History UsefulNotes / MagicTheGathering

23rd Mar '16 6:20:42 PM Luigifan
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* Reducing your opponent's life total from 20 to 0 (by far the most common)

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* Reducing your opponent's life total from 20 to 0 (by far the most common)common).



* '''Blue:''' (Island) The color of cold: logic, reason, MakingASplash, BlowYouAway, and TheTrickster. Blue's intellect makes it good at strategy and research, but it has nothing but contempt for [[ThePowerOfLove The Powers of Love]] and [[ThePowerOfFriendship Friendship]], so it can be distant and uncaring. The strengths of blue include the ability to [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5677 draw extra cards]], a wide array of powerful spells, and the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=178092 ability]] to [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=153966 counter]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=111057 enemy]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4706 effects]]. Blue is also the color of AwesomenessByAnalysis, allowing it to [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=176435 work]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=8883 best]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=51634 with]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194980 artifacts]], and is able to apply raw power to simply alter reality, getting a new, unusual, unique effect (which has caused problems in the past; look no further than the [[GameBreaker/MagicTheGathering Power Nine]], of which six are artifacts, and the other three are blue). They have trouble causing damage, as most blue creatures are quite weak; further, blue is a slow starter, and involves a lot ''re''action instead of action. However, blue is ''the'' color of strategy, and given enough time it can become a powerhouse of steady damage behind an [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=10421 impenetrable wall]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=19809 of defense]]. A more in-depth discussion of blue can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr84 here]]. Blue has historically been the strongest color in Magic, due to its power set; card drawing alone is a borderline GameBreaker, since every card you draw is another chance to win the game.
* '''Black:''' (Swamp) The color of ambition: death, [[ItsAllAboutMe selfishness]], [[DespairEventHorizon despair]], and power at all costs (but [[DarkIsNotEvil not necessarily evil]] -- black is also the color of self-improvement, individualism, and {{Anti Hero}}es). Black's strength is death; they can [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=45988 kill]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83046 enemy]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=6097 creatures]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=174967 quickly]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=50210 cheaply]], and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=21160 bring]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=21155 their]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83220 own]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=10655 creatures]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5629 back]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48588 from]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=6103 the grave]]. Black can use [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129544 fear]] to make its creatures almost unstoppable, and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=27171 force]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4653 your]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=24619 opponent]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29746 to]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5187 discard]]. [[YouCantMakeAnOmelette Black is among the most versatile of colors,]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=69 willing]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29952 to]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15193 do]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=89088 anything]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29953 make]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=20361 any]] [[DealWithTheDevil dark]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3629 deal]], in order to achieve their goals, but often at the cost of AnArmAndALeg--literally. "CastFromHitPoints" is a rare penalty in the other colors, a way of life in Black. "IDidWhatIHadToDo," indeed. In addition, a good chunk of its spells can't be used against certain creatures, most often black creatures themselves (artifact creatures being a second, green creatures being a far third), or care about creature types. Lastly, Black can have trouble with a target if it's not a creature or player; enchantments particularly can stymie a black mage. A more in-depth discussion of black can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr109 here]].

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* '''Blue:''' (Island) The color of cold: logic, reason, MakingASplash, BlowYouAway, and TheTrickster. Blue's intellect makes it good at strategy and research, but it has nothing but contempt for [[ThePowerOfLove The Powers of Love]] and [[ThePowerOfFriendship Friendship]], so it can be distant and uncaring. The strengths of blue include the ability to [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5677 draw extra cards]], a wide array of powerful spells, and the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=178092 ability]] to [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=153966 counter]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=111057 enemy]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4706 effects]]. Blue is also the color of AwesomenessByAnalysis, allowing it to [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=176435 work]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=8883 best]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=51634 with]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194980 artifacts]], and is able to apply raw power to simply alter reality, getting a new, unusual, unique effect (which has caused problems in the past; look no further than the [[GameBreaker/MagicTheGathering Power Nine]], of which six are artifacts, and the other three are blue). They have trouble causing damage, as most blue creatures are quite weak; further, blue is a slow starter, and involves a lot of ''re''action instead of action. However, blue is ''the'' color of strategy, and given enough time time, it can become a powerhouse of steady damage behind an [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=10421 impenetrable wall]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=19809 of defense]]. A more in-depth discussion of blue can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr84 here]]. Blue has historically been the strongest color in Magic, due to its power set; card drawing alone is a borderline GameBreaker, since every card you draw is another chance to win the game.
* '''Black:''' (Swamp) The color of ambition: death, [[ItsAllAboutMe selfishness]], [[DespairEventHorizon despair]], and power at all costs (but [[DarkIsNotEvil not necessarily evil]] -- black is also the color of self-improvement, individualism, and {{Anti Hero}}es). Black's strength is death; they can [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=45988 kill]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83046 enemy]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=6097 creatures]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=174967 quickly]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=50210 cheaply]], and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=21160 bring]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=21155 their]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83220 own]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=10655 creatures]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5629 back]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48588 from]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=6103 the grave]]. Black can use [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129544 fear]] to make its creatures almost unstoppable, and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=27171 force]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4653 your]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=24619 opponent]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29746 to]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5187 discard]]. [[YouCantMakeAnOmelette Black is among the most versatile of colors,]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=69 willing]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29952 to]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15193 do]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=89088 anything]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29953 make]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=20361 any]] [[DealWithTheDevil dark]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3629 deal]], in order to achieve their goals, but often at the cost of AnArmAndALeg--literally.AnArmAndALeg -- literally. "CastFromHitPoints" is a rare penalty in the other colors, a way of life in Black. "IDidWhatIHadToDo," indeed. In addition, a good chunk of its spells can't be used against certain creatures, most often black creatures themselves (artifact creatures being a second, green creatures being a far third), or care about creature types. Lastly, Black can have trouble with a target if it's not a creature or player; enchantments particularly can stymie a black mage. A more in-depth discussion of black can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr109 here]].



* '''Green:''' (Forest) The color of life: GreenThumb, beasts, nature, instinct. Green can be [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=130506 highly dangerous]] due to its [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136288 unthinking primal tendencies]]; on the other hand, Green can also be [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3150 tender]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=11517 nurturing]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=11540 even peaceful]]. The rare Green villain rages [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159215 against the corrupting influence]] of [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3970 civilization and artifice]], but Green also ''defines'' the NatureHero. Green creatures [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=22892 have]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4505 the]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=35166 strongest]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=8820 stats]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=39669 making]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=121264 them]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=152068 mountains]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=24671 on]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74613 the]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83977 battlefield]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23120 and]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184692 many]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=146777 of]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=12433 its]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=122367 spells]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5720 make]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=26838 those]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=81702 creatures]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74049 even]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=75366 stronger]]; however, Green has difficulty dealing direct damage and destroying enemy creatures. Green is a color that lacks flying and other evasive creatures, causing them difficulty in punching through some defenses, though it's also one of the better colors for defense against aerial attacks. Green is also the "[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=10422 mana color]]," having the most ways to get [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=49437 land into play]], the most [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189878 creatures that can make mana]], and has [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2203 the easiest time]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73565 generating mana of]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=139502 the other four colours]]. Green is typically seen as BoringButPractical, being good for beginners and the foundation of many-colored decks but lacking the flash, dazzle and jaw-drop factors of the other colors. A more in-depth discussion of green can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr43 here]].

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* '''Green:''' (Forest) The color of life: GreenThumb, beasts, nature, instinct. Green can be [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=130506 highly dangerous]] due to its [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136288 unthinking primal tendencies]]; on the other hand, Green can also be [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3150 tender]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=11517 nurturing]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=11540 even peaceful]]. The rare Green villain rages [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159215 against the corrupting influence]] of [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3970 civilization and artifice]], but Green also ''defines'' the NatureHero. Green creatures [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=22892 have]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4505 the]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=35166 strongest]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=8820 stats]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=39669 making]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=121264 them]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=152068 mountains]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=24671 on]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74613 the]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83977 battlefield]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23120 and]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184692 many]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=146777 of]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=12433 its]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=122367 spells]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5720 make]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=26838 those]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=81702 creatures]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74049 even]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=75366 stronger]]; however, Green has difficulty dealing direct damage and destroying enemy creatures. Green is a color that lacks flying and other evasive creatures, causing them difficulty in punching through some defenses, though it's also one of the better colors for defense against aerial attacks. Green is also the "[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=10422 mana color]]," having the most ways to get [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=49437 land into play]], the most [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189878 creatures that can make mana]], and has [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2203 the easiest time]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73565 generating mana of]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=139502 the other four colours]]. Green is typically seen as BoringButPractical, being good for beginners and the foundation of many-colored decks but lacking the flash, dazzle dazzle, and jaw-drop factors of the other colors. A more in-depth discussion of green can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr43 here]].
23rd Mar '16 6:08:27 PM Luigifan
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## ''End of Combat Step'' No turn-based actions happen here, but instants can be cast and activated abilities can be activated. Also, abilities that trigger "at end of combat" trigger here.

