History Analysis / MagicTheGathering

7th Dec '16 2:55:58 AM PuddleFoot
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** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420653 Kynaios and Tiro of Meletis]] are a pair of (male) soldiers from the plane of Theros. They are extremely defensive, and also hand out free gifts by letting every player either draw a card or play an extra land. (In fact, the person who controls them gets the short end of that stick; they don't get the "play an extra land" option!)

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** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420653 Kynaios and Tiro of Meletis]] are a pair of (male) soldiers from the plane of Theros. They are extremely defensive, and also hand out free gifts by letting every player either draw a card or play an extra land. (In fact, the person who controls them actually gets the short end of that stick; they don't get the "play an extra land" option!)both options.)
6th Dec '16 9:39:03 PM slvstrChung
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!! Magic: ByYourPowersCombined

to:

!! Magic: ByYourPowersCombinedAllYourPowersCombined
26th Nov '16 5:24:32 PM nombretomado
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* [[http://narnia.wikia.com/wiki/Edmund_Pevensie/Personality According to the "official" Narnia wiki interpretation of his character]], [[TheChroniclesOfNarnia Edmund]] is a great example of a Blue, Black, and Red protagonist. He is a fundamentally selfish (albeit heroic) person (Black) that is quick to provoke (Red), has a sharp, analytical mind (Blue), is vindictive and cruel to people who he dislikes (Black-Red), yet pragmatic and very controlled (Blue-Black). Quite jarring considering [[Creator/CSLewis who]] wrote the books...

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* [[http://narnia.wikia.com/wiki/Edmund_Pevensie/Personality According to the "official" Narnia wiki interpretation of his character]], [[TheChroniclesOfNarnia [[Literature/TheChroniclesOfNarnia Edmund]] is a great example of a Blue, Black, and Red protagonist. He is a fundamentally selfish (albeit heroic) person (Black) that is quick to provoke (Red), has a sharp, analytical mind (Blue), is vindictive and cruel to people who he dislikes (Black-Red), yet pragmatic and very controlled (Blue-Black). Quite jarring considering [[Creator/CSLewis who]] wrote the books...
17th Nov '16 8:09:58 AM slvstrChung
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* '''Blue/Black/Red/Green''' - The combo of chaos. White represents order and peace, and tries to keep everything in pigeonholes of its own devising (cf TheEvilsOfFreeWill, ScrewTheRulesIMakeThem, TheNeedsOfTheMany). The other four colors are all fine with varying levels of disorder and ambiguity; Green and Red are content to go with the flow, Black employs deception for reasons of self-protection, and Blue follows the evidence regardless of where it goes.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107094 Glint-Eye Nephilim]] is relatively unique as creatures go. Many creatures have a "spy" mechanic wherein you draw a single (rarely, two) cards when they damage an opponent. Glint-Eye Nephilim lets you draw cards ''equal to the damage dealt'', something only [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=153471 one other creature]] can do. Of course, you don't necessarily need all those cards... but that's chaos for you. Besides, its second ability lets you discard those cards to power it up... but, as is suitable for a chaotic being, that power-up only lasts until end of turn.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420667 Yidris, Maelstrom Wielder]] marks the return of the GameBreaker ability Cascade, which basically says, "Every time you cast a spell, Grab a card from the top of your deck. If it has a lower CMC than whatever you just cast, then cast it ''for free''." What is it? What does it do? Is it advantageous right now? Who cares! Random spells in all directions!



* '''Blue/Black/Red/Green''' - The combo of chaos. White represents order and peace, and tries to keep everything in pigeonholes of its own devising. The other four colors are all fine with varying levels of disorder and ambiguity; Green and Red are content to go with the flow, Black employs deception for reasons of self-protection, and Blue follows the evidence regardless of where it goes.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107094 Glint-Eye Nephilim]] is relatively unique as creatures go. Many creatures have a "spy" mechanic wherein you draw a single (rarely, two) cards when they damage an opponent. Glint-Eye Nephilim lets you draw cards ''equal to the damage dealt'', something only [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=153471 one other creature]] can do. Of course, you don't necessarily need all those cards... but that's chaos for you. Besides, its second ability lets you discard those cards to power it up... but, as is suitable for a chaotic being, that power-up only lasts until end of turn.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420667 Yidris, Maelstrom Wielder]] marks the return of the GameBreaker ability Cascade, which basically says, "Every time you cast a spell, Grab a card from the top of your deck. If it has a lower CMC than whatever you just cast, then cast it ''for free''." What is it? What does it do? Is it advantageous right now? Who cares! Random spells in all directions!
* '''Red/Green/White/Blue''' – The combination of altruism. Black believes in individualism to a fault, with ItsAllAboutMe and TheSocialDarwinist descending from that. The other colors, on the other hand, believe in ThePowerOfFriendship: Red embodies ThePowerOfLove (at least [[InformedAbility in flavor]]; developers have struggled to make this into a mechanic for years), White is all about fostering community, Blue loves to share its knowledge (preferably [[InsufferableGenius snottily]]), and Green encourages interdependence and symbiosis.

