I received an
email request from a new Player asking me to do a
Magic Color Chart. I guess I've been playing
Magic since since about 1996, and I take basic stuff
for granted at times. I know this kind of
information is helpful to beginners. So here
specializes in Direct & Mass Damage, Random
Effects and hordes of Dragons, Dwarfs, Goblins &
Orcs. Red draws it's power from mountains.
There are plenty of large flying creatures.
Red has good artifact destruction, and lots of
spells to blast creatures into nothingness.
One of Red's glaring weaknesses is that it has
trouble dealing with enchantments.
is the color of nature. Green draws its
power from forests. Green's specialties
are creatures & extremely fast mana growth.
Elves are abundant in green. Green's
creatures also tend to be less expensive than
other colors' creatures of equivalent power.
Green's mana quick creation and cheap creatures
allow green mages to get large creatures into
play very quickly. One of Green's glaring
weaknesses is that it has trouble removing
is the color of Wizard magic. Blue draws
its power from Water. Blue specializing in
countering spells, changing spells, and
controlling spells. Blue has less
creatures than other colors, and most aren't all
that impressive in size. Blue's glaring
weakness is it can have difficulty removing
creatures and enchantments. As a beginner,
blue can be among the hardest colors to play,
but stronger players can scare the crap out of
you with it when you go against a strong blue
deck. They can really wreak havoc on your
is the color of goodness and purity. White
draws its power from the plains. White
specializes in defense, healing and small
dangerous creatures. Creatures include
soldiers, spirits and angels. White
usually has plenty of good enchantments at it's
disposal. White's glaring weakness are
lack of large creatures and lack of direct
represents death & decay. Black draws it's
power from swamps. It specializes in
creature destruction, forced hand discards, and
a variety of large and small creatures.
Creatures include Vampires, Zombies, Specters,
Shades and Shadows. Black's weakness is
dealing with enchantments.
are designed to work together:
Now I'm not
sure how many of you guys actually know this ... but
the back of a Magic Card actually tells you which
colors are designed to work together!
All 5 colors are represented on the back of the
card. Wizards of the Coast (WOTC) does
their best to make adjacent colors easier to work
together. Here's a larger image to help make
things easier to see:
In this illustration (created by Pojo writer EBM
many moons ago), the thick green lines between
the colored circles indicate the harmonious flow of
Mana. Colors are most easily combined when aligned
with their immediate neighbors. The magenta-colored
arrows indicate disharmonious, opposing colors: in
this case White is opposed by both Black and Red.
So Wizards tries to make white work well with green
and blue, and hate for red & black. You'll see
a lot of examples of this when you look at your
cards in detail.
What do I mean by "Hate"? Here's a great
example in the black card, Perish:
Perish affects only Green creatures, leaving the
Black player who casts it with his army intact, and
for the quite reasonable cost of just 3 mana.
That's not saying that you can't make a powerful
deck that includes opposite colors, because you
certainly can. WOTC just tries to make it
easier for you to combine neighbors, with great
"Hate" cards in opposing colors.
anything else that you might find useful, feel free
to contact me.
Good Luck & Good Dueling!