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## ''End of Combat Step'' Step'': No turn-based actions happen here, but instants can be cast and activated abilities can be activated. Also, abilities that trigger "at end of combat" trigger here.
7th Jan '16 11:53:38 AM Limino
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There used to be two other categories of non-permanent spell that were similar to instants. An "Interrupt" was even faster than an instant, allowing them to "interrupt" any other spell as it was being being cast. A "Mana Source" was also "faster-than-instant" speed, as it could be cast to generate Mana while you were paying the cost for another spell that you'd already started casting. As part of a major overhaul of the game rules in ''Sixth Edition'', both of them have since been [[RetCon folded into the Instant category]]--with the rider that mana-providing abilities or spells in general can't be countered. In the meanwhile, Instants played ''as'' interrupts, in response to each other, go on "The Stack", where whichever spell was played last has its effect first. This seems counter-intuitive, but it ultimately makes sense in gameplay.

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There used to be two other categories of non-permanent spell that were similar to instants. An "Interrupt" was even faster than an instant, allowing them to "interrupt" any other spell as it was being being cast. A "Mana Source" was also "faster-than-instant" speed, as it could be cast to generate Mana while you were paying the cost for another spell that you'd already started casting. As part of a major overhaul of the game rules in ''Sixth Edition'', both of them have since been [[RetCon folded into the Instant category]]--with the rider that mana-providing abilities or spells in general can't be countered. In the meanwhile, Instants played ''as'' interrupts, in response to each other, go on "The Stack", where whichever spell was played last has its effect first. This seems counter-intuitive, but it ultimately makes sense in gameplay. [[labelnote:*]](i.e. Monster "M" uses ability, target player uses instant that removes M, M's ability never gets used because it is now gone.)[[/labelnote]]
17th Dec '15 2:48:49 PM slvstrChung
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Added DiffLines:


!!Advanced Theory
In this section we want to cover some of the slang terminology that has risen up around the game. It's fairly esoteric, but it gives you a look into just how much analysis has been done of how ''Magic'' works. Some of these terms are also useful because you'll hear them used in just about any other card battle game (''Pokemon'', ''Hearthstone''), and as such it's handy to know what they mean. Typically, their definitions are tweaked slightly to reflect the realities of that game, but the concepts must be pretty similar, or else nobody would be stealing the term.

Every CCG is a game of resources. On the surface, the big resource in ''Magic'' appears to be {{mana}}. It's actually a little more complicated.
* '''Card Advantage''' is a pretty simple concept: whoever has more cards in their hand has more options and a better chance at winning. The question is, how do you turn this to your own advantage--besides [[GameBreaker playing Blue and drawing a gazillion cards]]. The answer comes in its other name, "Card Economy." Let's say I attack with a 4/4 creature and you only have a 2/2 creature to block with. Either you take 4 damage to the face or you lose your creature, ''and'' my creature doesn't die in either situation. ''But''... You have a [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370654 Shock]] in your hand. If you block with your 2/2 and then throw the Shock, you can do the necessary damage and knock out my creature. So you do... and, as a result, you used two cards where I only used one. And remember, both of us only have 60 cards in our decks, so it's important to get as much mileage out of them as possible. Your two-for-one trade was probably sub-optimal.
* '''Tempo''' is closely related to Card Advantage. A term borrowed from TabletopGame/{{chess}}, it measures how efficiently you accomplish any given goal. In the above example, I used one card to deal four damage whilst you used two, so I gained card advantage... ''but'' I might have used more ''{{mana}}'' to do what I did. The typical mana-to-body ratio for creatures is 1 for 1/1, so my 4/4 creature probably cost me four mana. Your 2/2 creature and Shock, together, cost you three. So while I used my ''cards'' more efficiently, you used your ''mana'' more efficiently. Which advantage will ultimately prove more important? That's a question you have to ask about every match you'll ever play.
* '''The Clock''' is a different way of looking at your HitPoints, the same way "Damage Per Second" is a different way of looking at how effective weapons are. Let's say you have a 4/4 creature out and I have a 3/3 creature. We both say, "Screw it, AttackAttackAttack, forget about blocking." How many attacks will it take for you to reduce my 20 Life to 0, with your 4/4 creature? And how many attacks will it take for my 3/3 creature to kill you? The answer is, it will take you five turns to kill me. I have five turns to win the game in. That's The Clock in a nutshell: converting the (relatively) abstract idea of "I'm doing damage" into a much more concrete measurement of "This is how long it will take me to win."

These ways of evaluating the game all have one thing in common: they attempt to form a correlation between cards and the opponent's life total. "I should, in theory, require [X] cards to kill my opponent." Obviously, the relationship is going to vary depending on ''what'' those cards are (see The Clock for the damage relationship; consider additionally that some of your cards are land, whose relationship to your opponent's life total is [[DivideByZero nebulous at best]]), but the relationship ''can'' be established, and has under "[[http://archive.wizards.com/Magic/magazine/Article.aspx?x=mtg/daily/lo/297 The Philosophy of Fire]]."

Beyond that, you're on your own. The Philosophy of Fire is the ''Magic'' equivalent of quantum physics. DoNotTryThisAtHome unless you feel confident in your understanding of the game.

22nd Sep '15 7:58:05 AM ZettaFlare
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* Indestructible: An Indestructible creature cannot be destroyed by card effects that say "Destroy this creature," or by combat damage. The creature is still vulnerable to non-destruction effects (return to hand, take control, sacrifice creature, and others), and can be slain if enough -1[=/=]-1 counters are placed on them to reduce their toughness to zero. Mostly found on green, white and artifact cards.

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* Indestructible: An Indestructible creature cannot be destroyed by card effects that say "Destroy this creature," creature", or by combat damage. The creature is still vulnerable to non-destruction effects (return to hand, take control, sacrifice creature, and others), and can be slain if enough -1[=/=]-1 counters are placed on them to reduce their toughness to zero. Mostly found on green, white and artifact cards.



** Landhome: a creature with Landhome could not ''attack'' a player unless that player controlled a {Land], and must be sacrificed if ''you'' don't control a [Land]. This was predominantly Blue (Island), representing seagoing leviathans which would be helpless out of water, but appeared so infrequently that Wizards [[{{Retcon}} un-keyworded]] it, preferring to just spell out the two sentences instead. (This also lets them push attention away from the fact that Merfolk, typically illustrated on the cards with fish tails and everything, aren't hampered with this drawback.)

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** Landhome: a creature with Landhome could not ''attack'' a player unless that player controlled a {Land], [Land], and must be sacrificed if ''you'' don't control a [Land]. This was predominantly Blue (Island), representing seagoing leviathans which would be helpless out of water, but appeared so infrequently that Wizards [[{{Retcon}} un-keyworded]] it, preferring to just spell out the two sentences instead. (This also lets them push attention away from the fact that Merfolk, typically illustrated on the cards with fish tails and everything, aren't hampered with this drawback.)



* [[NoSell Protection From X]]: Protection conveys a number of resistances: The thing with protection cannot be damaged, enchanted, equipped, blocked, or targeted by what it has protection from. (The acronym DEBT is a good way to remember this somewhat random assortment.) Protection, however, does not stop effects that don't target the creature itself (which is part of why [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=27251 Diabolic Edict]] is so useful), or ones that don't deal damage (like the classic [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129808 Wrath of God]]). Many cards allow the player to choose a color of protection, and others protect against artifacts or even a [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=154005 chosen card]]. Taken to ridiculous extremes by the cards [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=376562 True-Name Nemesis]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=179496 Progenitus]], which grant protection from everything owned by a specific PLAYER, and protection from everything PERIOD. Mostly a white ability, though found in all colors.

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* [[NoSell Protection From X]]: Protection conveys a number of resistances: The the thing with protection cannot be damaged, enchanted, equipped, blocked, or targeted by what it has protection from. (The acronym DEBT is a good way to remember this somewhat random assortment.) Protection, however, does not stop effects that don't target the creature itself (which is part of why [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=27251 Diabolic Edict]] is so useful), or ones that don't deal damage (like the classic [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129808 Wrath of God]]). Many cards allow the player to choose a color of protection, and others protect against artifacts or even a [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=154005 chosen card]]. Taken to ridiculous extremes by the cards [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=376562 True-Name Nemesis]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=179496 Progenitus]], which grant protection from everything owned by a specific PLAYER, and protection from everything PERIOD. Mostly a white ability, though found in all colors.



* Reach: Green's answer to its lack of flyers, creatures with "Reach" can block flying creatures despite not being fliers themselves. Typically, this is represented in the card art as them having a bow and arrow, or by being a giant spider that weaves dragon-snaring webs. Nearly always in green; if not, it'll be white.

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* Reach: Green's answer to its lack of flyers, creatures with "Reach" can block flying creatures despite not being fliers themselves. Typically, this is represented in the card art as them having a bow and arrow, or by being a giant spider that weaves dragon-snaring webs. Nearly always in green; if not, it'll be white.white or red.



