(For instance, one might copy the last creature played.). But that’s enough of that. white's allies are green and blue). Red is the color of chaos, so we occasionally give it effects that destroy random nonenchantment permanents (sometimes a subset). Primary: green ), "Warlord" (This creature's power and toughness are equal to the number of creatures you control. Secondary: green Black is the color that gets rid of counters, but only from permanents on the battlefield and not players. Spell redirection (Change the target of target spell with a single target.). White is the main color of tapping creatures. There's been some talk that a third color should be secondary or tertiary. White and black do it occasionally with white tending to go no higher than +2/+0. Green tends to get hexproof on larger creatures without evasion. Tertiary: white and black. It has the most of it and no restrictions. Blue can change any creature's color, including its own. Somebody must block your creature, but everyone doesn't have to. I'm now going to list the mechanical color pie, separating the primary, secondary, and tertiary abilities for each color. Green does it significantly more than red, as any of red's direct damage to creatures can hit fliers. ), "Lobotomy" (Choose a nonland card name. Born is Sweden, our shares are listed on Nasdaq Stockholm (‘MTGA’ and ‘MTGB’). Until then, may you have as much fun exploring the color pie as I do. Changing lands (Target land becomes the basic land of your choice.). Multicolored: Gold and Hybrid. On rare occasion, we'll have other colors play in this space, either in a cycle or by caring about some different quality of card in the graveyard. Primary: white and blue This is the same as for getting back instants, but the colors are swapped. When red does permanent pumps, it is usually just pumping the power. We almost never make this type of spell, but white would be the recipient if we did. Blue and green do it most often, but we've started letting white in on the fun. See cards from the most recent sets and discover what players just like you are saying about them. In fact, the promise is the exact opposite—some of this will change over time. We wouldn't make a white-black card (black doesn't have reach) wherein the creature is "getting" reach from its white half. "Sengir" ability (When a creature damaged by this creature dies, put a +1/+1 counter on this creature.). A gold card has multiple color identities and pulls color attributes from each color that it represents. Blue's ability to untap is usually accompanied by its ability to also tap (see twiddle above). Black does it only in conjunction with discarding where it has to choose what gets discarded. White will do it when it involves Equipment. Archive Tertiary: white and black. ), "Tutor" for an instant or sorcery (Search your library for an instant or sorcery card and put that card in your hand. Red is the color best at producing temporary bursts of mana, be it with one-shot spells, permanents with one-time triggers, or things that need to be sacrificed to be used. MTG Arena Mechanic Spotlight – Mutate Follow. White and red are the two cards with trained fighters (white has the army and red the creatures that have gotten good through constant impulsive fighting). The cards can be cast from your hand for immediate gain. Primary: black Prowess, as an example, is an evergreen mechanic primary in blue and secondary in red. "Rummaging" (Discard a card and draw a card.). Description: Several sets throughout Magic’s history have included a “5-Color Matters” theme, either by including really powerful cards that cost one (or more!) While … This ability used to be in blue, but we moved it to red as it has a chaotic feel (you don't know what's about to happen) and red needed more stuff. "Abyss" (All players/opponents must sacrifice a creature each turn.). It's mostly a white ability that can show up in other colors, usually with protection from something the color dislikes (an enemy color, artifacts for green, etc. This is a common way for black to kill creatures. As black is the color of death, it's long been a black ability, but we've started doing occasionally in red. Only one card has done this so far, and it was white. White does it occasionally as a combat trick but usually never more than +1/+0. Secondary: red When green does this, it can usually only get a subset of permanents into its hand. ), "Tutor" for a creature (Search your library for a creature card and put that card in your hand. You may then cast cards off the top of your library. White tends to do its creature destruction in one of four ways: white can kill during combat, it sometimes will just hit attackers or just hit blockers, or white will often exile creatures instead of destroying then. This ability is often tied to the Specter creature type. Green is the color that loves lands the most, but every color loves its own basic land type.