to:

* '''Blue/Black/Red/Green''' - The combo of chaos. White represents order and peace, and tries to keep everything in pigeonholes of its own devising. The other four colors are all fine with varying levels of disorder and ambiguity; Green and Red are content to go with the flow, Black employs deception for reasons of self-protection, and Blue follows the evidence regardless of where it goes.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107094 Glint-Eye Nephilim]] is relatively unique as creatures go. Many creatures have a "spy" mechanic wherein you draw a single (rarely, two) cards when they damage an opponent. Glint-Eye Nephilim lets you draw cards ''equal to the damage dealt'', something only [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=153471 one other creature]] can do. Of course, you don't necessarily need all those cards... but that's chaos for you. Besides, its second ability lets you discard those cards to power it up... but, as is suitable for a chaotic being, that power-up only lasts until end of turn.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420667 Yidris, Maelstrom Wielder]] marks the return of the GameBreaker ability Cascade, which basically says, "Every time you cast a spell, Grab a card from the top of your deck. If it has a lower CMC than whatever you just cast, then cast it ''for free''." What is it? What does it do? Is it advantageous right now? Who cares! Random spells in all directions!
* '''Red/Green/White/Blue''' – The combination of altruism. Black believes in individualism to a fault, with ItsAllAboutMe and TheSocialDarwinist descending from that. fault; as TheAntiNihilist, it believes that we have to make the best of a world we can't change. The other colors, on the other hand, believe in improving the world through ThePowerOfFriendship: Red embodies ThePowerOfLove (at least [[InformedAbility in flavor]]; developers have struggled to make this into a mechanic for years), White is all about fostering community, Blue loves to share its knowledge (preferably [[InsufferableGenius snottily]]), and Green encourages interdependence and symbiosis.



* '''Green/White/Blue/Black''' - the combo of growth. Red thinks only in the moment, and can be very short-sighted. All the other colors plan for the future in one way or another: White via civilization-building, Green by defending MotherNature, Blue via ForScience and Black because ItsAllAboutMe.

to:

* '''Green/White/Blue/Black''' - the combo of growth. Red is HotBlooded; it thinks only in the moment, and can be very short-sighted.verging into SuicidalOverconfidence. All the other colors plan for the future in one way or another: White via civilization-building, Green by defending MotherNature, Blue via ForScience and Black because ItsAllAboutMe.



* '''White/Blue/Black/Red''' – The colors of artifice. Green believes that MotherNature has all the answers we need; ScienceIsBad and LuddWasRight. The other colors have all tapped into the joy of technology in various ways; White and Blue love progress, Black sees everything as fair game, and Red is the color of creativity.

to:

* '''White/Blue/Black/Red''' – The colors of artifice. Green believes that MotherNature has all the answers we need; ScienceIsBad ScienceIsBad, LuddWasRight, and LuddWasRight.CreativeSterility is okay because if you're InHarmonyWithNature, nature will look out for you. The other colors have all tapped into the joy of technology in various ways; White and Blue love progress, Black sees everything as fair game, and Red is the color of creativity.



!! Magic: ByAllYourPowersCombined

to:

!! Magic: ByAllYourPowersCombinedByYourPowersCombined
16th Nov '16 10:19:08 PM slvstrChung
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* '''Black/Red/Green/White''' - The combo of aggression. They exclude Blue, which is the only color that prefers to slow down and apply AwesomenessByAnalysis. The other four colors all embrace conflict in one way or another; Red is a BloodKnight, Black and Green are both {{Social Darwinist}}s (if for very different reasons), and White has never had a real problem with war as long as the war's on White's terms.
** The [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107091 Dune-Brood Nephilim]], true to its name, turns the land itself into an army of sandy children.

to:

* '''Black/Red/Green/White''' - The combo of aggression. They exclude Blue, which is the only color that prefers to slow down and apply AwesomenessByAnalysis. The other four colors all embrace conflict in one way or another; Red is a BloodKnight, Black and Green are both {{Social Darwinist}}s (if for very different reasons), and White has never had a real problem with war as (as long as the war's on White's terms.
terms).
** The [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107091 Dune-Brood Nephilim]], true to its name, turns the land itself into an army of sandy children. It can only do that when it deals damage to an opponent, encouraging you to attack.



** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107094 Glint-Eye Nephilim]] is all about card-drawing. Many creatures have a "spy" mechanic wherein you draw a single (rarely, two) cards when they damage an opponent. The Glint-Eye Nephilim is [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=153471 one of only two creatures]] that let you draw cards ''equal to the damage dealt''. In addition, while it is fairly small, it can become bigger, thus doing more damage and getting you more cards... if you ''discard'' cards to power it up.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420667 Yidris, Maelstrom Wielder]] marks the return of the GameBreaker ability Cascade, which basically says, "Every time you cast a spell, Grab a card from the top of your deck. If it has a lower CMC than whatever you just cast, then cast it ''for free''." What is it? Who cares! Random spells in all directions!

to:

** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107094 Glint-Eye Nephilim]] is all about card-drawing.relatively unique as creatures go. Many creatures have a "spy" mechanic wherein you draw a single (rarely, two) cards when they damage an opponent. The Glint-Eye Nephilim is lets you draw cards ''equal to the damage dealt'', something only [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=153471 one of only two creatures]] that let other creature]] can do. Of course, you draw cards ''equal to the damage dealt''. In addition, while it is fairly small, it can become bigger, thus doing more damage and getting you more don't necessarily need all those cards... if but that's chaos for you. Besides, its second ability lets you ''discard'' discard those cards to power it up.
up... but, as is suitable for a chaotic being, that power-up only lasts until end of turn.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420667 Yidris, Maelstrom Wielder]] marks the return of the GameBreaker ability Cascade, which basically says, "Every time you cast a spell, Grab a card from the top of your deck. If it has a lower CMC than whatever you just cast, then cast it ''for free''." What is it? What does it do? Is it advantageous right now? Who cares! Random spells in all directions!



** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107092 Ink-Treader Nephilim]] seems to embody some sort of magic-amplifying matrix. Each time it is the sole target of a spell, every other creature on the battlefield that is a legal target becomes one as well. Its very strength is also its drawback, but since when has ''that'' ever been news about altruism.

to:

** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107092 Ink-Treader Nephilim]] seems to embody some sort of magic-amplifying matrix. Each time it is the sole target of a spell, every other creature on the battlefield that is a legal target becomes one as well. Its very strength is also its drawback, drawback -- there's no longer any such thing as a spell that helps only you, or hurts only your opponent -- but since when has ''that'' ever been news about altruism.



** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107090 Witch-Maw Nephilim]] literally feeds on its master's magic, getting permanently stronger each time the controller casts a spell, and once it gets strong enough, nothing can stop it.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420645 Atraxa, Praetors' Voice]] has the ability to "Proliferate" -- anything that's already got a counter on it, gets another one. It also has an ability word on it for each color that composes it, representing the four colors working together in a way that most of these other cards don't.
* '''White/Blue/Black/Red''' – The colors of artifice. Green believes that MotherNature has all the answers we need; it believes ScienceIsBad and LuddWasRight. The other colors have all tapped into the joy of technology in various ways; White and Blue love progress, Black sees everything as fair game, and Red is the color of creativity.

to:

** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107090 Witch-Maw Nephilim]] literally feeds on its master's magic, getting permanently stronger each time the controller casts a spell, and spell. Its starts small, but once it gets strong enough, nothing can stop it.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420645 Atraxa, Praetors' Voice]] has the ability to "Proliferate" -- anything that's already got a counter on it, gets another one. It also has an ability word on it for each color that composes it, representing the four colors working together in a way that most of these other cards don't.
one.
* '''White/Blue/Black/Red''' – The colors of artifice. Green believes that MotherNature has all the answers we need; it believes ScienceIsBad and LuddWasRight. The other colors have all tapped into the joy of technology in various ways; White and Blue love progress, Black sees everything as fair game, and Red is the color of creativity.



** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420646 Breya, Etherium Shaper]] can create artifacts. Afterwards, it can then consume artifacts to create various benefits.

to:

** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420646 Breya, Etherium Shaper]] can create artifacts. Afterwards, it can then consume artifacts to create various benefits.
benefits. To make sure you can get at least one use out of her, she creates two artifacts when she enters play.
16th Nov '16 10:02:57 PM slvstrChung
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The colors can also combine in trios or even quartets. The most common trios have two colors that oppose each other and one color that both are allied with, usually indicating that the allied color is the "dominant" of the triumvirate.

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The colors can also combine in trios or even quartets.trios. The most common trios have two colors that oppose each other and one color that both are allied with, usually indicating that the allied color is the "dominant" of the triumvirate.



'''THE NEPHILIM'''
The only four-color cards in the game, the five Nephilim are mysterious beings. They tend not to be personally very powerful, but can have impressive effects on the game itself, which seem to be the result of being composed of four colors, each of which is allied with one and opposed to two, with their ally being allied to and opposed to one each of its’ opponents. The complexity of the color interaction and the scarcity of cards means little can be inferred about the behavioral tendencies of these combinations. They debuted in Ravnica, the block focused on color pairings. Wizards had said that the Nephilim would be important in future sets, but with ''Dragon's Maze'', the last ''Return to Ravnica'' set, about to see release, they've since clarified that an apparent lack of player interest, along with Dragon's Maze being a small set, prevented any more from being present on this go-round.
An easier way to look at four-color combinations would be to take everything these four colors represent, and remove everything that is associated with the fifth from them.

''BLACK/RED/GREEN/WHITE'' – [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107091 Dune-Brood Nephilim]]
The Dune-Brood, true to its name, turns the land itself into an army of sandy children.

''BLUE/BLACK/RED/GREEN'' – [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107094 Glint-Eye Nephilim]]
Many creatures have a "spy" mechanic wherein you draw a single (rarely, two) cards when they damage an opponent. The Glint-Eye Nephilim is [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=153471 one of only two creatures]] that let you draw cards ''equal to the damage dealt''. In addition, while it is fairly small, it can become bigger, thus doing more damage and getting you more cards...if you ''discard'' cards.

''RED/GREEN/WHITE/BLUE'' – [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107092 Ink-Treader Nephilim]]
A creature with a spectacular ability; it seems to embody some sort of magic-amplifying matrix. Each time it is the sole target of a spell, every other creature on the battlefield that is a legal target becomes one as well.

''GREEN/WHITE/BLUE/BLACK'' – [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107090 Witch-Maw Nephilim]]
This creature literally feeds on its master's magic, getting permanently stronger each time the controller casts a spell, and once it gets strong enough, nothing can stop it.

''WHITE/BLUE/BLACK/RED'' – [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107093 Yore-Tiller Nephilim]]
This Nephilim has the ability to overcome death to bring in allies on its side, which going by its name seems to be based on an ability to dig back into time itself.