* Trample: Normally, any excess damage in combat between two creatures is ignored; "YouShallNotPass," played straight. A creature with trample doesn't fall for this: if it has damage left over after its blocker is dead, that damage ''does'' go through to the defending player. This only works if the creature with trample is ''attacking''; if you block with it, the excess damage is still wasted[[note]]imagine that, when attacking, creatures travel to the enemy territory, and it becomes obvious why a blocking creature wouldn't trample over[[/note]]. Trample can be found in all colors, but green has the most.

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* Trample: Normally, any excess damage in combat between two creatures is ignored; "YouShallNotPass," "YouShallNotPass", played straight. A creature with trample doesn't fall for this: if it has damage left over after its blocker is dead, that damage ''does'' go through to the defending player. This only works if the creature with trample is ''attacking''; if you block with it, the excess damage is still wasted[[note]]imagine that, when attacking, creatures travel to the enemy territory, and it becomes obvious why a blocking creature wouldn't trample over[[/note]]. Trample can be found in all colors, but green has the most.



* Wither and Infect: Against other creatures, a creature with Wither or Infect deals damage in the form of -1[=/=]-1 counters. This has several implications. First off, whereas normal damage to creatures is regenerated at the end of combat, a -1[=/=]-1 counter is ''permanent'' and needs to be removed by other means. Second, whereas normal damage to a creature [[CriticalExistenceFailure doesn't impair its damage-dealing ability]], -1[=/=]-1 counters do. Finally, Wither and Infect creatures can, as mentioned up in its heading, kill Indestructable creatures: any creature whose Toughness has been reduced to zero (say, by -1[=/=]-1 counters) dies instantly, regardless of any other considerations. (Honorable mention on ''that'' score to [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=130713 Force of Savagery]], a card with Power 8 and ''Zero'' Toughness; it arrives dead unless you used a separate spell to cast it that grants +1[=/=]+1 counters, or have something in play that buffs all your creatures.)

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* Wither and Infect: Against other creatures, a creature with Wither or Infect deals damage in the form of -1[=/=]-1 counters. This has several implications. First off, whereas normal damage to creatures is regenerated at the end of combat, a -1[=/=]-1 counter is ''permanent'' and needs to be removed by other means. Second, whereas normal damage to a creature [[CriticalExistenceFailure doesn't impair its damage-dealing ability]], -1[=/=]-1 counters do. Finally, Wither and Infect creatures can, as mentioned up in its heading, kill Indestructable Indestructible creatures: any creature whose Toughness has been reduced to zero (say, by -1[=/=]-1 counters) dies instantly, regardless of any other considerations. (Honorable mention on ''that'' score to [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=130713 Force of Savagery]], a card with Power 8 and ''Zero'' Toughness; it arrives dead unless you used a separate spell to cast it that grants +1[=/=]+1 counters, or have something in play that buffs all your creatures.)
22nd Sep '15 7:45:38 AM ZettaFlare
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** "X"cycling: A subtype of Cycling which activates in the same way but has a radically different effect. While a pure "Cycling" card draws you the top card of your deck, "X"cycling cards effectively become "Tutors" (cards which let your search your Library). For example: a card with "Mountaincycling" lets you search your Library for a Mountain card and put it into your hand when you pay its Cycling cost; a card with "Wizardcycling" lets you search for a Wizard. Again, found in all colors, though much, much more rarely than standard Cycling because of the shear potential for abuse.

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** "X"cycling: A subtype of Cycling which activates in the same way but has a radically different effect. While a pure "Cycling" card draws you the top card of your deck, "X"cycling cards effectively become "Tutors" (cards which let your search your Library). For example: a card with "Mountaincycling" lets you search your Library for a Mountain card and put it into your hand when you pay its Cycling cost; a card with "Wizardcycling" lets you search for a Wizard. Again, found in all colors, though much, much more rarely than standard Cycling because of the shear sheer potential for abuse.



* Exalted: When a creature attacks alone, it gets +1/+1 for each Exalted permanent its controller controls. A creature does not need to be Exalted to recieve the boost from other Exalted permanents. If an Exalted creature attacks alone, it also gives itself +1/+1. Unique lands and enchantments can be exalted just like a creature, such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=279702 Angelic Benediction]] or [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=259680 Cathedral of War]]. Exalted decks are constructed by putting together lots of Exalted cards to stack the exalted boost on any solo attacker. For example, Tormented Soul is normally unblockable, but only hits 1/1. If you have multiple Exalted cards in play, that unblockable weak creature hits much harder and becomes a dangerous threat. Originally the Bant keyword ability (White, blue, and green), returned as M13's Core Set ability in white and black.
* Fear / Intimidate: The original keyword, "Fear," meant that when attacking, the creature with Fear cannot be blocked except by black or artifact creatures (the idea being that these creatures are so fearsome that only black creatures, unafraid of death, and artifact creatures, with no mind of their own, are willing to do battle with them). It appeared almost exclusively on Black creatures. It has since been reworked into an ability called "Intimidate," which makes the creature unblockable save for artifact creatures and ''creatures that share a color'' with the attacker--a subtle difference, but one that allows the developers to put it Red and Green creatures as well, in addition to its original Black.
* [[FanNickname Firebreathing]]: Denotes a specific activated ability which is allows the player to spend any amount of mana to pump up the creatures' power by 1 for each mana spent for the remainder of the turn. Usually takes the form of "R: (This) gets +1/+0 until end of turn," but variants have existed through Magic's history. Is most usually associated with the Dragon subtype. Almost always a Red ability, and is often considered Red's most devastating combat ability - an unblocked Firebreather with a lot of untapped Red mana behind it can potentially end the game right there.

