Search your library for a card and put that card in your hand. Ward for life "You don't lose" Permanents that prevent you from losing the game while they're on the battlefield, usually with an alternate means to lose.
Deal N damage to a creature that's been damaged this turn. Life gain Looking at opponent's hand Mana production, temporary Milling Target player puts the top N cards from his or her library into his or her graveyard. Sacrifice a permanent.
Scry Token generation Treasure creation artifact tokens with "T, Sacrifice this artifact: Add one mana of any color. Red—Primary Artifact distruction Basic land counting Doing an effect equal to the number of basic lands of a certain type you control. Direct damage, multiple targets Double Strike Extra attack Untap all creatures that attacked this turn. First strike Forced attack Target creature attacks this turn if able.
Haste "Impulsive draw" Exile the top N cards of your library. Land destruction Mana production, temporary Menace Must attack "Panic" Target creature can't block this turn. Playing cards off the top of library, for free "Polymorph" Exile target creature.
That player puts the revealed card onto the battlefield. Sacrifice a land. Sacrifice an enchantment. Stealing permanents, temporarily Treasure creation artifact tokens with "T, Sacrifice this artifact: Add one mana of any color. Discard as a cost Fight Flying Forced block Target creature must block this turn. Friendly to artifacts Friendly to instants and sorceries Friendly to lands "Lure," limited This creature must be blocked this turn if able.
Playing cards off the top of opponent's library Playing cards off the top of your library, paying their mana cost You may look at the top card of your library and if it's a [blah] you may play it. Prowess Putting creatures from hand onto the battlefield Reach "Reanimation" Return a creature card from a graveyard to the battlefield.
Return target instant from graveyard to hand. Life loss as a cost "Manipulate time" End the turn. Artifact distruction "Bite" Target creature deals damage to equal to its power to another target creature. Can't be countered Card filtering Look at the top N cards of your library and put N in your hand and put the rest on the bottom of the library in any order. Deal N damage to a creature with flying. Enchantment destruction "Enchantress" ability Whenever you play an enchantment, draw a card.
Fight "Fog" Prevent all combat damage that would be dealt this turn. Forced block Target creature must block this turn. Life gain "Lure" All creatures able to block this creature must do so. Putting cards from hand onto the battlefield Putting creatures from hand onto the battlefield Putting lands from hand onto the battlefield Reach "Restocking" Putting cards from graveyard back into your library Return target card from graveyard to hand.
Return target land from graveyard to hand. Token generation Trample "Tutor" for a creature. Ward for mana. Deathtouch Defender Exiling cards from graveyard Flash Haste Hexproof Indestructible "Maro" ability This creature's power and toughness are equal to the number of cards in our hand. Putting enchantments from hand onto the battlefield "Reanimation" Return a creature card from a graveyard to the battlefield. Rules setting Scry Treasure creation artifact tokens with "T, Sacrifice this artifact: Add one mana of any color.
Primary: Blue Secondary: Green Blue is the color most likely to turn a non-creature artifact into an artifact creature. Primary: White Secondary: Blue White is the color that animates other enchantments.
Primary: Green Secondary: Red Tertiary: White, blue, and black Green, as the color connected most closely to lands and creatures, is the color most likely to turn lands into creatures—usually still keeping them lands. Artifact destruction Primary: Red and green Secondary: White Red and green usually have one artifact destruction card in common, although green's is usually also a spell that destroy both artifacts and enchantments.
Primary: White This is one of white's most efficient answers, especially in Limited. Primary: Red Secondary: Black and green Tertiary: White and blue All colors have access to this, but red does it most, followed by black and green. Primary: Green Secondary: Red This used to just be a red ability, but we realized that green needed it more, as green's creature removal has to be tied to creatures and red had plenty of other direct-damage spells.
