Magic The Gathering / Color Tropes

Each color of magic in Magic: The Gathering is associated with a whole philosophy about life, particular goals, and a particular set of magical strategies for winning the game. They're often informally talked about as though they were individual characters. Generally, each color is also associated with an "iconic creature"—a creature type that shows up once each set as a very large rare creature—and a "characteristic creature"—a creature type that shows up multiple times each set as several smaller common creatures.

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    White 
http://static.tvtropes.org/pmwiki/pub/images/white_mana_7199.png

White is the color of light, law, and holy magic. It specializes in various forms of healing and protection (such as gaining life, preventing damage, and boosting creatures' toughness scores), efficient small creatures that reinforce each other, and abilities that dictate the flow of combat. White is chivalrous: rather than kill directly, it prefers to disable non-combative foes with spells like Arrest and Oblivion Ring, but has no qualms about killing creatures during the combat phase, as seen in cards like Divine Verdict and Ballista Squad, or using occasional mass destruction to wipe the slate clean equally. Read more about white here and here.

Its philosophy can be summarised as "peace through structure".

  • Apocalypse How: Armageddon, Wrath Of God, Balance, Final Judgement. While such outright killing is generally outside White's philosophy, these effects are acceptable because they create order by clearing away all those messy living things.
    • Apocalypse Wow: Wrath Of God is one of the most iconic cards in Magic, partially because of its effect ("Destroy all creatures. They can't be regenerated.") and partially because of its artwork (a giant white sun crashing into the earth and obliterating EVERYTHING).
  • Absolute Xenophobe: White can become this in theory. See Fantastic Racism and All The Other Reindeer below.
  • All the Other Reindeer: White is the color of conformity, and doesn't care for those that are different unless they try to fit in.
  • Anti-Hero Substitute: The Archons, essentially. They function as White's iconic creatures when Angels don't seem appropriate, and emphasize White's more negative aspects.
  • Art Evolution: The original White mana symbol was rather asymmetrical and unrefined. Compare it to the current version, circa Mirage block.
  • Awesomeness Is a Force: Shown on Awe Strike. Like Blue's Awesome Presence, it's a serious take on the idea of Pure Awesomeness.
  • Black and White Insanity: Why White characters sometimes go Knight Templar. It's the colour that least recognizes moral complexity.
  • Cast Calculus: Each color's role in the color pie can best be visualized by comparing it to cast dynamics of various sizes.
  • Combat Medic
  • Elemental Powers
  • The Evils of Free Will: White believes that freedom leads only to actions in destruction and self-interest. Blue has this as a prominent theme, and there are shades of it in Green.
  • Evil Twin: With Black.
  • Flight: Shared with blue.
    • Bird People: Because of this, it is the colour with the highest amount of birds. Nearly all sapient avian races in the game's history are oriented towards White.
  • The Fettered: Comes with the territory of law and order.
  • For Great Justice: White does occasionally single out targets instead of killing everyone, but usually only against those who are guilty (for example, by dealing damage or getting into combat).
  • The Fundamentalist: Along with the Knight Templar, this is one of White's negative aspects. The flavor text on True Believer exemplifies this aspect of White:
    So great is his certainty that mere facts cannot shake it.
  • Humanoid Abomination: Opposed to Black's own eldritch things, as part of their motif of opposition. Angels, especially in later settings like Zendikar and Bant, are portrayed as alien to mortal races and quite detached (being manifestations of pure White mana). Archons are essentially Nazgûl that are extremist instead of immoral.
  • Ideal Hero: When white is a hero, it's this.
    • Light Is Good: Although lately its more negative aspects have been more prevalent, in order to keep the balance with the number of protagonists/villains in other colours.
  • Kill 'em All: Naturally.
  • Knight Templar: Along with Knight in Shining Armor.
  • Light Is Not Good: While white is pretty consistent in regards to Order vs. Chaos (Order, of course), it's fallen on different ends of the Good vs. Evil divide through Magic's history.
    • Feathered Fiend: A common archetype, either as mindless raptors or actual villains, most notably Lieutenant Kirtar.
  • Made of Iron: See Stone Wall.
  • Moral Sociopathy: At its worst; White is always moral, but being an enemy of Red, the colour of emotions, and an ally of Blue, the color of logic, means that, at its purest, White has little empathy. Indeed, some pure White creatures, like Angels, sometimes appear rather robotic, following their duties at the expense of everything else.
  • My Rules Are Not Your Rules/Screw the Rules, I Make Them!: White is the color of Law, so it likes there to be rules, but it has no problem applying its rule magic unevenly.
  • A Nazi by Any Other Name: White, being the colour of order, can be this at its worst.
  • The Needs of the Many: White will often ask one or few to sacrifice a great deal for even a small improvement for many more.
  • No Cure for Evil: Averted with White characters that are evil, although curiously most White villains so far didn't have an explicit specialization in healing magic.
  • Omnicidal Maniac: The infamous Wrath effect spells, of which the vast majority are White. Several cards like Magus of the Disk show that this goes deep in White's ideology as well; ultimate order is death, after all.
  • Our Angels Are Different: They are medium-sized to large flying creatures, and are White's iconic large creature.
  • Technical Pacifist: White prefers to disable enemies non-lethally. Unless you really piss it off.
  • The Power of Friendship: With Green and, sometimes, Red.
  • Pride: On of this color's main issues. It is the color of zealotry, and White can have a hard time accepting it is wrong.
  • Purple Is the New Black: Inverted; some White cards have artwork that shows White mana spells as purple (most notable with the Zubera cycle of Kamigawa, where the White aligned Zubera has purple mana orbs around it while the Black aligned Zubera has white ones). Makes sense since violet light is the most intense light in the visible spectrum.
  • Recurring Element: White's iconic creatures are Angels, and its characteristic creatures are Humans.
  • Rocks Fall Everybody Dies: White prefers to delay any threat, but when it decides to kill something, then it kills everything.
  • Rules Lawyer: White is the color of bureaucracy, so of course white has the most bureaucracy.
  • Stone Wall: White has a long history of tough creatures with low power.
  • White Magic: Very much so. White's desire to protect means it has a lot of defensive and healing magic.