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* Exalted: When a creature attacks alone, it gets +1/+1 for each Exalted permanent its controller controls. A creature does not need to be Exalted to recieve the boost from other Exalted permanents. If an Exalted creature attacks alone, it also gives itself +1/+1. Unique lands and enchantments can be exalted just like a creature, such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=279702 Angelic Benediction]] or [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=259680 Cathedral of War]]. Exalted decks are constructed by putting together lots of Exalted cards to stack the exalted boost on any solo attacker. For example, Tormented Soul is normally unblockable, but only hits 1/1. If you have multiple Exalted cards in play, that unblockable weak creature hits much harder and becomes a dangerous threat. Originally the Bant keyword ability (White, (white, blue, and green), returned as M13's Core Set ability in white and black.
* Fear / Intimidate: The original keyword, "Fear," "Fear", meant that when attacking, the creature with Fear cannot be blocked except by black or artifact creatures (the idea being that these creatures are so fearsome that only black creatures, unafraid of death, and artifact creatures, with no mind of their own, are willing to do battle with them). It appeared almost exclusively on Black creatures. It has since been reworked into an ability called "Intimidate," "Intimidate", which makes the creature unblockable save for artifact creatures and ''creatures that share a color'' with the attacker--a subtle difference, but one that allows the developers to put it Red and Green creatures as well, in addition to its original Black.
* [[FanNickname Firebreathing]]: Denotes a specific activated ability which is allows the player to spend any amount of mana to pump up the creatures' power by 1 for each mana spent for the remainder of the turn. Usually takes the form of "R: (This) gets +1/+0 until end of turn," but variants have existed through Magic's history. Is It is most usually associated with the Dragon subtype. Almost always a Red ability, and is often considered Red's most devastating combat ability - an unblocked Firebreather with a lot of untapped Red mana behind it can potentially end the game right there.
5th Sep '15 12:59:45 PM billybobfred
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* '''White:''' (Plains) The color of order: LightEmUp, civilization, and law (but [[LightIsNotGood not necessarily good]] -- white is also the color of [[KnightTemplar Knights Templar]], {{Cult}}s, and AllOfTheOtherReindeer). White cards focus on [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=25886 healing]] or [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83027 preventing damage]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=14481 changing the rules of the game]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129572 strengthening its own creatures]], and [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=14500 clearing]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=129808 the]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=5637 playing]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=41168 field]]. White doesn't like killing a single creature, but it has no problem [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=141817 destroying everything]]; a core strategy with white is breaking the symmetry of [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=2321 its supposedly "fair" effects]] and MutualDisadvantage. It uses its discipline to create armies, composed of lots of [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=44212 small]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=129668 fast]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=48988 weak]] ([[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=79217 but efficient]]) creatures, with an [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=42049 occasional large champion]]. Its strategies lend themselves to either [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=136148 defensive control]] decks or aggressive "[[RedshirtArmy weenie]]" decks that commit everything in a single rush. A more in-depth discussion of white can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr57 here]].
* '''Blue:''' (Island) The color of cold: logic, reason, MakingASplash, BlowYouAway, and TheTrickster. Blue's intellect makes it good at strategy and research, but it has nothing but contempt for [[ThePowerOfLove The Powers of Love]] and [[ThePowerOfFriendship Friendship]], so it can be distant and uncaring. The strengths of blue include the ability to [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=5677 draw extra cards]], a wide array of powerful spells, and the [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=178092 ability]] to [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=153966 counter]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=111057 enemy]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=4706 effects]]. Blue is also the color of AwesomenessByAnalysis, allowing it to [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=176435 work]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=8883 best]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=51634 with]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194980 artifacts]], and is able to apply raw power to simply alter reality, getting a new, unusual, unique effect (which has caused problems in the past; look no further than the [[GameBreaker/MagicTheGathering Power Nine]], of which six are artifacts, and the other three are blue). They have trouble causing damage, as most blue creatures are quite weak; further, blue is a slow starter, and involves a lot ''re''action instead of action. However, blue is ''the'' color of strategy, and given enough time it can become a powerhouse of steady damage behind an [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=10421 impenetrable wall]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=19809 of defense]]. A more in-depth discussion of blue can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr84 here]]. Blue has historically been the strongest color in Magic, due to its power set; card drawing alone is a borderline GameBreaker, since every card you draw is another chance to win the game.
* '''Black:''' (Swamp) The color of ambition: death, [[ItsAllAboutMe selfishness]], [[DespairEventHorizon despair]], and power at all costs (but [[DarkIsNotEvil not necessarily evil]] -- black is also the color of self-improvement, individualism, and {{Anti Hero}}es). Black's strength is death; they can [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=45988 kill]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=83046 enemy]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=6097 creatures]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=174967 quickly]] and [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=50210 cheaply]], and [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=21160 bring]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=21155 their]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=83220 own]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=10655 creatures]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5629 back]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=48588 from]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=6103 the grave]]. Black can use [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=129544 fear]] to make its creatures almost unstoppable, and [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=27171 force]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=4653 your]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=24619 opponent]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=29746 to]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=5187 discard]]. [[YouCantMakeAnOmelette Black is among the most versatile of colors,]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=69 willing]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=29952 to]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=15193 do]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=89088 anything]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=29953 make]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=20361 any]] [[DealWithTheDevil dark]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=3629 deal]], in order to achieve their goals, but often at the cost of AnArmAndALeg--literally. "CastFromHitPoints" is a rare penalty in the other colors, a way of life in Black. "IDidWhatIHadToDo," indeed. In addition, a good chunk of its spells can't be used against certain creatures, most often black creatures themselves (artifact creatures being a second, green creatures being a far third), or care about creature types. Lastly, Black can have trouble with a target if it's not a creature or player; enchantments particularly can stymie a black mage. A more in-depth discussion of black can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr109 here]].
* '''Red:''' (Mountain) The color of heat: PlayingWithFire, ShockAndAwe, DishingOutDirt, passion, creativity, anarchy. Red is the color of aggressiveness and war, but it is also a force of passion, art, and change. (These aspects of its personality [[InformedAbility do not often come through in cards]], due to the game's focus on war and conflict.) Red can deal [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=23087 massive]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=24650 damage]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=4040 to the enemy]] ([[KillItWithFire fire]] and [[LightningCanDoAnything lightning]] are common damage-dealing motifs, though it can even do NonElemental damage), and has [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=108835 the most]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=87972 cards]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=79223 for directly]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=26260 destroying]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=5817 an opponent's]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=5544 lands]], but [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=4031 many]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=39737 of]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=45127 its]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=108922 creatures]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=145981 are]] [[GlassCannon Glass Cannons]]. Red's [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=78606 affinity]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=1326 for chaos]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=3167 makes randomness]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=2615 an integral part]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=45395 of many Red cards]]. Red [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=87971 trades long term survivability]] for [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=80275 early game power]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=2288 sacrificing long-term resources and life points for direct and immediate damage]]. It's the ZergRush color, and a Red deck often wins either fast or not at all. Red is the TropeNamer for the BloodKnight. A more in-depth discussion of red can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr133 here]].
* '''Green:''' (Forest) The color of life: GreenThumb, beasts, nature, instinct. Green can be [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=130506 highly dangerous]] due to its [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=136288 unthinking primal tendencies]]; on the other hand, Green can also be [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=3150 tender]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=11517 nurturing]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=11540 even peaceful]]. The rare Green villain rages [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=159215 against the corrupting influence]] of [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=3970 civilization and artifice]], but Green also ''defines'' the NatureHero. Green creatures [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=22892 have]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=4505 the]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=35166 strongest]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=8820 stats]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=39669 making]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=121264 them]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=152068 mountains]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=24671 on]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=74613 the]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=83977 battlefield]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=23120 and]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=184692 many]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=146777 of]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=12433 its]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=122367 spells]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=5720 make]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=26838 those]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=81702 creatures]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=74049 even]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=75366 stronger]]; however, Green has difficulty dealing direct damage and destroying enemy creatures. Green is a color that lacks flying and other evasive creatures, causing them difficulty in punching through some defenses, though it's also one of the better colors for defense against aerial attacks. Green is also the "[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=10422 mana color]]," having the most ways to get [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=49437 land into play]], the most [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189878 creatures that can make mana]], and has [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2203 the easiest time]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73565 generating mana of]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=139502 the other four colours]]. Green is typically seen as BoringButPractical, being good for beginners and the foundation of many-colored decks but lacking the flash, dazzle and jaw-drop factors of the other colors. A more in-depth discussion of green can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr43 here]].