Primary: Blue Blue does this as an upgraded version of returning to hand. Can't be attacked Creatures can't attack you. Primary: White We don't do this often, but this effect keeps you from either being attacked for a turn or as long as a specific permanent is on the battlefield. Can't be blocked Primary: Blue We tried to keyword this ability only to discover that there are so many variations on it that we couldn't.
Can't be countered Primary: Red and green Secondary: Blue Red tends to have spells that can't be countered while green tends to have creatures that can't be countered.
Can't block Primary: Black and red For a long time we separated black from red by making black have the "can't block" drawback on its creatures and red have the "must attack" drawback on its creatures.
Can't lose the game and opponent can't win Primary: White This is a defensive ability, and thus shows up in white. Can't win the game and opponent can't lose Primary: Black This ability is used as a drawback in black. Primary: Blue and green Blue is the color of information, so it loves having the ability to choose what exactly it gets to draw. Primary: Blue and black The two sneakiest colors are the ones most likely to use the opponent's own resources against them.
Primary: Black Secondary: Blue and red Tertiary: White and green Black is the color most likely to cast cards from the graveyard, but it's something blue and red also do on occasion, especially instants and sorceries. Primary: Black Secondary: Blue and red Black is the color most focused on the graveyard. Changing lands Target land becomes the basic land of your choice. Primary: Blue We don't do a lot of land changing these days, but the ability is still in blue in environments where we might need it.
Copying permanents, permanently Primary: Blue Blue has permanents that will choose a target and then remain that target for the rest of the game or until the permanent chooses to copy a new target.
Copying permanents, temporarily Primary: Red Secondary: Blue Red has permanents or spells that create this effect that can temporarily become another creature, usually until end of turn.
Counterspell Primary: Blue Tertiary: White Counterspelling is one of the few abilities that's almost universally used in a single color. Creature destruction, single creature Destroy target creature. Primary: Black Secondary: White Black is king of creature destruction and is the one color that can kill regardless of circumstance. Primary: White This ability used to be in white and blue flavored as transformation in blue , but it's now just a white ability. Primary: White White tends to do its creature destruction in one of four ways: white can kill during combat, it sometimes will just hit attackers or just hit blockers, or white will often exile creatures instead of destroying then.
Primary: White White is also willing to destroy something after it has hurt white in some way. Primary: White Secondary: Black White can also destroyed tapped creatures using a similar flavor to destroying creatures that have harmed it.
Destroy target creature with power 3 or greater. Primary: White As champion of the little guy, white will also destroy large creatures. Destroy target creature with flying. Primary: Green Green is allowed to kill only two types of creatures—flying creatures as it is the anti-flying color and artifact creatures see artifact destruction.
Creature destruction, mass creature Destroy all creatures. Primary: White Secondary: Black White is the color that most often does mass creature kill, with it showing up on a rare or mythic rare in almost every set.
Destroy all creatures controlled by one player. Primary: Black White believes in balance and parity, so only black will kill just one player's creatures. Destroy all creatures with power 3 or greater. Primary: White Killing big creatures is a white thing, so it can be combined with mass creature kill. In black it's usually some form of torture. Primary: Black Sometimes black likes killing things slowly.
Primary: Blue Secondary: Green This ability started as a blue-only ability, but we added it in green because it works with green's creature-tied card drawing.
Primary: White We don't do a lot of this effect any more, but when we do it's almost always in white. Primary: White This is another effect we've cut significantly back on that is also squarely in white. Primary: Green This is an ability we've been trying out in small doses in green.
Deathtouch Primary: Black Secondary: Green This ability was primary in both black and green for a while, but we found that black both had more need for it and had more flavorful ways to express it creatively. Defender Primary: White and blue Secondary: Black, red, and green Basically everyone can have defender, but it leans toward white and blue philosophically as those are the most defensive colors. Primary: Red Secondary: White and black Red is king of direct damage and has it in many forms, including the most straightforward versions.
