History MagicTheGathering / ColorTropes

15th Aug '16 10:45:27 PM Ghostninja109
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* TheSociopath: At its worst.

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* TheSociopath: At its worst. Blue is more prone to this due to being the color least concerned with emotions.



** MagmaMan

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** MagmaManMagmaMan: Red already has fire and the geological aspect of earth under its belt, so it's only natural that cards involving lava are also red.



* EvilLuddite[=/=]EvilReactionary: Green can be this when its focus on tradition is taken too far.



* GoodOldWays: Tradition is one of the things that green represents.



* SuperStrength: Green has many terrifyingly large creatures, following from its emphasis on growth.

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* SuperStrength: Green has many terrifyingly large creatures, following from its emphasis on growth. It also has a lot of spells that boost power and toughness, often to a greater degree than other colors.
1st Aug '16 4:43:12 AM Gadjiltron
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** White's playstyle also falls into this trope - White has a lot of token generation, and its theme of teamwork manifests through White stalling out the opponent, amassing a huge army, and crushing them in a ZergRush or winning through [[WeHaveReserves attrition]].



* OurDemonsAreDifferent: Black's iconic large creature, in gameplay they require regular sacrifices of creatures (usually humans) or they will deal damage to their player.

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* OurDemonsAreDifferent: Black's iconic large creature, in gameplay they require regular sacrifices of creatures (usually humans) a cost to maintain or they will deal damage impose a downside to their player.



* ZombieApocalypse: Black's standard creature tokens are 2/2 Zombies. While relatively small, Black has a number of ways to flood the board with large numbers of them.

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* ZombieApocalypse: Black's standard creature tokens are 2/2 Zombies. While relatively small, Black has a number of ways to flood the board with large numbers of them. Exemplified with [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=262669 its namesake card].



* AttackAttackAttack: Red has the majority of creatures with the "cannot block" and "attacks each turn if able" abilities, and a variety of other effects like [[http://magiccards.info/roe/en/157.html Lust for War]] that force creatures to charge recklessly into battle.

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* AttackAttackAttack: Red has the majority of creatures with the "cannot block" and "attacks each turn if able" abilities, and a variety of other effects like [[http://magiccards.info/roe/en/157.html Lust for War]] that force creatures to charge recklessly into battle. Mono-red decks also have a tendency to "race" with the opponent - attacking with their creatures to reduce their opponent's life faster than their opponent can do to them, without concern for blocking.



** Mono-red decks generally focus on putting down early hard-hitting creatures or creatures with haste (so they can attack right away) and attacking away at the opponent into submission before they can set up their defenses or field their bigger creatures, and finishing the game with direct damage. The moment they run out of steam, have their army taken out, and/or can't reliably damage the opponent any more is often the moment they lose.



* KillItWithFire: Cards such as [[http://magiccards.info/ia/en/194.html Incinerate]], [[http://magiccards.info/be/en/142.html Disintegrate]], and [[http://magiccards.info/in/en/164.html Scorching Lava]] prevent the burnt creature from regenerating, representing the flavor of burning the body to prevent it from healing.

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* KillItWithFire: Cards such as [[http://magiccards.info/ia/en/194.html Incinerate]], [[http://magiccards.info/be/en/142.html Disintegrate]], and [[http://magiccards.info/in/en/164.html Scorching Lava]] prevent the burnt creature from regenerating, representing the flavor of burning the body to prevent it from healing. Some go the extra mile and exile the creature instead of putting it in the graveyard, making it so burnt that necromancy cannot reform it.


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* MightyGlacier: The general playstyle of mono-Green decks, if not focused on "green weenies" detailed above, often involves devoting their first few turns to getting as many lands into play as possible so they can summon their big creatures a few turns earlier than normal. They may be vulnerable and lack defenses but once they fully utilize their wealth of mana there is little stopping them.
1st Aug '16 4:03:02 AM Gadjiltron
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* DifficultButAwesome: Blue's countermagic is known to be difficult to grasp by new players especially when they do not have a proper idea of what threats are worth expending the counterspell upon, and is often their first introduction to the concept of the stack. Mastering this is usually key to successfully using a blue deck, since otherwise its creatures and removal are relatively unimpressive.
13th Jun '16 3:34:33 PM silver06
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22nd May '16 1:46:02 PM Luigifan
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* TheSpock: Blue's focus n rationality, logic, and emotional detachment frequently leads Blue characters to play this role.

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* TheSpock: Blue's focus n on rationality, logic, and emotional detachment frequently leads Blue characters to play this role.