'''FIVE MAGICS'''
* When all the colors come together, it is of course for something that embodies aspects of all five colors simultaneously. They are usually extremely powerful, versatile, or both, especially for their cost, as the difficulty of "hard-casting" something that has at least one mana of each color means the card had better be worth it. If it is a spell, it is usually a combo effect of some kind, rarely doing one thing; if it's a creature, it's either extremely large for its cost, has a wide array of abilities, or both.
** The Slivers, an (at least partially) engineered HiveMind race of BeePeople, have subspecies in each color; the first official five-color card was the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5233 Sliver Queen]], the mother of the entire species. Each time the Slivers have been brought back in the game (as has [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=207915 happened]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136146 three]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=383385 times]]) they have received a new five-color "commander", a legendary Sliver with a powerful ability.
*** A similar idea, but more of a joke one, was done with the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=31834 Atogatog]]; other subspecies of Atogs had been printed for each color, but the Atogatog was at once their ruler and a predator upon the species. This has also been done more seriously with dragons—the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=116745 Scion of the Ur-Dragon]], referencing the five legendary Dragons from the Invasion set—and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159408 scarecrows]], from Shadowmoor.
** The first card to create an on-the-card alternate winning condition was [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=109718 Coalition Victory]], which emphasized the idea that if all five colors could work together, the resulting alliance would be greater than the sum of its parts.
** The first artifact that was all colors didn't, in fact, have all five mana colors in its casting cost; it had a colorless casting cost, but had rules indicating it was to be treated as being all five colors. The [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107362 Transguild Courier]] golem was intended as a diplomatic courier sent between the guilds of Ravnica.
** The block that dealt the most with five-color cards was Alara, which had six in its latter two sets--which only made sense, as the story was about five demi-planes with access to limited colors of mana being forced back together into a "true" five-color plane. The planeswalker Nicol Bolas began nudging and tugging the shards back to their original state, and the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=179437 conflux]] resulted in devastation and powerful new melding of magic and creatures, as well as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=244675 one of the single most unkillable creatures in Magic history]], more or less a PhysicalGod and the soul of the healed plane.
** The culmination of Urza's work was the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=135242 Legacy Weapon]], the weapon that ended the threat of Yawgmoth forever. In card form it has a colorless casting cost, but its activated ability uses one mana of each color to exile (as in make DeaderThanDead) anything that doesn't have some kind of protection against it.
*** In the same vein, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=288992 Door To Nothingness]] is one of the few cards with the power to instantly end the game. [[AwesomeButImpractical At two of each mana, this ability requires sublime and specific energy reserves.]]
** Taysir of Rabiah was billed as the most powerful Planeswalker in Magic before Urza came along. He was formed from a fusion of five versions of the same man from parallel dimensions, each of whom was aligned with one color, and to this day is the only Planeswalker known to have mastered all five colors of magic.

to:

'''THE NEPHILIM'''
The
!!Magic: Four's Company
For a long time, there were
only five four-color cards in the game, the five Nephilim are mysterious beings. game. They tend not to be personally very powerful, but can have impressive effects on the game itself, which seem to be the result of being composed of four colors, each of which is allied with one and opposed to two, with their ally being allied to and opposed to one each of its’ opponents. The complexity of the color interaction and the scarcity of cards means little can be inferred about the behavioral tendencies of these combinations. They debuted in Ravnica, the block focused on color pairings. Wizards had said that were called the Nephilim would be important and appeared only in future sets, but with ''Dragon's Maze'', the last ''Return Ravnica sets. Though clearly set up as something important, they [[RedHerring never amounted to Ravnica'' set, about to see release, they've since clarified that an apparent lack anything in terms of plot]]; player interest, along with Dragon's Maze being a small set, prevented any more from being present on this go-round.
An easier way
response to look at them was not enthusiastic enough to warrant revisiting them during the "Return to Ravnica" block. (Maybe in Return To Return To Ravnica?) They were also not Legendary creatures, to the disappointment of [=EDH=] & Commander players everywhere. However, as of 2016, Wizards finally started created Commander-oriented 4-color legendaries, satisfying of the fanbase's biggest requests. In doing so, they finally nailed down what each of the four-color combinations would be stands for. This was done by taking the one quality that each color represents and finding its opposite, which (by necessity) the other four share to take everything these one degree or another.
* '''Black/Red/Green/White''' - The combo of aggression. They exclude Blue, which is the only color that prefers to slow down and apply AwesomenessByAnalysis. The other
four colors represent, all embrace conflict in one way or another; Red is a BloodKnight, Black and remove everything that is associated Green are both {{Social Darwinist}}s (if for very different reasons), and White has never had a real problem with war as long as the fifth from them.

''BLACK/RED/GREEN/WHITE'' –
war's on White's terms.
** The
[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107091 Dune-Brood Nephilim]]
The Dune-Brood,
Nephilim]], true to its name, turns the land itself into an army of sandy children.

''BLUE/BLACK/RED/GREEN'' –
children.
**
[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420658 Saskia the Unyielding]] allows you to designate an opponent who will take damage no matter what you do or who you attack.
* '''Blue/Black/Red/Green''' - The combo of chaos. White represents order and peace, and tries to keep everything in pigeonholes of its own devising. The other four colors are all fine with varying levels of disorder and ambiguity; Green and Red are content to go with the flow, Black employs deception for reasons of self-protection, and Blue follows the evidence regardless of where it goes.
** [[http://gatherer.wizards.com/Pages/Card/Details.
aspx?multiverseid=107094 Glint-Eye Nephilim]]
Nephilim]] is all about card-drawing. Many creatures have a "spy" mechanic wherein you draw a single (rarely, two) cards when they damage an opponent. The Glint-Eye Nephilim is [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=153471 one of only two creatures]] that let you draw cards ''equal to the damage dealt''. In addition, while it is fairly small, it can become bigger, thus doing more damage and getting you more cards... if you ''discard'' cards.