    Blue 
http://static.tvtropes.org/pmwiki/pub/images/blue_mana_3630.png

Blue is the color of knowledge, illusion, and mental magic. Its specialties are countermagic, drawing cards, and delaying your opponent by forcing them to replay or redraw the same cards, or skipping phases or whole turns. Because of its careful, analytical approach, blue is often reactive, and rarely rushes directly into the fray. Accordingly, its creatures tend to sacrifice brute force in favor of abilities like flying that allow them to gain an advantage in other ways. Because blue has traditionally had many of the most powerful cards, it has gained an unfavorable reputation in some circles, as satirized by this set of comic strips. Read more about blue here and here.

Its philosophy can be summarised as "perfection through knowledge".

  • Above Good and Evil: Being blue often involves ignoring conventional morality in pursuit of perfection.
  • Awesomeness Is a Force: Awesome Presence seems to display this.
  • Blank Slate: Blue believes everyone is born as this.
  • Cast Calculus: Each color's role in the color pie can best be visualized by comparing it to cast dynamics of various sizes.
  • Creative Sterility: One of Blue's weaknesses is that it may find the answer to any situation via research, but it lacks the ability to imagine new solutions and, in extreme cases, is incapable of strategizing.
  • Ditto Fighter: Blue has access to shape-shifters that function as this.
  • Elemental Powers
  • Evil Genius: A blue villain is generally this.
  • Evilutionary Biologist: Blue at its worst, especially when mixed with Green.
  • Fish People: How merfolk are portrayed in recent sets, to avoid the “how can they fight land-based enemies when they don’t have legs” issue.
  • Flight: Shared with white. Blue's flying creatures tend to be air elementals.
  • For Science!: Progress for progress' sake is often the only motivation Blue needs or wants.
  • Fragile Speedster: Blue creatures, if they aren't a Squishy Wizard or Stone Wall, tend to have low toughness for their cost but have some sort of evasive advantage like flying or being straight-up unblockable.
  • Frankenstein's Monster: While zombies have traditionally been in Black's portion of the color pie, Innistrad introduced this kind of zombie for Blue, which fit because those zombies are created by Mad Scientists.
  • Gadgeteer Genius: Blue is the color that interacts with artifacts the most.
  • Gameplay and Story Integration: Because many Blue creatures are aquatic, in the early days, many of them had the keyword islandhome, which meant they couldn't attack the defending player unless he or she controlled an island, and died if its controller didn't. It was very unpopular (to the point of even losing its status as a keyword), and development has since put more emphasis onto fun than logic.
  • Giant Enemy Crab: The Crab creature type is exclusively blue, as is typical for large sea monster-type creatures.
  • Guile Hero: While the other colors focus on neutralizing threats, Blue has a number of ways to take them for itself.
  • Kraken and Leviathan: Blue gets some efficient creatures at the high end of the scale, but it isn't known for its mana acceleration, and leviathans in particular typically come with very inconvenient disadvantages.
  • Lack of Empathy: The darker side of blue can be sociopathic; while other colors can at least grasp sadism or extremist insanity, Blue at its worst just doesn't give a damn about anyone.
  • Literally Shattered Lives: Blue's freezing is not always harmless; some cards like Frozen Solid can get the frozen creature killed if something hits them.
  • Mad Scientist: What happens when Blue goes off the rails.
  • Master of Illusion: Some illusion creatures are unusually powerful, but have drawbacks to represent their unreality, like returning themselves to your hand after each fight, or being sent to the graveyard if any spell or ability even targets one of them.
  • Mind Probe: One of Blue's specialties is looking at the opponent's hand (which is flavored as this).
  • Mind Rape: Blue's milling ability is often flavored as erasing memories. But, because it goes for the deck rather than the hand, it's more gentle than Black's Mind Rape.
  • The Mole: This combo.
  • My Rules Are Not Your Rules: Blue is the only color that can consistently interact with spells on the stack. It's a bit jarring to many players, as most interactions happen with permanents already on the battlefield.
  • No Sell: Counterspell and its legacy. When a player's spell is countered, throwing the card away is a common response.
  • Nurture over Nature: As far as Blue is concerned, you can be anything you want.
  • Our Mermaids Are Different: Blue's characteristic small creature. Used to be the regular, fish-tailed kind, but due to confusion as to how they were supposed to fight on land they were changed in later sets to humanoid Fish People.
  • Our Zombies Are Different: As of the Innistrad blocks, Blue gets zombie creatures in the form of stitched-together Frankenstein-style abominations.