* EvilCannotComprehendGood: An arguable example, but "personifying" Black in certain Wizards articles suggests that Black cannot honestly believe that anyone thinks differently than it does, defending its amorality with AtLeastIAdmitIt. White seems especially hypocritical to Black because Black is certain that nothing could ''really'' be that dedicated to altruism.

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* EvilCannotComprehendGood: An arguable example, but "personifying" Black in certain Wizards articles suggests that Black cannot honestly cannot believe that anyone thinks differently than it does, defending its amorality with AtLeastIAdmitIt. White seems especially hypocritical to Black because Black is certain that nothing could ''really'' be that dedicated to altruism.



* NurtureOverNature: Like Blue, Black believes in the ''tabula rasa'', and that anyone can become anything they choose. At its noblest, it promotes the ideal of self-sufficiency, with power being a means towards that goal.

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* NurtureOverNature: Like Blue, Black believes in the ''tabula rasa'', and that anyone can become anything they choose. At its noblest, it promotes [[http://luigifan18.deviantart.com/art/Self-Sufficiency-193043248 the ideal of self-sufficiency, self-sufficiency]], with power being a means towards that goal.
11th May '16 2:48:15 PM Theriocephalus
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* DeathWorlds: What evil Green powers, such as the Green Phyrexians, ultimately seek to turn the lands they take over into--savage wildernesses full of ferocious monsters constantly preying on one another, where there is no law but the law of the jungle and no order but the food chain.

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* DeathWorlds: DeathWorld: What evil Green powers, such as the Green Phyrexians, ultimately seek to turn the lands they take over into--savage wildernesses full of ferocious monsters constantly preying on one another, where there is no law but the law of the jungle and no order but the food chain.
11th May '16 2:47:51 PM Theriocephalus
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%%* TheSpock
%%* TheSmartGuy

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%%* TheSpock
%%* TheSmartGuy
* TheSpock: Blue's focus n rationality, logic, and emotional detachment frequently leads Blue characters to play this role.



%%* HotBlooded

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%%* HotBlooded* HotBlooded: Red characters are frequently this, due to Red being the color of emotion, feeling, and acting now and thinking never.



* DeathWorlds: What evil Green powers, such as the Green Phyrexians, ultimately seek to turn the lands they take over into--savage wildernesses full of ferocious monsters constantly preying on one another, where there is no law but the law of the jungle and no order but the food chain.



** The Gaea’s Avenger variant also comes into play fairly often, such as with the planeswalker Garruk Wildspeaker or with the card [[http://magiccards.info/aq/en/63.html Gaea’s Avenger]].



* NoCureForEvil: Like in White, some Green characters with healing powers can be evil.

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* NoCureForEvil: Averted. Like in White, some Green characters with healing powers can be evil.
20th Apr '16 1:00:08 PM Theriocephalus
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* GianEnemyCrab: The [[http://magiccards.info/query?q=t%3Acrab&v=card&s=cname Crab]] creature type is exclusively blue, as is typical for large sea monster-type creatures.

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* GianEnemyCrab: GiantEnemyCrab: The [[http://magiccards.info/query?q=t%3Acrab&v=card&s=cname Crab]] creature type is exclusively blue, as is typical for large sea monster-type creatures.
20th Apr '16 12:59:48 PM Theriocephalus
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Added DiffLines:

* GianEnemyCrab: The [[http://magiccards.info/query?q=t%3Acrab&v=card&s=cname Crab]] creature type is exclusively blue, as is typical for large sea monster-type creatures.
18th Apr '16 5:53:49 AM Theriocephalus
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%%* {{Pride}}

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%%* {{Pride}}* {{Pride}}: On of this color's main issues. It is the color of zealotry, and White can have a hard time accepting it is wrong.



%%* ForScience

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%%* ForScience* ForScience: Progress for progress' sake is often the only motivation Blue needs or wants.



* LamarckWasRight: [[TheSocialDarwinist And all that such entails]].

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%%* LamarckWasRight:
* LamarckWasRight: [[TheSocialDarwinist And all that such entails]].TheLostWoods: The basic green land is forests, and coupled with Green's love of giant monsters and the untamed wilderness, this trope is definitely in play.



* NatureVsNurture: Takes nature's side, obviously. Green believes you are dictated by your genes/fate/God/whatever.

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* NatureVsNurture: Takes nature's side, obviously. Green believes you your nature and fate are dictated by your genes/fate/God/whatever.
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