''RED/GREEN/WHITE/BLUE'' –
cards to power it up.
**
[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107092 Ink-Treader Nephilim]]
A creature with a spectacular ability; it seems to embody some sort
aspx?multiverseid=420667 Yidris, Maelstrom Wielder]] marks the return of magic-amplifying matrix. Each the GameBreaker ability Cascade, which basically says, "Every time it is the sole target of you cast a spell, every Grab a card from the top of your deck. If it has a lower CMC than whatever you just cast, then cast it ''for free''." What is it? Who cares! Random spells in all directions!
* '''Red/Green/White/Blue''' – The combination of altruism. Black believes in individualism to a fault, with ItsAllAboutMe and TheSocialDarwinist descending from that. The
other creature colors, on the battlefield that other hand, believe in ThePowerOfFriendship: Red embodies ThePowerOfLove (at least [[InformedAbility in flavor]]; developers have struggled to make this into a mechanic for years), White is a legal target becomes one as well.

''GREEN/WHITE/BLUE/BLACK'' –
all about fostering community, Blue loves to share its knowledge (preferably [[InsufferableGenius snottily]]), and Green encourages interdependence and symbiosis.
**
[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107090 Witch-Maw Nephilim]]
This
aspx?multiverseid=107092 Ink-Treader Nephilim]] seems to embody some sort of magic-amplifying matrix. Each time it is the sole target of a spell, every other creature literally feeds on the battlefield that is a legal target becomes one as well. Its very strength is also its master's magic, getting permanently stronger each time the controller casts a spell, and once it gets strong enough, nothing can stop it.

''WHITE/BLUE/BLACK/RED'' –
drawback, but since when has ''that'' ever been news about altruism.
**
[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420653 Kynaios and Tiro of Meletis]] are a pair of (male) soldiers from the plane of Theros. They are extremely defensive, and also hand out free gifts by letting every player either draw a card or play an extra land. (In fact, the person who controls them gets the short end of that stick; they don't get the "play an extra land" option!)
* '''Green/White/Blue/Black''' - the combo of growth. Red thinks only in the moment, and can be very short-sighted. All the other colors plan for the future in one way or another: White via civilization-building, Green by defending MotherNature, Blue via ForScience and Black because ItsAllAboutMe.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107090 Witch-Maw Nephilim]] literally feeds on its master's magic, getting permanently stronger each time the controller casts a spell, and once it gets strong enough, nothing can stop it.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420645 Atraxa, Praetors' Voice]] has the ability to "Proliferate" -- anything that's already got a counter on it, gets another one. It also has an ability word on it for each color that composes it, representing the four colors working together in a way that most of these other cards don't.
* '''White/Blue/Black/Red''' – The colors of artifice. Green believes that MotherNature has all the answers we need; it believes ScienceIsBad and LuddWasRight. The other colors have all tapped into the joy of technology in various ways; White and Blue love progress, Black sees everything as fair game, and Red is the color of creativity.
** [[http://gatherer.wizards.com/Pages/Card/Details.
aspx?multiverseid=107093 Yore-Tiller Nephilim]]
This Nephilim
Nephilim]] has the ability to overcome death to bring in allies on its side, which going by its name seems to be based on an ability to dig back into time itself.

'''FIVE MAGICS'''
*
itself. This actually embodies a different quality of the other four colors: Green, above all, respects the cycle of life and death, whereas the other four are willing to corrupt or sidestep it in various means and with various levels of efficiency. (As implied above, the Nephilim cards were designed before the foursomes had their themes nailed down, so it's less surprising that some of them stick out like sore thumbs and more surprising that only ''one'' of them does.)
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420646 Breya, Etherium Shaper]] can create artifacts. Afterwards, it can then consume artifacts to create various benefits.