    Black 
http://static.tvtropes.org/pmwiki/pub/images/black_mana_837.png

Black is the color of death, ambition, and ruthlessness. Its goal is power, no matter the cost — black will do anything to win, even if it means sacrificing its own creatures or Hit Points to power its spells. Black specializes in death and decay; its power over death makes it excellent at both killing creatures and raising them from the dead to fight again. It's also the best color at attacking the opponent's hand through Mind Rape-styled discard effects, and offers Faustian bargains of powerful creatures and effects that match or exceed other colors' specialties, if you don't mind paying for the difference with something other than mana. Learn more about black here and here.

Its philosophy can be summarised as "power through opportunity".

  • Above Good and Evil: Being black means abandoning morality in the pursuit of power. This leads to amorality and moral relativism, putting it into conflict with White's moral absolutism.
  • The Anti-Nihilist: In contrast to the other colors, Black doesn't concern itself with changing the world for the better, but rather it encourages people to make the best out of their lives in a world that can't be improved.
  • Ape Shall Never Kill Ape: A lot of black creature removal will destroy a creature, but only if it isn't black. Not that black actually cares about its own — it's just that black creatures are often impervious to the insanity, horror, and disease it uses to do its work.
    • Or, alternatively, the black mages who devise such spells take steps to ensure nobody will be able to use the spell against themselves.
  • Big Creepy-Crawlies: Shares the insect creature type with Green. Black's bugs tend to become stronger as creatures die out, fitting with Black's domain of decay.
  • Body Horror: Anything with "Pay X life..." in it, anything Yawgmoth does, a lot of the black auras.
  • Byronic Hero: What black may be when it steps into the light.
  • Cast Calculus: Each color's role in the color pie can best be visualized by comparing it to cast dynamics of various sizes.
  • Cast from Hit Points: Every color gets some, but it's black's specialty.
  • Cold-Blooded Torture
  • Dark Is Not Evil: While Black has many villains in its name, and is inherently ruthless, it has also some positive traits and a few characters to embody them. The vampire Sorin Markov is the closest thing to a Big Good the multiverse currently has. He worked to stop a bunch of world-eating Eldritch Abominations, and set up a godlike White mana angel to protect the humans in Innistrad.
  • Deal with the Devil: Yawgmoth's Bargain, Necropotence, Greed, Contract From Below, and so on.
  • Dem Bones: A type of Black undead not quite as common as zombies, and likewise not limited to humans.
  • Eldritch Abomination: Usually under the creature type "Horror" and "Nightmare".
  • Elemental Powers
  • Equivalent Exchange: Shown on many cards, in particular those like Sign In Blood. Black as a whole tends to recycle resources, such as making zombies out of deceased creatures.
  • Evil Cannot Comprehend Good: An arguable example, but "personifying" Black in certain Wizards articles suggests that Black honestly cannot believe that anyone thinks differently than it does, defending its amorality with At Least I Admit It. White seems especially hypocritical to Black because Black is certain that nothing could really be that dedicated to altruism.
  • Evil Is Not a Toy: Black's habit of summoning big creatures with big drawbacks can cost inexperienced players a game.
  • Evil Twin: With White.
  • Face–Heel Turn: If a coalition of different-color characters is present.
  • Greed and Envy: Greed is in fact a card.
  • Hellfire: See Red's entry.
  • It's All About Me: Black at its purest focuses on self-empowerment at the expense of all else.
