, greed, death, corruption, and amorality, although not necessarily "evil". Black cards are best at destroying creatures, forcing players to discard cards from their hand, and returning creatures from the dead. Furthermore, because Black seeks to win at all costs, it has limited access to many abilities or effects that are normally available only to one of the other colors; but these abilities are disproportionately expensive, often requiring the sacrifice of life, creatures, or other resources. Black is known for having creatures with the ability "Fear", making them difficult to block. Black's main weaknesses are an almost complete inability to deal with enchantments and artifacts, its tendency to hurt itself almost as badly as it hurts the opponent, and difficulties in removing other Black creatures.[28]
Red is the color of freedom, chaos, passion, creativity, impulse, fury, warfare, lightning, the classical element of fire, and the non-living geological aspects of the classical element earth.[29] Red's strengths include destroying opposing lands and artifacts, sacrificing permanent resources for temporary but great power, and playing spells that deal damage to creatures or players. Red has a wide array of creatures, but with the exception of the extremely powerful dragons, most of them are fast and weak, or unbalanced with strong power and weak toughness, rendering them more easily destroyed. Some of Red's cards can turn against or hurt their owner in return for being more powerful for their cost. Red also shares the trickery theme with Blue and can temporarily steal opponents' creatures or divert spells, although generally not permanently. Many of Red's most famous creatures have the "Haste" trait, which lets them attack and use many abilities earlier. Red's weaknesses include its inability to destroy enchantments, the self-destructive nature of many of its spells, and the way in which it trades early-game speed at the cost of late-game staying power. Red also has the vast majority of cards that involve random chance.
Green is the color of life, instinct, nature, reality, evolution, ecology and interdependence. Green has a large number of creatures, which tend to be the largest in the game for their cost. Many of its spells make them stronger temporarily. It can also destroy artifacts and enchantments, increase a player's life total, get extra mana sources into play, and produce the other four colors of mana. Green creatures often have "Trample," an ability which lets them deal attack damage to an opponent if blocked by a weaker creature. Green's weaknesses include its difficulty destroying creatures directly; a distinct shortage of flying creatures (though some of its creatures have "Reach", making them able to block as though they had flying), and having few gameplay options besides large creatures.
The colors adjacent to each other on the pentagon are "allied" and often have similar, complementary abilities. For example, Blue has a relatively large number of flying creatures, which it shares with White and Black, which are next to it. The two non-adjacent colors to a particular color are "enemy" colors, and are thematically opposed. For instance, Red tends to be very aggressive, while White and Blue are often more defensive in nature. The Research and Development (R&D) team at Wizards of the Coast seeks to balance power and abilities among the five colors by using the "Color Pie" to define the colors' differences.[30] This guideline lays out the capabilities, themes, and mechanics of each color and allows for every color to have its own distinct attributes and gameplay. The Color Pie is used to ensure new cards are thematically in the correct color and do not infringe on the territory of other colors.
Multi-color cards were introduced in the Legends set and typically use a gold frame to distinguish them from mono-color cards. These cards require mana from two or more different colors to be played and count as each of the colors used to play them. Multi-color cards tend to combine the philosophy and mechanics of all the colors used in the spell's cost. More recently, two-color "hybrid" cards that can be paid with either of the card's colors (as opposed to both) were introduced in the Ravnica set, and appeared extensively throughout the Shadowmoor and Eventide sets. Hybrid cards are distinguished by a gradient frame with those two colors. Multi-color cards tend to be proportionally more powerful compared to single-color or hybrid cards, as requiring multiple colors of mana to cast a spell is a handicap.
Cards which are not one of the five colors are colorless, and most often appear in the form of Lands and Artifacts. Unlike the five colors, Colorless cards do not have a specific personality or style of play. Sometimes, colorless cards will imitate the mechanics of a particular color, though in a less-efficient manner than a similar colored card. Often colorless cards are linked to one or more colors via their abilities, through story references, or through flavor text on the cards themselves.
Tornado, earchquakes?! No, it is XEvil.
(JuliezSix, 27. 11. 2017 10:50)