Primary: Red Secondary: Black Black and red are the colors that prey on the weak. Primary: Red Secondary: Black In red, this is flavored as throwing the creatures. Primary: Red We tend to do this in sets when red has a more spell-based theme. Deal N damage to target attacking or blocking creature.
Primary: White Other than basing damage on number of creatures, white's direct damage only shows up in combat. Primary: Green Tertiary: Red As the two anti-flying colors, red and green will deal damage to fliers. Direct damage, multiple targets Primary: Red Secondary: White Red will deal damage to all or a subset of creatures, sometimes dealing a small amount 1 or 2 damage, killing small creatures , sometimes doing larger amounts that kill most creatures.
Discard as a cost Primary: Black Secondary: Red Tertiary: White, blue, and green While all colors have access to discarding cards as a cost, black does it most and red does it second most. Discard as effect Primary: Black This is one of only a handful of major abilities to be contained to just one color.
Double strike Primary: White and red White and red are also the primary colors for first strike. Primary: Black Tertiary: White Other colors will deal damage or gain life, but black is the color that does both at the same time. Enchantment destruction Primary: White and green Secondary: Black White and green usually have one enchantment destruction card in common; green's usually also destroys artifacts, and sometimes white does as well.
Primary: Red Tertiary: White Attacking twice has always been red's domain. First strike Primary: White and red Tertiary: Black White and red are the two cards with trained fighters white has the army and red the creatures that have gotten good through constant impulsive fighting. Primary: White and blue This ability appears in both white and blue, although we've recently been trying to push it a little more in white.
Primary: Green Tertiary: White This effect has shown up in four of the five colors over the years. Forced attack Target creature attacks this turn if able. Primary: Red Secondary: Blue We don't use this ability a lot, but when we do, we use it in red and blue. Primary: Green Secondary: Red We don't do this effect often, but green does it most, then red. Forced sacrifice Sacrifice a creature. Primary: Black Sometimes black kills your creatures and sometimes it makes you do it.
Primary: Red Red can force you to sacrifice artifacts. Red can also force you to sacrifice permanents. Friendly to a card type This can involve a wide range of things where you either help that card type making it cheaper to cast, enhancing it in some way, using it to generate an effect, etc. Friendly to artifacts Primary: White and blue Secondary: Red White and blue, as the colors of civilization, are both very friendly with artifacts.
Friendly to creatures Primary: Green Secondary: White Green and white are the main creature colors they have the highest percentage of creatures versus spells so they most often like you having creatures.
Friendly to enchantments Primary: White and green Tertiary: Black White and green are also the two colors that most appreciate enchantments.
Friendly to instants and sorceries Primary: Blue Secondary: Red The creature colors like creatures, the spell colors like instants and sorceries. Friendly to lands Primary: Green Secondary: White, blue, black, and red Green is the color that loves lands the most, but every color loves its own basic land type. Friendly to planeswalkers Primary: White White is the color that most interacts with planeswalkers. Friendly to other qualities Friendly to legendary permanents Primary: White White is the color that most interacts with legendary permanents.
Friendly to low mana value cards Primary: White White is the color that most positively interacts with low mana value anywhere from mana value 3 or less cards.
Gain control of target player's turn Primary: Black This effect is actually most often done in colorless, but black is the color that can do it in the color pie. Primary: White Secondary: Blue We don't do this effect much any more, but years back we moved it from blue to white and in the very early days it showed up in green as a Fog variant.
Hexproof Primary: Blue Secondary: Green Tertiary: White Blue both has more creatures with hexproof and more often grants it as a pseudo-counterspell. Primary: Blue This ability started in black on Spirits and was known as "skulking," but has since been moved into blue and attached to Illusions. Primary: Red This is red's primary way of card drawing, playing into red's impulsive nature of wanting to do things now.
Indestructible Primary: White Secondary: Black and green Tertiary: Blue and red White, and to a lesser extent green, tend to have creature that naturally have indestructible. Primary: Blue and red Blue and red are the two colors with the highest percentage of spells as opposed to creatures , so they are the two colors that most often care about them being cast.