  • Jack-of-All-Stats: While White and Green have the best creatures and Red and Blue have the best spells, Black is the most balanced color in both aspects, though this also has its price.
  • Mind Rape: Any "discard" card or "cap" effect. Flavored as being far harsher than Blue's Laser-Guided Amnesia because it goes for the hand rather than the library.
    • Lobotomy: Black's ability to look through a library and exile specific cards gets this flavor.
    • Brainwashed: Originally an artifact ability, Black gained the ability to control an opponent's entire turn.
  • Nominal Hero: Black may help you, if you make it worth its while.
  • Non-Human Undead: Black is rife with undead creatures, and not all of them are human, such as zombie dwarves or skeletal lizardmen and elementals.
  • No Sell: Black is the color of death, corruption, and fear, so its abilities usually fail against other black creatures who are already dead or corrupt, or artifact creatures who were never alive to begin with.
  • Nurture over Nature: Like Blue, Black believes in the tabula rasa, and that anyone can become anything they choose. At its noblest, it promotes the ideal of self-sufficiency, with power being a means towards that goal.
  • Our Demons Are Different: Black's iconic large creature, in gameplay they require regular sacrifices of creatures (usually humans) or they will deal damage to their player.
  • Our Vampires Are Different: One of Black’s two characteristic creatures, they get bonuses when creatures are sent to the graveyard, representing their thirst for blood and death. Nonhuman vampires have been known to exist.
  • Our Zombies Are Different: One of Black’s two characteristic creatures, they are mindless undead used as minions by powerful Black creatures as minions. Theoretically, any creature can become a zombie.
  • Polluted Wasteland: When Black gets land destruction, it's usually this.
  • Power at a Price: Black's specialty, whether it be discarding cards, paying life, or sacrificing creatures.
  • Raising the Steaks: The ever-pragmatic Black does not limit itself to raising intelligent beings as undead when animals will do just as well. Skeletal wurms and griffins, zombie vultures and cats, vampiric dragons
  • Pragmatic Hero: Given that Black is always pragmatic, its heroic characters fall into this trope.
  • Recurring Element: Black's iconic creatures are Demons, and its characteristic creatures are Vampires.
  • Religion of Evil: Many black cards, while not always evil, certainly look the part.
  • The Sacred Darkness: While Black is often about corruption, it also represents death and decay, the end of the natural cycle responsible for getting rid of the old and making room for the new. This makes it necessary to make a natural plane stable (Alara could afford its absence in some shards due to the unique nature of the plane).
  • Swamps Are Evil: Black draws power from the festering decay of swampland. But again, see Dark Is Not Evil.
  • Then Let Me Be Evil: Once again, while not always "evil" as such, Black tends to have this kind of relationship with the other colors, particularly White.
  • The Unfettered: As part of the opposite of white, where white establishes concepts of "right" and "wrong", black rejects those notions in its quest for power.
  • Uriah Gambit: "Sacrifice a creature" effects, along with creatures with disabilities that hurt you.
  • What Is Evil?: Black is the color mostly inclined towards moral relativism.
  • You Can't Fight Fate: Emphasized in the Theros block, with the followers and servants of the Black god, Erebos, making sure mortals meet their ultimate fate: death.
  • Zombie Apocalypse: Black's standard creature tokens are 2/2 Zombies. While relatively small, Black has a number of ways to flood the board with large numbers of them.