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* '''White:''' (Plains) The color of order: LightEmUp, civilization, and law (but [[LightIsNotGood not necessarily good]] -- white is also the color of [[KnightTemplar Knights Templar]], {{Cult}}s, and AllOfTheOtherReindeer). White cards focus on [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=25886 healing]] or [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83027 preventing damage]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=14481 changing the rules of the game]], aspx?multiverseid=25886 healing]] or [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129572 strengthening its own creatures]], and [[http://ww2.aspx?multiverseid=83027 preventing damage]], [[http://gatherer.wizards.com/gatherer/CardDetails.aspx?id=14500 clearing]] [[http://ww2.com/Pages/Card/Details.aspx?multiverseid=14481 changing the rules of the game]], [[http://gatherer.wizards.com/gatherer/CardDetails.aspx?id=129808 the]] [[http://ww2.com/Pages/Card/Details.aspx?multiverseid=129572 strengthening its own creatures]], and [[http://gatherer.wizards.com/gatherer/CardDetails.aspx?id=5637 playing]] [[http://ww2.com/Pages/Card/Details.aspx?multiverseid=14500 clearing]] [[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=41168 field]]. White doesn't like killing a single creature, but it has no problem [[http://ww2.com/Pages/Card/Details.aspx?multiverseid=129808 the]] [[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=141817 destroying everything]]; a core strategy with white is breaking the symmetry of [[http://ww2.com/Pages/Card/Details.aspx?multiverseid=5637 playing]] [[http://gatherer.wizards.com/gatherer/CardDetails.aspx?id=2321 its supposedly "fair" effects]] and MutualDisadvantage. It uses its discipline to create armies, composed of lots of [[http://ww2.com/Pages/Card/Details.aspx?multiverseid=41168 field]]. White doesn't like killing a single creature, but it has no problem [[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=44212 small]], [[http://ww2.com/Pages/Card/Details.aspx?multiverseid=141817 destroying everything]]; a core strategy with white is breaking the symmetry of [[http://gatherer.wizards.com/gatherer/CardDetails.aspx?id=129668 fast]], [[http://ww2.com/Pages/Card/Details.aspx?multiverseid=2321 its supposedly "fair" effects]] and MutualDisadvantage. It uses its discipline to create armies, composed of lots of [[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=48988 weak]] ([[http://ww2.com/Pages/Card/Details.aspx?multiverseid=44212 small]], [[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=79217 but efficient]]) creatures, with an [[http://ww2.com/Pages/Card/Details.aspx?multiverseid=129668 fast]], [[http://gatherer.wizards.com/gatherer/CardDetails.aspx?id=42049 occasional large champion]]. Its strategies lend themselves to either [[http://ww2.com/Pages/Card/Details.aspx?multiverseid=48988 weak]] ([[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=136148 com/Pages/Card/Details.aspx?multiverseid=79217 but efficient]]) creatures, with an [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=42049 occasional large champion]]. Its strategies lend themselves to either [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136148 defensive control]] decks or aggressive "[[RedshirtArmy weenie]]" decks that commit everything in a single rush. A more in-depth discussion of white can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr57 here]].
* '''Blue:''' (Island) The color of cold: logic, reason, MakingASplash, BlowYouAway, and TheTrickster. Blue's intellect makes it good at strategy and research, but it has nothing but contempt for [[ThePowerOfLove The Powers of Love]] and [[ThePowerOfFriendship Friendship]], so it can be distant and uncaring. The strengths of blue include the ability to [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=5677 com/Pages/Card/Details.aspx?multiverseid=5677 draw extra cards]], a wide array of powerful spells, and the [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=178092 com/Pages/Card/Details.aspx?multiverseid=178092 ability]] to [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=153966 com/Pages/Card/Details.aspx?multiverseid=153966 counter]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?id=111057 com/Pages/Card/Details.aspx?multiverseid=111057 enemy]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=4706 com/Pages/Card/Details.aspx?multiverseid=4706 effects]]. Blue is also the color of AwesomenessByAnalysis, allowing it to [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=176435 com/Pages/Card/Details.aspx?multiverseid=176435 work]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=8883 best]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=51634 with]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194980 artifacts]], and is able to apply raw power to simply alter reality, getting a new, unusual, unique effect (which has caused problems in the past; look no further than the [[GameBreaker/MagicTheGathering Power Nine]], of which six are artifacts, and the other three are blue). They have trouble causing damage, as most blue creatures are quite weak; further, blue is a slow starter, and involves a lot ''re''action instead of action. However, blue is ''the'' color of strategy, and given enough time it can become a powerhouse of steady damage behind an [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=10421 com/Pages/Card/Details.aspx?multiverseid=10421 impenetrable wall]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=19809 com/Pages/Card/Details.aspx?multiverseid=19809 of defense]]. A more in-depth discussion of blue can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr84 here]]. Blue has historically been the strongest color in Magic, due to its power set; card drawing alone is a borderline GameBreaker, since every card you draw is another chance to win the game.
* '''Black:''' (Swamp) The color of ambition: death, [[ItsAllAboutMe selfishness]], [[DespairEventHorizon despair]], and power at all costs (but [[DarkIsNotEvil not necessarily evil]] -- black is also the color of self-improvement, individualism, and {{Anti Hero}}es). Black's strength is death; they can [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=45988 kill]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=83046 enemy]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=6097 creatures]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=174967 quickly]] and [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=50210 cheaply]], and [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=21160 bring]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=21155 their]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=83220 own]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=10655 creatures]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5629 back]] [[http://ww2.aspx?multiverseid=45988 kill]] [[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=48588 com/Pages/Card/Details.aspx?multiverseid=83046 enemy]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=6097 creatures]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=174967 quickly]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=50210 cheaply]], and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=21160 bring]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=21155 their]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83220 own]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=10655 creatures]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5629 back]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48588 from]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=6103 the grave]]. Black can use [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?id=129544 com/Pages/Card/Details.aspx?multiverseid=129544 fear]] to make its creatures almost unstoppable, and [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=27171 com/Pages/Card/Details.aspx?multiverseid=27171 force]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=4653 com/Pages/Card/Details.aspx?multiverseid=4653 your]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=24619 com/Pages/Card/Details.aspx?multiverseid=24619 opponent]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=29746 com/Pages/Card/Details.aspx?multiverseid=29746 to]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=5187 com/Pages/Card/Details.aspx?multiverseid=5187 discard]]. [[YouCantMakeAnOmelette Black is among the most versatile of colors,]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=69 com/Pages/Card/Details.aspx?multiverseid=69 willing]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=29952 com/Pages/Card/Details.aspx?multiverseid=29952 to]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=15193 com/Pages/Card/Details.aspx?multiverseid=15193 do]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=89088 com/Pages/Card/Details.aspx?multiverseid=89088 anything]], [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=29953 com/Pages/Card/Details.aspx?multiverseid=29953 make]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=20361 com/Pages/Card/Details.aspx?multiverseid=20361 any]] [[DealWithTheDevil dark]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=3629 com/Pages/Card/Details.aspx?multiverseid=3629 deal]], in order to achieve their goals, but often at the cost of AnArmAndALeg--literally. "CastFromHitPoints" is a rare penalty in the other colors, a way of life in Black. "IDidWhatIHadToDo," indeed. In addition, a good chunk of its spells can't be used against certain creatures, most often black creatures themselves (artifact creatures being a second, green creatures being a far third), or care about creature types. Lastly, Black can have trouble with a target if it's not a creature or player; enchantments particularly can stymie a black mage. A more in-depth discussion of black can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr109 here]].
* '''Red:''' (Mountain) The color of heat: PlayingWithFire, ShockAndAwe, DishingOutDirt, passion, creativity, anarchy. Red is the color of aggressiveness and war, but it is also a force of passion, art, and change. (These aspects of its personality [[InformedAbility do not often come through in cards]], due to the game's focus on war and conflict.) Red can deal [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=23087 com/Pages/Card/Details.aspx?multiverseid=23087 massive]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=24650 com/Pages/Card/Details.aspx?multiverseid=24650 damage]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?id=4040 com/Pages/Card/Details.aspx?multiverseid=4040 to the enemy]] ([[KillItWithFire fire]] and [[LightningCanDoAnything lightning]] are common damage-dealing motifs, though it can even do NonElemental damage), and has [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=108835 com/Pages/Card/Details.aspx?multiverseid=108835 the most]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=87972 com/Pages/Card/Details.aspx?multiverseid=87972 cards]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?id=79223 com/Pages/Card/Details.aspx?multiverseid=79223 for directly]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=26260 com/Pages/Card/Details.aspx?multiverseid=26260 destroying]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=5817 com/Pages/Card/Details.aspx?multiverseid=5817 an opponent's]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=5544 com/Pages/Card/Details.aspx?multiverseid=5544 lands]], but [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=4031 com/Pages/Card/Details.aspx?multiverseid=4031 many]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=39737 com/Pages/Card/Details.aspx?multiverseid=39737 of]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=45127 com/Pages/Card/Details.aspx?multiverseid=45127 its]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=108922 com/Pages/Card/Details.aspx?multiverseid=108922 creatures]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=145981 com/Pages/Card/Details.aspx?multiverseid=145981 are]] [[GlassCannon Glass Cannons]]. Red's [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=78606 com/Pages/Card/Details.aspx?multiverseid=78606 affinity]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?id=1326 com/Pages/Card/Details.aspx?multiverseid=1326 for chaos]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=3167 com/Pages/Card/Details.aspx?multiverseid=3167 makes randomness]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=2615 com/Pages/Card/Details.aspx?multiverseid=2615 an integral part]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?id=45395 com/Pages/Card/Details.aspx?multiverseid=45395 of many Red cards]]. Red [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=87971 com/Pages/Card/Details.aspx?multiverseid=87971 trades long term survivability]] for [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?id=80275 com/Pages/Card/Details.aspx?multiverseid=80275 early game power]], [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=2288 com/Pages/Card/Details.aspx?multiverseid=2288 sacrificing long-term resources and life points for direct and immediate damage]]. It's the ZergRush color, and a Red deck often wins either fast or not at all. Red is the TropeNamer for the BloodKnight. A more in-depth discussion of red can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr133 here]].
* '''Green:''' (Forest) The color of life: GreenThumb, beasts, nature, instinct. Green can be [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=130506 com/Pages/Card/Details.aspx?multiverseid=130506 highly dangerous]] due to its [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?id=136288 com/Pages/Card/Details.aspx?multiverseid=136288 unthinking primal tendencies]]; on the other hand, Green can also be [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=3150 com/Pages/Card/Details.aspx?multiverseid=3150 tender]], [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?id=11517 com/Pages/Card/Details.aspx?multiverseid=11517 nurturing]], [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?id=11540 com/Pages/Card/Details.aspx?multiverseid=11540 even peaceful]]. The rare Green villain rages [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=159215 com/Pages/Card/Details.aspx?multiverseid=159215 against the corrupting influence]] of [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?id=3970 com/Pages/Card/Details.aspx?multiverseid=3970 civilization and artifice]], but Green also ''defines'' the NatureHero. Green creatures [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=22892 com/Pages/Card/Details.aspx?multiverseid=22892 have]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=4505 com/Pages/Card/Details.aspx?multiverseid=4505 the]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=35166 com/Pages/Card/Details.aspx?multiverseid=35166 strongest]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=8820 com/Pages/Card/Details.aspx?multiverseid=8820 stats]], [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=39669 com/Pages/Card/Details.aspx?multiverseid=39669 making]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=121264 com/Pages/Card/Details.aspx?multiverseid=121264 them]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=152068 com/Pages/Card/Details.aspx?multiverseid=152068 mountains]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=24671 com/Pages/Card/Details.aspx?multiverseid=24671 on]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=74613 com/Pages/Card/Details.aspx?multiverseid=74613 the]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=83977 com/Pages/Card/Details.aspx?multiverseid=83977 battlefield]], [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=23120 com/Pages/Card/Details.aspx?multiverseid=23120 and]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=184692 com/Pages/Card/Details.aspx?multiverseid=184692 many]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=146777 com/Pages/Card/Details.aspx?multiverseid=146777 of]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=12433 com/Pages/Card/Details.aspx?multiverseid=12433 its]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=122367 com/Pages/Card/Details.aspx?multiverseid=122367 spells]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=5720 com/Pages/Card/Details.aspx?multiverseid=5720 make]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=26838 com/Pages/Card/Details.aspx?multiverseid=26838 those]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=81702 com/Pages/Card/Details.aspx?multiverseid=81702 creatures]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=74049 com/Pages/Card/Details.aspx?multiverseid=74049 even]] [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=75366 com/Pages/Card/Details.aspx?multiverseid=75366 stronger]]; however, Green has difficulty dealing direct damage and destroying enemy creatures. Green is a color that lacks flying and other evasive creatures, causing them difficulty in punching through some defenses, though it's also one of the better colors for defense against aerial attacks. Green is also the "[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=10422 mana color]]," having the most ways to get [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=49437 land into play]], the most [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189878 creatures that can make mana]], and has [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2203 the easiest time]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73565 generating mana of]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=139502 the other four colours]]. Green is typically seen as BoringButPractical, being good for beginners and the foundation of many-colored decks but lacking the flash, dazzle and jaw-drop factors of the other colors. A more in-depth discussion of green can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr43 here]].