Land destruction Primary: Red Tertiary: Black and green Red is the one color that regularly does land destruction. Primary: Green Secondary: Black Tertiary: White, blue, and red Lhurgoyfs started as a green thing and have since gone on to also be a black thing. Life gain Primary: White and green Secondary: Black White and green are the two colors that will have effects that simply gain a player life.
Life loss as an effect Primary: Black Black will sometimes just make players lose life straight up without a drain effect. Life loss as a cost Primary: Black Tertiary: White, blue, red, and green Black is the color that most often uses life as a cost.
Lifelink Primary: White and black White and black have very different flavor rationales for the abilities, but both use it almost every set. Primary: Blue This is one of blue's primary creature answers in Limited. Primary: Black This ability started on a blue-black card in Tempest called Lobotomy , but has since drifted to be just a black thing. Looking at opponent's hand Primary: Blue Secondary: Black Blue is the color that can simply do this effect. Primary: Blue Blue is the color that likes to go searching for answers by digging through its library.
Primary: Green This ability has been with Magic since Limited Edition Alpha , but we've started scaling back how often we do it. M—R Mana production, permanent Primary: Green Secondary: Blue Tertiary: Black Besides being the land-fetching color, green is also the color with permanents that can produce mana turn after turn to help it ramp up quickly and cast large spells. Mana production, temporary Primary: Red Secondary: Black Red is the color best at producing temporary bursts of mana, be it with one-shot spells, permanents with one-time triggers, or things that need to be sacrificed to be used.
Primary: Blue Tertiary: Red We don't do this ability very often, but when we do it's put in blue and flavored as time manipulation. Primary: Blue Secondary: Green Blue is the color of knowledge and green is the color of wisdom, so those are the two colors that like to care about what you "know. Primary: White This ability, named after Meddling Mage from Invasion Chris Pikula's Invitational card , is usually on a creature or enchantment and stops a specific spell from being cast.
Menace Primary: Black and red This ability started in red when it was an unnamed thing, but was added to black when it became keyworded because intimidate had gone away and black needed some kind of evasion other than flying. Primary: Blue Secondary: Black For many years this ability was only in blue, but a number of years ago we started allowing black to do it as well. It hasn't moved Equipment yet, but perhaps one day. Must attack Primary: Red The flavor of this is great in red, but we've found the gameplay is not always great.
Primary: White This is one of white's strongest forms of creature removal for Limited, usually in the form of an Aura. Primary: Red This ability mostly shows up on spells but occasionally as an activated ability at higher rarities.
Planeswalker destruction Primary: Black Tertiary: Green Black is the color that regularly destroys planeswalkers, often using "destroy creature or planeswalker. Secondary: White, blue, black, red, and green We don't do this effect very often, so I made it primary in no color. Playing cards off the top of library, for free Primary: Red This ability used to be in blue, but we moved it to red as it has a chaotic feel you don't know what's about to happen and red needed more stuff.
Playing cards off the top of opponent's library Primary: Blue and black Secondary: Red Blue and black, being the sneaky colors, are the two that most often cast spells off the opponent's deck. Primary: Red Secondary: Blue For a long time, this ability was a blue thing.
Primary: White White is the proactive color, stopping things from before they happen as opposed to blue being reactive, stopping things as they happen. Protection Primary: White Tertiary: Blue, black, red, and green Protection has changed back from deciduous status back to evergreen status, but it doesn't show up in every set. Putting cards from hand onto the battlefield Putting artifacts from hand onto the battlefield Primary: Blue Secondary: White Blue does this as the "friendly to artifacts" color.
Putting creatures from hand onto the battlefield Primary: Green Secondary: Blue and red Tertiary: White and black Green does this effect the most often. Putting enchantments from hand onto the battlefield Primary: White Secondary: Green Tertiary: Blue This is another effect we don't do that often.