    Red 
http://static.tvtropes.org/pmwiki/pub/images/2277114-red_mana_4489.png

Red is the color of chaos, passion, and emotion. It's aligned with the elements of fire, earth, and lightning, and it specializes in direct damage and the destruction of all things material. Red lives in the moment and rarely considers the future consequences of its actions; this theme is frequently shown through powerful but temporary advantages such as Threaten and Ball Lightning, with creatures that aren't always quite controllable once they hit the field, and with excessive bursts of mana or effects that destroy your lands in return for immediate power. Red is designed to play aggressively and win quickly, and is in danger of stalling out if it doesn't maintain the initiative. Red's reliance on spells that deal with fire and lightning have lead to the perception that red is not as diverse as the other colors, as satirized here. Learn more about red here and here.

Its philosophy can be summarised as "freedom through action".

  • Apocalypse How: Decree Of Annihilation, Disaster Radius.
  • Attack! Attack! Attack!: Red has the majority of creatures with the "cannot block" and "attacks each turn if able" abilities, and a variety of other effects like Lust for War that force creatures to charge recklessly into battle.
  • Be Yourself: Red is the color of unbridled self-expression.
  • Breath Weapon: "Firebreathing" is a common ability where you spend red mana to pump up a creature's power. Naturally, red dragons are the most fire-prone.
  • Cast Calculus: Each color's role in the color pie can best be visualized by comparing it to cast dynamics of various sizes.
  • Discard and Draw: Red cards that allow the player to draw more cards tend to have the cost of discarding cards in the player's hand. While Blue has this ability as well, they also go in different order: Red discards first and then draws, while Blue does the opposite. (Additionally, Blue also has a ton of plain old "Draw more cards", which Red never has.)
  • Don't Think, Feel.: Part of its opposition to blue. In fact, over-thinking and second-guessing yourself can be a serious flaw when playing red.
  • Elemental Powers: By far the most invested in them.
  • Entropy and Chaos Magic: Being the color of chaos and random destruction.
  • Fire Is Red: Though, to be fair, as in most other spells, Red spells don't necessarily have the same color as the color itself, and some fire spell artwork has apropriate orange or gold flames.
  • For the Evulz: Red doesn't tend to do plans, so at its worst it often produces motiveless evil. Red villains are more likely to be evil, destructive, or sadistic just because it's fun than black ones.
  • Glass Cannon: In contrast to White's Stone Wall tactics, Red creatures either have high power and low toughness or ways to buff only their power to make creatures this.
  • Great Balls of Fire: Blaze and Fireball are the best examples.
  • Hellfire: In a sense. Red, and sometimes Black, has the ability to turn its spells and creatures colorless. This allows it to get around White's protection ability, and is flavored as a sort of ghostly flame.
  • Hot-Blooded: Red characters are frequently this, due to Red being the color of emotion, feeling, and acting now and thinking never.
  • Instant Awesome, Just Add Dragons: Word of God is that dragons are the most popular creature type in the game, and each block will ensure red gets at least one, even in settings like Ravnica (where dragons are supposed to be extinct) or Innistrad (where dragons just don't fit with Gothic horror). On top of that, red's dragons get a "dragon discount": they're slightly cheaper than a red flying creature normally should be.
  • Kill It with Fire: Cards such as Incinerate, Disintegrate, and Scorching Lava prevent the burnt creature from regenerating, representing the flavor of burning the body to prevent it from healing.
  • Lust and Wrath
  • The McCoy
  • Our Dragons Are Different: Officially Red’s large iconic creature, although they have known to show up in other colors, so it’s not a perfect fit.
  • Our Goblins Are Different: Every set brings a new take on goblins, though you can usually count on them being self-destructively insane little buggers.
  • Recurring Element: Red's iconic creatures are Dragons, and its characteristic creatures are Goblins.
  • Red Ones Go Faster: Red cards and decks tend to move quickly and are generally faster than the other colors. Red also has Haste as its most familiar keyword.
  • Salt the Earth: Red has the most spells invested in land destruction.
  • Screw the Rules, I'm Doing What's Right: Since Red never respects laws, its heroic characters fall into this trope.
  • Stuff Blowing Up: Kaboom!
  • Super Speed: Follows from Red's emphasis on freedom. Seen on cards such as Burst Of Speed and Accelerate.
  • The Power of Hate: Hate, like all emotions, is Red in nature. Since it's a lot easier to fit in hate in a game based around creatures fighting, it shows a lot more often than, say, The Power of Love.
  • The Power of Love: Love, like all emotions, is Red in nature. Unfortunately, given that love is nigh impossible to be mechanically manifested, such cases are exclusive to flavor.
  • The Unfettered: Red will feel what it wants to feel and act how it wants to act.
  • Thirsty Desert: Especially in Arabian Nights.
  • When All You Have Is a Hammer: Red runs at two speeds: "hit it" and "hit it harder".