** Prison decks accomplish the same thing but by different means. Instead of blowing up your opponent's land with spells like [[http://ww2.wizards.com/gatherer/CardDetails.aspx?name=Stone_Rain Stone Rain]] or [[http://ww2.wizards.com/gatherer/CardDetails.aspx?name=Wildfire Wildfire]], Prison decks usually use artifacts with permanent or recurring effects, such as [[http://ww2.wizards.com/gatherer/CardDetails.aspx?name=Winter_orb Winter Orb]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194979 Trinisphere]] or [[http://ww2.wizards.com/gatherer/CardDetails.aspx?name=Smokestack Smokestack]], to make their opponents' lands useless.

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** Prison decks accomplish the same thing but by different means. Instead of blowing up your opponent's land with spells like [[http://ww2.wizards.com/gatherer/CardDetails.aspx?name=Stone_Rain Stone Rain]] or [[http://ww2.wizards.com/gatherer/CardDetails.aspx?name=Wildfire Wildfire]], Prison decks usually use artifacts with permanent or recurring effects, such as [[http://ww2.wizards.com/gatherer/CardDetails.aspx?name=Winter_orb Winter Orb]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194979 Trinisphere]] aspx?name=Stone%20Rain Stone Rain]] or [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.com/Pages/Card/Details.aspx?name=Wildfire Wildfire]], Prison decks usually use artifacts with permanent or recurring effects, such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Winter%20orb Winter Orb]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194979 Trinisphere]] or [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Smokestack Smokestack]], to make their opponents' lands useless.



* '''Midrange''' or '''Midgame''' is sort of like Aggro-Control's reciprocal: it plays defense for the first few turns, uses some control elements to stall the opponent while building up a lot of mana, and finally unleashes some huge creatures that dominate combat. White and/or Green are the best colors at this strategy. A popular deck of this archetype that was the ''other'' dominating deck of the Mirrodin era is the mighty [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=48122 Tooth and Nail]] archetype, which focuses on accelerating rapidly to nine {{mana}} to unleash the signature spell, but can also win simply by hard-casting its powerful suite of creatures, thus playing both combo and midrange.

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* '''Midrange''' or '''Midgame''' is sort of like Aggro-Control's reciprocal: it plays defense for the first few turns, uses some control elements to stall the opponent while building up a lot of mana, and finally unleashes some huge creatures that dominate combat. White and/or Green are the best colors at this strategy. A popular deck of this archetype that was the ''other'' dominating deck of the Mirrodin era is the mighty [[http://ww2.[[http://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=48122 com/Pages/Card/Details.aspx?multiverseid=48122 Tooth and Nail]] archetype, which focuses on accelerating rapidly to nine {{mana}} to unleash the signature spell, but can also win simply by hard-casting its powerful suite of creatures, thus playing both combo and midrange.
2nd Mar '15 9:07:10 AM slvstrChung
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** Cast any number of spells from your hand, as long as you have sufficient mana to cast them.[[note]]Mana "evaporates" at the end of each step or phase, though [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=130494 there are]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=259295 cards that]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380446 get around]] this rule as well.[[/note]] Some cards require additional, non-mana costs to cast, such as sacrificing creatures or paying life; and "Instant" spells are "fast" enough to be played when it is not even your turn. (More on that later.) The majority of spells summon things such as creatures or artifacts.

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** Cast any number of spells from your hand, as long as you have sufficient mana to cast them.[[note]]Mana "evaporates" at the end of each step or phase, though [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=130494 there are]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=259295 cards that]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380446 get around]] this rule as well.[[/note]] Some cards require additional, non-mana costs to cast, such as sacrificing creatures or paying life; and "Instant" spells are "fast" enough to be played when it is not even your turn. (More on that later.) life. The majority of spells summon things such as creatures or artifacts.artifacts, and almost all of them can only be cast during your Main Phase (and ''yours'', not your opponent's).



## ''Beginning of Combat Step'': No turn-based actions happen here, but instants can be cast and activated abilities can be activated here.

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## ''Beginning of Combat Step'': No turn-based actions happen here, but instants can be cast and activated abilities can be activated here.here, and "Instants" can be cast. Instants are spells which, as the name suggests, are "fast" enough to be cast at any time, even during your opponent's turn.



# Another '''Main Phase.''' You can still only play one land per turn, so if you played one during the first main phase, you've got to wait until next turn. However (free tip), a lot of players just attack first and don't use their first Main Phase to do anything. This is because newly-cast creatures have what's called "Summoning Sickness," which prevents them from doing anything except blocking until your next Untap Step. Plus, if you attack first, your opponent may commit creatures, mana, spells or other resources that he could otherwise use to mess with your Main-Phase spells.

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# Another '''Main Phase.''' You can still only play one land per turn, so if you played one during the first main phase, you've got to wait until next turn. However (free tip), a lot of players just attack first and don't use their first Main Phase to do anything. This is because newly-cast creatures have what's called "Summoning Sickness," which prevents them from doing anything except blocking until your next Untap Step. Plus, Thus, summoning new creatures before attacking doesn't actually gain you anything. In fact, it may actually hamper your efforts: if you attack first, your opponent may commit creatures, mana, spells or other resources that he could otherwise use to mess with your Main-Phase spells.spells. Plus, if your plan is to bait your opponent into committing those resources to stop Creature A, only to play Creature B afterwards and ''really'' ruin his day, then playing Creature B ''first'' could, y'know, tip him off. And casting Creature B might tie up mana and other resources you could otherwise have used to play Instants and swing the battle in your favor. (So why use the first Main Phase at all? Well, some creatures have triggered abilities that you might want to take advantage of: Creatures with "Landfall" bonuses get stronger when you play a land, so it benefits you to play your Land during your first phase and then attack with your newly-buffed army.)



Magic is largely played in one-on-one duels and multiplayer free-for-all games, mostly because anything else involves new sets of rules which have to be developed and implemented. Having said that, such rules ''have'' been implemented, anything from 5-player formats to 3v3 teams or even the simple rule that you can only attack the player sitting to your left (thus resulting in a DwindlingParty until only two players remain), and in recent years Wizards has been known to get involved with multiplayer formats, as with ''Archenemy'', ''Planechase'', and co-opting the much-loved Elder Dragon Highlander format as ''Commander''.

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Magic is largely played in one-on-one duels and multiplayer free-for-all games, mostly because anything else involves new sets of rules which have to be developed and implemented. Having said that, such rules ''have'' been implemented, anything from 5-player formats to 3v3 teams or even the simple rule that you can only attack the player sitting to your left (thus resulting in a DwindlingParty until only two players remain), and in remain). In recent years Wizards has been known to get involved with "Casual" multiplayer formats, as with ''Archenemy'', ''Planechase'', and co-opting the much-loved Elder Dragon Highlander format as ''Commander''.



* '''Green:''' (Forest) The color of life: GreenThumb, beasts, nature, instinct. Green can be [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=130506 highly dangerous]] due to its [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=136288 unthinking primal tendencies]]; on the other hand, Green can also be [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=3150 tender]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=11517 nurturing]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=11540 even peaceful]]. The rare Green villain rages [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=159215 against the corrupting influence]] of [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=3970 civilization and artifice]], but Green also ''defines'' the NatureHero. Green creatures [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=22892 have]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=4505 the]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=35166 strongest]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=8820 stats]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=39669 making]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=121264 them]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=152068 mountains]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=24671 on]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=74613 the]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=83977 battlefield]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=23120 and]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=184692 many]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=146777 of]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=12433 its]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=122367 spells]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=5720 make]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=26838 those]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=81702 creatures]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=74049 even]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=75366 stronger]]; however, Green has difficulty dealing direct damage and destroying enemy creatures. Green is a color that lacks flying and other evasive creatures, causing them difficulty in punching through some defenses, though it's also one of the better colors for defense against aerial attacks. Green is also the "[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=10422 mana color]]," having the most ways to get [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=49437 land into play]], the most [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189878 creatures that can make mana]], and has [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2203 the easiest time]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73565 generating mana of]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=139502 the other four colours]]. Green is typically seen as BoringButPractical, being good for beginners and the foundation of many-colored decks but lacking the flash, dazzle and jaw-drop factors of the other colors. Most people don;t see Green as being able to do Control, but "Fog Decks" occasionally see play. These decks are full of spells and abilities that prevent damage (like Fog, Blunt the Assault, and Chameleon Blur), allowing the player to cast a large number of Beasts and go on the offensive without fear. A more in-depth discussion of green can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr43 here]].