Putting lands from hand onto the battlefield Primary: Green Green used to do this all the time. It still does it, but not as often as it used to. Putting planeswalkers from hand onto the battlefield Primary: White We haven't actually done this effect yet. My best guess is it would be in white. Primary: Red Red is the color of chaos, so we occasionally give it effects that destroy random nonenchantment permanents sometimes a subset.
Reach Primary: Green Secondary: Red Tertiary: White As green mostly has no flying, this is one of the tools green has to deal with other players' flying creatures. Primary: White White is the one color that can reanimate any permanent type, so it gets to reanimate "target permanent. Primary: White and black Secondary: Red and green Black is the best at bringing the dead back to life.
Removing counters Primary: Black Black is the color that gets rid of counters, but only from permanents on the battlefield and not players. Returning cards from graveyard to hand. Return target card from graveyard to hand. Primary: Green The ability to get back any card is mostly done in green and usually appears at uncommon or higher in rarity.
Primary: White Blue used to be the color that returned artifacts from the graveyard to the hand, but the ability is now in white. Return target creature from graveyard to hand. Primary: Black Secondary: White Black can return any creature, but only from your graveyard. Primary: White Getting back enchantments is primarily a white thing. Primary: Blue Secondary: Red As blue and red are the spell colors they have the highest percentage of spells versus creatures , they are the two colors that can get instants back.
Primary: Green While green can get back any card, when the card types are divvied up, green often gets back lands. Primary: Blue Secondary: Red This is the same as for getting back instants. Primary: Blue Secondary: White Tertiary: Green Blue can bounce any type of permanent, although these days doesn't often bounce lands.
Primary: Black Secondary: White Tertiary: Red Black is the color that most triggers off of other things dying, usually flavored as gaining strength from others' pain. Rules setting Primary: White Secondary: Blue, black, red, and green These cards are permanents, mostly creatures and enchantments, that change some basic rule of the game. Primary: Red Red has its version of "looting" see looting , but its recklessness has it discard the card before drawing. You might lose your mind or your creatures.
That said, it also lets you summon zombie armies, demons and unknowable abominations. A black card in the Throne of Eldraine expansion literally lets you bake creatures into pies.
The glorification of the self, and its ascent. Chaos steeled. This is best for folks that enjoy spooky monsters and necromancy. At its core, the black theme is about sacrifice and shaping the table to your whims.
Green MTG cards combine a strange mix of growth plenty of cards get additional health counters or are self-healing and brute force. Think Yoda from Star Wars. Green monsters are among the biggest Magic: The Gathering has to offer, and this colour includes everything from dinosaurs to gigantic wyrms. They often grow to monstrous proportions or unite with other cards to dominate the battlefield.
Take the Hydra monster, for example, which begins pretty squishy, but rapidly gains more health each time it attacks. Green is for players who are patient, and who enjoy giant — and frankly quite psychedelic — monsters. So, you now know what the colours mean. You can get to either striking out with your own one-colour themed deck, or start combining colours to create a combi-colour deck.
Now you've got a grasp of what to expect with the different mana colours, you can learn how to a build a MTG deck. As Critical Role has grown, my love for the show has died.
Witch tip: Take a break from your project to blast some Prince and dance around like the queen you are. When you're done dancing, you'll know what to do. Like a calm day at the beach, blue is a color of peace and protection. Potter also says that blue can be used for matters of communication and clarity. Witch tip: Keep a painting of water, a blue bowl filled with seashells, or blue sea glass on an entry-way table to welcome peace into your home.
Green is the color of Earth, growth, and therefore also of earthly possessions. Hell yes, it's also the color of cash, and that's no coincidence. Witch tip: Paint your nails green during a time in which you could use some extra cash flow.
I personally disagree. White is useful in magick, as it can act as a stand-in for any other color. Everything necessary to preserve the laws, rules, and governance that White created.