    Green 
http://static.tvtropes.org/pmwiki/pub/images/green_mana_2903.png

Green is the color of life, nature, and tradition. Thanks to its mastery of life and growth, Green is the best color at creating swarms of token creatures, and its creatures tend to be bigger than those of other colors for the same cost, especially at the higher end of the scale. Green also has the ability to boost the size of its creatures, both temporarily and permanently, and is the best color at generating extra mana in the long term, often by playing additional lands. It has become the second-best color at card drawing, representing a growth of the mind to match the body. Green magic is rarely subtle and often relies on brute force — while it's perfectly willing to destroy the opponent's artifacts, enchantments, and lands, Green's preferred means of dealing with opposing creatures is to outmatch them in combat as nature intended. Learn more about green here and here.

Its philosophy can be summarised as "acceptance through growth".

  • Death World: What evil Green powers, such as the Green Phyrexians, ultimately seek to turn the lands they take over into—savage wildernesses full of ferocious monsters constantly preying on one another, where there is no law but the law of the jungle and no order but the food chain.
  • Don't Think, Feel.: Part of its opposition to blue, green strategies are often about pure smashing, with little in the way of trickery or manipulation.
  • Elemental Powers
  • Everything Trying to Kill You: Green is the domain of dangerous, hostile places like forests and jungles.
  • Evilutionary Biologist: Green at its worst and most obsessed with survival of the fittest can become this, especially when mixed with Blue.
  • The Fatalist: As the color of natural order, Green can be too focused on predestination at its worst.
  • Fragile Speedster: The classic "green weenie" deck involves getting as many creatures out on the field as possible as quickly as possible. It's important to win quickly, because if your opponent manages to stave off your Zerg Rush, you're in for a world of hurt.
  • Gaia's Vengeance: Green’s specialty, since its philosophy makes it opposed to anything artificial. One of the most iconic examples of this is the classic card Naturalize (which can destroy any artifact or enchantment in play), or Bramblecrush (which can destroy any noncreature permanent), symbolizing the destruction of encroaching civilization.
    • The Gaea’s Avenger variant also comes into play fairly often, such as with the planeswalker Garruk Wildspeaker or with the card Gaea’s Avenger.
  • Genetic Memory: A frequent concept in Green cards, most notably Descendant's Path.
  • The Lost Woods: The basic green land is forests, and coupled with Green's love of giant monsters and the untamed wilderness, this trope is definitely in play.
  • Ludd Was Right: Green has a lot of cards for destroying artifacts and enchantments.
  • Make My Monster Grow: One of green's favorite abilities.
  • Nature Hero: In contrast to Blue's Science Hero.
  • Nature Is Not Nice: There are many cards that reflect the life-giving and nurturing facet of Mother Nature. There are also many cards that reflect Mother Nature's brutality.
  • Nature Vs Nurture: Takes nature's side, obviously. Green believes your nature and fate are dictated by your genes/fate/God/whatever.
  • No Cure for Evil: Averted. Like in White, some Green characters with healing powers can be evil.
  • Our Elves Are Different: Green’s characteristic humanoid creature, they usually fit the High Elves (if mixed with White) or Wood Elves types pretty well, but the horned, goat-hooved and extremely xenophobic elves of Lorwyn are much closer to The Fair Folk.
  • Plant Person: Both Dryads and Treefolk are Green creature types.
  • The Power of Friendship: Along with White and Red.
  • Recurring Element: Green's iconic creatures are Hydras, and its characteristic creatures are Elves.
  • Science Is Bad: Green's philosophy, leading to Green getting a lot of anti-artifact spells.
  • Super Strength: Green has many terrifyingly large creatures, following from its emphasis on growth.
  • The Social Darwinist: At its worst.
  • Training from Hell: It's not unusual for green creatures to be permanently toughened up by getting hurt first.
  • That's No Moon!: Green is in love with the idea of land animation.
  • When Trees Attack: Treefolk are a fairly common Green creature type, and of course there's animated forests.


Alternative Title(s): Magic The Gathering Colors

http://tvtropes.org/pmwiki/pmwiki.php/MagicTheGathering/ColorTropes