Friday, September 26, 2014

The Five Colors of Magic

When someone begins playing Magic: the Gathering for the first time, they often find a color they like and latch onto it. A developing mage finds a play style they like and sticks with it. While this can help a newer player create a strategy that they like and cultivate it over time. This also makes them rigid and inflexible, unable to adapt to a new way of playing. New cards are constantly released and decks always able to be improved. The greatest step a new Magic player can take is to step outside of their comfort zone and experiment with new colors and strategy. In this essay, I will be exploring some of the advantages that can be learned though experimenting with each color of Magic and what they have to offer to a new player.

White
White is possibly one of the more common colors chosen by a learning player. It's relatively simple and straightforward, and can teach players most of the basics relatively easily: how creatures work, the importance of evasion, and combat tricks. However, someone who hasn't started with white might not recognize just how useful a horde of tokens can be. White is the color of tokens and large armies of small creatures. With enough soldiers, White's armies can simply overwhelm the blockers of their opposition. White also uses the most combat tricks and anthems, surprising blockers and enhancing their strength to overwhelm. White has a lot to offer a new player.
As some recent examples of what White could offer to a developing player, Soul of Theros offered White a lot of advantage in M15 drafts this year, offering a massive power boost and a number of tricks to it's controllers team. Triplicate Spirits was the format-defining card of M15 limited, creating a strong army, even if they were only three 1/1 spirits.

Blue
Blue can teach a player that they can win simply though card advantage. Of course, there are lot of other tricks Blue possesses: bouncing creatures and permanents, countering spells, and possessing lots of evasion, but it's greatest trick sheer card advantage. That is to say, being able to draw more cards than their opponent, pulling more answers out of their deck and into their hand than their opponent. If their opponent has three cards in hand, two of which are creatures, and Blue has seven cards; two lands, two counterspells, Unsummon, and two creatures; blue is at an advantage over their opponent. They have more answers and more ability to progress.
Some recent examples Blue could offer to a newer player include Divination and Opportunity. Divination has been a format staple to almost every set, as a simple way to gain a few cards at relatively low cost. Opportunity was a format-defining card in M14 draft, allowing Blue players to gain massive card advantage over their opponent at Instant speed.

Black
Black can teach a new player one of the most important lessons they can learn: that life is a resource, not a score. The game ends when one player reaches 0 life, however much life the winner has left by the end of the game doesn't matter, and sacrificing life for powerful plays can be extremely important. Newer players can often be suspicious of cards that cost them life, not realizing how advantageous spending life for cards or killing creatures can be. The perfect example would be the legendary card Necropotence, a card that completely warped the format around itself in it's time. The card advantage it generated was so staggering that the life spent hardly mattered. As newer players experiment with Black, they are often continually tempted by the great power at any cost it offers.
Some recent examples of Black's advantage generated through life include Sign in Blood, which allow the player to draw cards at a very cheap cost, allowing players to then cast those cards quickly. Plus, it's targeting clause can finish off an opponent. Ulcerate is also very strong removal at a low cost, making it a strong early, though not first, pick for M15 draft.

Red
Anyone that has played Red understands how much it values burn cards, that is to say cards that do direct damage to a creature or player. What a newer player can learn though playing Red more often is how those are best used, whether to use it as removal against creatures or to throw it against the opponent's face to kill them. Cards like Lava Axe are fairly simple: it only targets the opponent. A card like Lightning Strike is a bit more complicated. It can remove a creature to clear the way for Red's own beaters, or it can be thrown against the opponent to bring their life down ever-closer to 0. Many players, even veteran Magic players, might see Red-focused decks as being rather simple, when in actuality there is a lot of math involved: Red must calculate whether they can afford to clear out a creature and if they will have enough cards and time to do so. Learning this math and being able to calculate removal versus simply killing their opponent is an important step for a new player.
Some recent examples of powerful Red cards include Lightning Strike, a useful removal or killing card in M15 and Theros, and can be used for the purposes described above. Even more useful is M15's Cone of Flame, possibly one of the best cards available in it's draft format. The ability to remove up to three creatures or turn that against the opponent makes it an extremely powerful tool available to Red.

Green
Green, along with White, is probably one of the most common colors that new Magic players learn though. On it's face, Green is relatively simple, and it is in many ways. Green plays big creatures, ramps into them with mana generating creatures and land-fetching spells, and uses the occasional combat trick. Newer players usually learn these things, but someone who was not taught on Green might not understand it's importance. Sometimes simplicity is what you need to win games, and Green's raw power can often win on it's own. While other colors are playing small creatures or drawing cards, Green is playing much stronger creatures for the same mana cost, or playing equivalently-powered cards much earlier.
Some recent examples of Green's powerful cards are relatively simple, fitting it's color. Elvish Mystic can often be a first pick in pack one in M15 draft, short of a particularly excellent rare or Triplicate Spirits. Briarpack Alpha was also an excellent card in M14 draft, and could be used as both a combat trick on it's own, and a useful creature for early on.
It's important for a new player to experiment with colors, to learn new methods of play. Learning what cards do and how to determine good cards is what boosts a beginner Magic player into an good player, but to learn how to do that at all, players must learn what makes the colors good on their own. If you've never tried a color of Magic, learn it! Combine colors and learn how they interact. I can guarantee it will make you a better player almost instantly.

*All images taken from www.magiccards.info*