Blue is the color that wants perfection and looks on the world and sees opportunity to achieve that, figuring out what you could achieve with the right education, experience, and tools. For Blue, life is one of constant discovery as you keep seeking to better yourself. This way of living requires the right attitude. You have to be open to possibilities, but also not too hasty in action. Blue is methodical and exact and recognizes that there are many forces, even some that come from within, that lead an individual astray.
It is better to think one's options out carefully and select correctly than to rush to a decision. Implicitly, in that general world view, blue believes in tabula rasa : every one of us is born a blank slate with the potential to become anything.
One need only understand how, to make the change. So with this goal before it, Blue reasons that if it is to make itself better, it must become capable of everything it could be capable of, for that is to "merely add" to its own capabilities.
Blue believes it can't possibly be bad to acquire the potential for any conscious action. Thus, Blue, believing it is capable of changing anything if it understands the change, and believing it is imperative that it acquire every capability it could have, concludes that it is imperative that it understand change.
As such, blue is the color most interested in technology and wants the latest and greatest version of whatever it is using. Moreover, blue decides that it must understand everything; for truly, understanding can only improve one's effectiveness in any task. To gain understanding, blue must acquire knowledge. Since knowledge itself will inform every other decision, blue forms its principal goal: omniscience , the knowledge of all.
Black doesn't see anything as fundamentally immoral. To black, the only measure of right and wrong should be whether or not it leads to success. Black is open to opportunities and strategies rejected by others as taboo or forbidden—death, torment, infection, betrayal. Black characters will do anything to ensure their own well-being even at the expense of others; to black, anything less only allows others to do the same. Thus, black does everything possible to gain the only commodity that can secure it from weakness, and ensure its ability to get whatever it needs or wants—power.
Although if taken to extremes, black's selfishness and lack of ethical restraint can result in tragedy, at its most basic level black is not inherently evil. It has a very cynical world view, and its core philosophy is that of self-determination and release from society-imposed limitations. Black has an ally in blue, as it appreciates its subtlety and use of cold logic. Black is also allied with red, respecting its desire to do things on its own terms.
Above all else, Red values freedom. It wants to do what it wants when it wants, to whom it wants, and nobody can tell it otherwise. In summary, Red thinks that all you have to do is listen to your heart and simply act accordingly, letting your emotions guide you. Red loves life much more than any other color and so it believes that all people must live to its fullest.
Red believes that life is an adventure, that it would be much more fun if everyone stopped caring about rules, laws, and personal appearances and just spent their time indulging their desires through experience. Red doesn't live its life questioning choices it has made and lives in the moment; Red is spontaneous and embraces every adventure put before it.
Red is the color of immediate action and immediate gratification. If it wants something, it will act on its impulses and take it, regardless of the consequences. Red embraces relationships and knows passion and loyalty and camaraderie and lust. When Red bonds with another, it bonds strongly and fiercely. To outsiders, Red might seem a bit chaotic; that's only because others can't see what's in red's heart.
Red sees the concept of order of any kind as pointlessly inhibiting, believing that only through embracing anarchy could everyone really be free to enjoy life to the fullest with no regrets. Green doesn't want to change the world, it wants everybody to accept the world as it is. Green is convinced that the world already got everything right. Green tries to coexist with it instead of trying to change it, regulate it, norm it, or take advantage of it. Green is the color of nature and interdependence.
It believes that the natural order is a thing of beauty and has all the answers to life's problems, that obeying the natural order alone is the best way to exist and thus favors a simplistic way of living in harmony with the rest of the world.
This can often lead to it being perceived as a pacifistic color, as it does not seek to make conflict with the other colors as long as they leave it alone and do not disrespect nature. However, it is fierce when it feels threatened and can be predatory and aggressive if its instincts dictate. Green believes each individual is born with all the potential they need, that it's imprinted in its genes. That everyone was born with a role and that the goal is to recognize it and then embrace it, and thus do what they were destined to do.
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