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* '''Green:''' (Forest) The color of life: GreenThumb, beasts, nature, instinct. Green can be [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=130506 highly dangerous]] due to its [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=136288 unthinking primal tendencies]]; on the other hand, Green can also be [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=3150 tender]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=11517 nurturing]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=11540 even peaceful]]. The rare Green villain rages [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=159215 against the corrupting influence]] of [[http://ww2.wizards.com/gatherer/CardDetails.aspx?id=3970 civilization and artifice]], but Green also ''defines'' the NatureHero. Green creatures [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=22892 have]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=4505 the]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=35166 strongest]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=8820 stats]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=39669 making]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=121264 them]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=152068 mountains]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=24671 on]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=74613 the]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=83977 battlefield]], [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=23120 and]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=184692 many]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=146777 of]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=12433 its]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=122367 spells]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=5720 make]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=26838 those]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=81702 creatures]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=74049 even]] [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=75366 stronger]]; however, Green has difficulty dealing direct damage and destroying enemy creatures. Green is a color that lacks flying and other evasive creatures, causing them difficulty in punching through some defenses, though it's also one of the better colors for defense against aerial attacks. Green is also the "[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=10422 mana color]]," having the most ways to get [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=49437 land into play]], the most [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189878 creatures that can make mana]], and has [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2203 the easiest time]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73565 generating mana of]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=139502 the other four colours]]. Green is typically seen as BoringButPractical, being good for beginners and the foundation of many-colored decks but lacking the flash, dazzle and jaw-drop factors of the other colors. Most people don;t see Green as being able to do Control, but "Fog Decks" occasionally see play. These decks are full of spells and abilities that prevent damage (like Fog, Blunt the Assault, and Chameleon Blur), allowing the player to cast a large number of Beasts and go on the offensive without fear. A more in-depth discussion of green can be found [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr43 here]].



However, there is a converse to the color system, in the form of "AwesomeButImpractical". Every spell has a casting cost, and this casting cost can involve numbers and/or colored-mana symbols. When written out on the Internet, players typically just use the letters above--WUBRG--and we'll be using the same convention. So [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5747 Blanchwood Treefolk]], say, would be marked as "4G". What does "4G" mean? It means that, to cast this spell, you need 1 Green mana (the "G") and 4 more additional mana of any color (the "4"). However, some spells require more than one colored mana to cast. This makes them impractical, and accordingly they become more awesome.

Let's compare Blanchwood Treefolk, who does 4 damage and has 5 HitPoints, to the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=197856 Leatherback Baloth]], which has the same "body" but costs GGG instead of 4G. It seems ridiculous: the Baloth has a "Converted Mana Cost" of 3, while the Treefolk is 5! What gives? Well, the answer is simple: the Treefolk are ''way'' easier to play in a multicolored deck. They only need 1 Forest out. The Baloth needs three... and if you're playing a two-color deck, it's not unreasonable for you to not have 3 Forests out until Turn 5--which, [[BlatantLies by what is undoubtedly pure coincidence]], is the same time the Treefolk become playable. In the same vein, Gold multicolor cards get an additional power boost because their casting costs are even more difficult. Simply put, the more colored-mana symbols a spell has, the more powerful it is likely to be... but, accordingly, the harder it is to cast. 3R and 2RR have the same Converted Mana Cost, but ''very'' different practical costs.

to:

However, there is a converse to the color system, in the form of "AwesomeButImpractical". Every spell has a casting cost, and this casting cost can involve numbers and/or colored-mana symbols. When written out on the Internet, players typically just use the letters above--WUBRG--and we'll be using the same convention. So [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5747 Blanchwood Treefolk]], say, would be marked as "4G". What does "4G" mean? It means that, to cast this spell, you need 1 Green mana (the "G") and 4 more additional mana of any color color(s) (the "4"). However, some spells require more than one colored mana to cast. This makes them impractical, and accordingly they become more awesome.

Let's compare Blanchwood Treefolk, who does 4 damage and has 5 HitPoints, to the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=197856 Leatherback Baloth]], which has the same "body" but costs GGG instead of 4G. It seems ridiculous: the Baloth has a "Converted Mana Cost" of 3, while the Treefolk is 5! What gives? Well, the answer is simple: the Treefolk are ''way'' easier to play in a multicolored deck. They only need 1 Forest out. The Baloth needs three... and if you're playing a two-color deck, it's not unreasonable for you to not have 3 Forests out until Turn 5--which, [[BlatantLies by what is undoubtedly pure coincidence]], is the same time the Treefolk become playable. In the same vein, Gold multicolor cards get an additional power boost because their casting costs are even more difficult.difficult to obtain, at least unless you've essentially designed the deck around accessing them. Simply put, the more colored-mana symbols a spell has, the more powerful it is likely to be... but, accordingly, the harder it is to cast. 3R and 2RR have the same Converted Mana Cost, but ''very'' different practical costs.



* '''Control''', the StoneWall deck. Control decks focus around limiting the opponent's options and gradually establishing a complete lockdown; the bulk of the deck involves spells which accomplish this. Sometimes the method used to establish "control" is also the method used to win; other methods still rely on creatures, generally large and/or hard to target and block, which just stroll over and mangle the opponent at their leisure. Because it isn't much fun to be on the receiving end of this strategy, Wizards has been watering it down in recent years.

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* '''Control''', the StoneWall deck. In theory, a Control decks focus around deck is all about endurance: You use countermeasures until your opponent has thrown everything he has at you, and failed to kill you, after which you send something big and nasty over to mangle him at their leisure. In practice, Control is about limiting the your opponent's options and options. Whenever he tries to do something you don't like, you stop it. Where precisely along the process he gets stopped is something that depends on the deck itself, but when played right, Control gradually establishing establish a complete lockdown; the bulk of the deck involves spells which accomplish this. Sometimes the method used to establish "control" is also the method used to win; other methods still rely on creatures, generally large and/or hard to target and block, which just stroll over and mangle the opponent at their leisure. Because lockdown. If this sounds fun, it isn't much fun to be if you're on the receiving end; and it can be very stressful on the playing end of this strategy, Wizards has been watering too, since your goal is not so much "to win" as it down in recent years.is "to avoid losing."



** Land Destruction destroys lands in play, on the theory that, if the opponent has no mana, he can't do anything. Most such cards are Red, though Black and Green have a few options as well. Wizards has been watering down the strength of such spells in recent years; the archetypal land-destruction spell, [[http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=2307 Stone Rain]], is a second-turn cast if you used your first turn to drop an artifact source, and (if you went first) would destroy your opponent's only land in play. Lather, rinse, repeat. Your opponent is unlikely to be entertained, and now land destruction spells typically cost 4 mana or more.

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** Most people don't see Green as being able to do Control, but "Fog Decks" occasionally see play. These decks are full of spells and abilities that prevent damage (like Fog, Blunt the Assault, and Chameleon Blur), allowing the player to cast a large number of Beasts and go on the offensive without fear.
** Remember what we were saying above about how different Control decks stop your opponent at different times? Here's where we qualify that statement. The previous decks have all dealt with an opponent's spells ''after'' he plays them, except MUC which stops them ''while'' he plays them. Well, now we get into "Land Destruction," which stops him ''before'' he plays them.
Land Destruction destroys lands in play, on the theory that, if the opponent has no mana, he can't do anything. Most such cards are Red, though Black and Green have a few options as well. Wizards has been watering down the strength of such spells in recent years; the years. The archetypal land-destruction spell, [[http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=2307 Stone Rain]], is a second-turn cast if you used your first turn to drop an artifact source, and (if source; if you went first) first, you would be able to destroy your opponent's only land in play. Lather, rinse, repeat.And then do it again next turn. And the turn after that. And the turn after that... Your opponent is unlikely to be entertained, and now land destruction spells typically cost 4 mana or more.