!! Magic: ByAllYourPowersCombined
When all the colors come together, it is of course for something that embodies aspects of all five colors simultaneously. They are usually extremely powerful, versatile, or both, especially for their cost, as the difficulty of "hard-casting" something that has at least one mana of each color means the card had better be worth it. If it is a spell, it is usually a combo effect of some kind, rarely doing one thing; if it's a creature, it's either extremely large for its cost, has a wide array of abilities, or both.
** * The Slivers, an (at least partially) engineered HiveMind race of BeePeople, have subspecies in each color; the first official five-color card was the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5233 Sliver Queen]], the mother of the entire species. Each time the Slivers have been brought back in the game (as has [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=207915 happened]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136146 three]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=383385 times]]) they have received a new five-color "commander", a legendary Sliver with a powerful ability.
*** ** A similar idea, but more of a joke one, was done with the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=31834 Atogatog]]; other subspecies of Atogs had been printed for each color, but the Atogatog was at once their ruler and a predator upon the species. This has also been done more seriously with dragons—the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=116745 Scion of the Ur-Dragon]], referencing the five legendary Dragons from the Invasion set—and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159408 scarecrows]], from Shadowmoor.
** * The first card to create an on-the-card alternate winning condition was [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=109718 Coalition Victory]], which emphasized the idea that if all five colors could work together, the resulting alliance would be greater than the sum of its parts.
** * The first artifact that was all colors didn't, in fact, have all five mana colors in its casting cost; it had a colorless casting cost, but had rules indicating it was to be treated as being all five colors. The [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107362 Transguild Courier]] golem was intended as a diplomatic courier sent between the guilds of Ravnica.
** * The block that dealt the most with five-color cards was Alara, which had six in its latter two sets--which only made sense, as the story was about five demi-planes with access to limited colors of mana being forced back together into a "true" five-color plane. The planeswalker Nicol Bolas began nudging and tugging the shards back to their original state, and the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=179437 conflux]] resulted in devastation and powerful new melding of magic and creatures, as well as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=244675 one of the single most unkillable creatures in Magic history]], more or less a PhysicalGod and the soul of the healed plane.
** * The culmination of Urza's work was the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=135242 Legacy Weapon]], the weapon that ended the threat of Yawgmoth forever. In card form it has a colorless casting cost, but its activated ability uses one mana of each color to exile (as in make DeaderThanDead) anything that doesn't have some kind of protection against it.
*** ** In the same vein, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=288992 Door To Nothingness]] is one of the few cards with the power to instantly end the game. [[AwesomeButImpractical At two of each mana, this ability requires sublime and specific energy reserves.]]
** * Taysir of Rabiah was billed as the most powerful Planeswalker in Magic before Urza came along. He was formed from a fusion of five versions of the same man from parallel dimensions, each of whom was aligned with one color, and to this day is the only Planeswalker known to have mastered all five colors of magic.
9th Nov '16 1:36:02 PM nombretomado
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Blue and Green don't get along because of their attitudes towards the world, nature in particular, which boil down to HarmonyVersusDiscipline. Green believes that StatusQuoIsGod: "if it ain't broke, don't fix it." This tends to result in thinking ScienceIsBad for meddling with ThingsManWasNotMeantToKnow. Blue, on the other hand, is trying to figure out how to [[JonathanCoulton build a half-monkey half-pony to please you]]. Blue loves technology, and has a number of spells that work well with artifacts; while less common, it also has some expensive and eye-popping effects in enchantment form. Green hates tech, and currently has the best artifact- and enchantment-destruction in the game. In fact, ''the'' artifact- and enchantment-destruction spell, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249 Disenchant]], was permanently moved from White to Green (as "[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=207336 Naturalize]]") after ThePowersThatBe realized it belonged there better. Blue is progressive and wants to actively improve things, while Green is conservative and thinks that if change happens, it should come about organically.

to:

Blue and Green don't get along because of their attitudes towards the world, nature in particular, which boil down to HarmonyVersusDiscipline. Green believes that StatusQuoIsGod: "if it ain't broke, don't fix it." This tends to result in thinking ScienceIsBad for meddling with ThingsManWasNotMeantToKnow. Blue, on the other hand, is trying to figure out how to [[JonathanCoulton [[Music/JonathanCoulton build a half-monkey half-pony to please you]]. Blue loves technology, and has a number of spells that work well with artifacts; while less common, it also has some expensive and eye-popping effects in enchantment form. Green hates tech, and currently has the best artifact- and enchantment-destruction in the game. In fact, ''the'' artifact- and enchantment-destruction spell, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249 Disenchant]], was permanently moved from White to Green (as "[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=207336 Naturalize]]") after ThePowersThatBe realized it belonged there better. Blue is progressive and wants to actively improve things, while Green is conservative and thinks that if change happens, it should come about organically.
30th Oct '16 11:30:15 AM nombretomado
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* VideoGame/KidIcarus has the benevolent([[HarveyBirdmanAttorneyAtLaw ish]]) goddess Palutena as the wise and intellectual goddess of Light. She provides her [[MistressAndServantBoy angelic agent]], Pit, with tactical advice and bestows magical power onto him. She also has no qualms about blasting monsters with [[LightEmUp giant heavenly laser beams]] if necessary.