** "Milling" is named after the card [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1126 Millstone]] which provided the original effect. It forces the opponent to take cards from their ''library'' and put them in their graveyard. As Millstone is an artifact, this tactic is technically colorless, but Blue now has (colored) spells which do this sort of thing. It also may not seem like a "Control" tactic, but it limits what your opponent can play and it ''definitely'' isn't an Aggro or Combo tactic, so it goes here for lack of a better option.
** Strictly speaking, mill does fall under control. It's not really found as a pure deck much, since milling an entire deck takes time and often requires you to have some method of controlling the board too. It is most often found as a hybrid of control method and win condition depending on situation. Combo decks (by definition) need a specific set of cards at the same time to 'go off' and if you can deprive the player of them before he has the combo set up then you are in a good position. These decks are always around in one form or another, but are seldom top tier decks, simply because they have very bad match ups against aggro decks who are very fast and difficult to disrupt that way. They can be successful in block (and even more so in draft) formats where the card pool is much more limited, which slows down aggro and makes combos more convoluted and likely doesn't provide the support (mana acceleration, deck-search cards) to make them reliable wins. Particularly drafted decks are often sub-optimal due to the random nature of the cards, meaning that they lack a solid answer to discard/mill attacks, as players focus on creatures.
* '''Combo''', or the ''ASimplePlan'' deck. A combo deck is one that relies on a combination of cards, that, when used together, produce an extremely powerful and hopefully game-winning effect. Because ''Magic'' has so many different cards, all of which can be played in the same deck (assuming the tournament format you're playing hasn't restricted or banned some of them), combo decks can sometimes break the game in ways that other decks can't hope to match. On the other hand, combo decks often end up being AwesomeButImpractical, because there are many ways to stop a combo from coming together: use AntiMagic on a critical component, or KillItWithFire if it's a creature; or even [[NoNonsenseNemesis just shoot him]] while he's putting his IKEAWeaponry together. If you don't, then you deserve to be stuck with the OverlyLongFightingAnimation of your opponent's WaveMotionGun.

to:

** "Milling" is named after the card [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1126 Millstone]] which provided the original effect. It forces the opponent to take cards from their ''library'' and put them in their graveyard. As Millstone is an artifact, this tactic is technically colorless, but Blue now has (colored) spells which do this sort of thing. It also may not seem like a "Control" tactic, but it limits what your opponent can play and it ''definitely'' isn't an Aggro or Combo tactic, so it goes here for lack of a better option.
** Strictly speaking, mill does fall under control.
It's not really found as a pure deck much, the least focused of the Control options, since milling an entire deck takes time and often requires you to have some method of controlling the board too. It is most often found as a hybrid of control method and win condition depending on situation. Combo decks (by definition) need a specific set of cards at the same time to 'go off' and if you can deprive the player of them before he has the combo set up then you are in a good position. These decks are always around in one form or another, but are seldom top tier decks, simply because they have very bad match ups against aggro decks who are very fast and difficult to disrupt that way. They can be successful in block (and even more so in draft) formats where the card pool is much more limited, which slows down aggro and makes combos more convoluted and likely it doesn't provide the support (mana acceleration, deck-search cards) to make them reliable wins. Particularly drafted decks are often sub-optimal due to the random nature of the cards, meaning strike at specific spells but instead uses a KillEmAll approach; for that they lack a solid answer to discard/mill attacks, reason, it's not typically played as players focus on creatures.
a main strategy, but is mated with other Control styles or even with...
* '''Combo''', or the ''ASimplePlan'' deck. A combo deck is one that relies on a combination of cards, that, when used together, produce an extremely powerful and hopefully game-winning effect. Because ''Magic'' has so many different cards, all of which can be played in the same deck (assuming the tournament format you're playing hasn't restricted or banned some of them), combo decks can sometimes break the game in ways that other decks can't hope to match. On the other hand, combo decks often end up being AwesomeButImpractical, because there are many ways to stop a combo from coming together: use AntiMagic on a critical component, or KillItWithFire if it's a creature; or even [[NoNonsenseNemesis just shoot him]] while he's putting his IKEAWeaponry together. If you don't, then you deserve to be stuck with the OverlyLongFightingAnimation of your opponent's WaveMotionGun.that results.



Nowadays, it's rare to find a deck that focuses on only one strategy without wandering into another strategy's territory at least a little. Most Aggro decks have spot removal to handle enemy threats; most Control decks keep creatures around just to be safe (or to finish off a now-helpless opponent); most Combo decks use elements of one or both for defensive purposes while it puts its WaveMotionGun together. There's even at least one deck model, [[http://www.mtgsalvation.com/forums/the-game/legacy-type-1-5/developing-legacy/181890-primer-12-post 12-post]], that combines elements of all three[[note]]It uses Control elements to defend while it combos together special lands, the eponymous 12 Posts, in order to cast these honking huge Eldrazi on Turn 4--which then attack, providing the aggro element.[[/note]] This is especially true as the game gets older and cards get, on average, more powerful and flexible. For example, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2831 Erhnam Djinn]] was thought of as powerful and severely undercosted in 1996 and saw a lot of play in ''Magic's'' first Pro Tour; by the time "Ernie" was reprinted in the 2002 set ''Judgement'', the balance of the game had changed to the point he was barely played at all.

to:

Nowadays, it's rare to find a deck that focuses on only one strategy without wandering into another strategy's territory at least a little. Most Aggro decks have spot removal to handle enemy threats; most Control decks keep creatures around just to be safe (or to finish off a now-helpless opponent); most Combo decks use elements of one or both for defensive purposes while it puts its WaveMotionGun together. There's even at least one deck model, [[http://www.mtgsalvation.com/forums/the-game/legacy-type-1-5/developing-legacy/181890-primer-12-post 12-post]], that combines elements of all three[[note]]It uses Control elements to defend while it combos together special lands, the eponymous 12 Posts, in order to cast these honking huge Eldrazi on Turn 4--which then attack, providing the aggro element.[[/note]] This is especially true as the game gets older and older, more cards get, on average, are released, and deck designs get more powerful and flexible. For example, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2831 Erhnam Djinn]] was thought of as powerful and severely undercosted pernicious. The average deck today is expected to be able to win in 1996 and saw a lot of play in ''Magic's'' first Pro Tour; by at least two ways, so that if the time "Ernie" was reprinted in deck's ''main'' plan doesn't work, you've still a fallback. By far the 2002 set ''Judgement'', simplest way to do this is to have enough creatures to fight effectively, but it's not the balance of the game had changed to the point he was barely played at all.
only way.
11th Feb '15 12:41:55 PM emillang1000
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Added DiffLines:

* '''Tiny Leaders''' - ''(Casual)''
** Playstyle: 1-on-1.
** Starting Life: 25
** Deck Construction: prior to play
*** Deck Size: Exactly 49 cards in the deck plus 1 Legendary Creature, denoted as the "General/Commander", plus a 15-card sideboard.
*** Card Copy Limit: 1 copy of each card other than Basic Lands. No card may be of greater Coverted Mana Cost than 3, nor any color other than the colors of the General, may not contain any colored mana symbols not present on the General, and no lands (including basics) may be included that produce colored mana other than the colors of the General (See EDH above).
*** Legal Sets: Any sets and promo cards which have White or Black Borders and proper MagicTheGathering backs. Cards featuring Gold borders or are squared with non-standard Magic backs may also be allowed, depending on the play group, though rarely are cards with Silver borders (these are from the Un- Sets and are joke sets not typically meant for serious play, though some groups may make an exception if all cards in the deck besides basic lands are from the Un- Sets).
*** Banned Cards: [[http://tinyleaders.blogspot.com/p/ban-list.html Current list.]] These typically follow the rules for French-style EDH (1v1).
11th Feb '15 12:11:03 PM emillang1000
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** Double Strike: When attacking, creature will deal First Strike damage ''in addition to'' hitting during the "normal" phase. This essentially doubles the creature's power when in combat, as a creature with power 3 would deal 6 damage when attacking. Also generally white and red.

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** Double Strike: When attacking, creature will deal First Strike damage ''in addition to'' hitting during the "normal" phase. This essentially doubles the creature's power when in combat, as a creature with power 3 would deal 6 damage when attacking. Also generally white and red. Double Strike also has some very odd combinations with other abilities:
*** Trample: Normally, Double Strike deals First Strike damage, and then, if the blocking creature is dead, the normal Combat Damage fizzles, because there is nothing left to damage. Combined with Trample, however, Double Strike functions like First Strike + Trample as usual, with any excess First Strike damage barreling through with trample, and THEN, if the blocked creature is dead, all the normal Combat Damage carries through directly to the defending player.
*** Triggered & Activated Abilities and Instants: After the 2012 rules change, removing the rule that Combat Damage uses the stack, all Triggered Abilities had to wait until Combat was concluded and damage was dealt... except that Double Strike creates a very small window of opportunity between First Strike and Normal damage wherein activated, triggered abilities, and Instant spells can be activated. This allows for cards like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=81979 Umezawa's Jitte]] to be abused even more than usual - the attacking player removes both Charge counters to give the Double Striker +4/+4 until End of turn, the equipped Double Striker deals First Strike Damage, and the game proceeds into the gap between First Strike and normal Combat Damage calculation; this triggers Umezawa's Jitte, putting 2 Charge counters onto the Jitte, and then allows the player to remove those two counters giving the equipped Double Striker an ADDITIONAL +4/+4 until End of Turn, meaning that the creature has a total of +8/+8 and is doing at LEAST 12 damage that turn.



** Trample has a very odd combination with Double Strike. Normally, Double Strike deals First Strike damage, and then, if the blocking creature is dead, the normal Combat Damage fizzles, because there is nothing left to damage. Combined with Trample, however, and Double Strike functions like First Strike damage, with any excess First Strike damage barreling through with trample, as per usual, and THEN, if the blocked creature is dead, the normal Combat Damage carries through directly to the player.
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