to:

* VideoGame/KidIcarus has the benevolent([[HarveyBirdmanAttorneyAtLaw benevolent ([[WesternAnimation/HarveyBirdmanAttorneyAtLaw ish]]) goddess Palutena as the wise and intellectual goddess of Light. She provides her [[MistressAndServantBoy angelic agent]], Pit, with tactical advice and bestows magical power onto him. She also has no qualms about blasting monsters with [[LightEmUp giant heavenly laser beams]] if necessary.
30th Sep '16 6:58:16 AM Ur-Sharth
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* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=391924 Silumgar and his brood]] from Tarkir. Arrogant and self-centered, they formerly laid raids and stole treasures from the Sultai clan (not very nice themselves), but revealed further malevolence by going back on their words and [[spoiler:utterly enslaving the Sultai]].

to:

* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=391924 Silumgar and his brood]] from Tarkir. Arrogant and self-centered, they formerly laid raids and stole treasures from the Sultai clan (not very nice themselves), but revealed further malevolence by going back on their words and [[spoiler:utterly enslaving the Sultai]].
Sultai. After 1, 280 years in which Silumgar has ruled, he pragmatically rewards power and sheer ambition (as long as it poses no threat to him), making his Clan the only where non-dragons might rule over dragons]].
29th Sep '16 2:43:39 PM Ur-Sharth
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* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=ojutai%2C+soul+of+winter Ojutai and his brood]] from Tarkir are a ''very'' negative example. Like most dragons, they hunted the native mortals with impunity, the particular reasons for doing this not being very clear, freezing humans and other beings with their ice breaths. After [[spoiler:Shun Yun surrenders the Jeskai clan]], Ojutai goes full tyrant, demanding the death of every warrior that has slain a dragon and going full OrwellianEditor, demanding history to be rewritten in his favour, down to erasing the words "khan" and "clan".

to:

* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=ojutai%2C+soul+of+winter Ojutai and his brood]] from Tarkir are a ''very'' negative example. Like most dragons, they hunted the native mortals with impunity, the particular reasons for doing this not being very clear, freezing humans and other beings with their ice breaths. After [[spoiler:Shun Yun surrenders the Jeskai clan]], Ojutai goes full tyrant, demanding the death of every warrior that has slain a dragon and going full OrwellianEditor, demanding history to be rewritten in his favour, down to erasing the words "khan" and "clan".
"clan". After 1,280 years of ruling, the dragons are revered by the clan (a word that was readmitted) as spiritual teachers and masters, who have enough respect that they may kill a non-dragon of the Clan as they please. The dragons themselves, however, have proven to be influenced by their contact with normal humans enough that they mellowed out, with Ojutai valuing the drive to seek knowledge in his favorite pupil Narset more than his own rules.



* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=391866 Kolaghan and her brood]] are an example of a [[spoiler:semi-benevolent]] group associated with this colour combination. On the one hand, they cause death and destruction wherever they go, not really caring about the damage they make or the lives they end. On the other, [[spoiler:unlike the other dragon clans, they didn't have any interest in enslaving the Mardu, and instead willingly allowed them to join forces with them, provided they keep up with their speed]].

to:

* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=391866 Kolaghan and her brood]] are an example of a [[spoiler:semi-benevolent]] group associated with this colour combination. On the one hand, they cause death and destruction wherever they go, not really caring about the damage they make or the lives they end. [[spoiler: After 1,280 years in the new timeline, the Clan that fell under her dominion degenerated into a horde of bloodthirsty cannibals that wage war and crush civilizations just to stave off the wrath of their dragonlord. Kolaghan values freedom the most, included freedom from law, civilization and honor, with her Clan emulating her out of fear of her wrath.]] On the other, [[spoiler:unlike the other dragon clans, they initially didn't have any interest in enslaving the Mardu, and instead willingly allowed them to join forces with them, provided they keep up with their speed]].
speed.]]
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