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The Synergy Of The Colors


I have recently been trying to work with the color combinations in my decks, and I began to think about how it is that the colors work together. Now I came up with a few things, and I want to see what everyone here thinks. What I'm going to do is work through all the possible one and two-color combinations to try to see why they do or don't work and I also want to see if anyone out there has any ideas on how to make some odd combinations of colours viable. Comments are appreciated, flames are not.

White:
As mono-color decks go (now that necro has gone from the main set), white is probobly the most viable. It has all the necessary components to make a good deck: permanent destruction; good, fast weenies; defenses; big nasties to deal the killing blow. What white doesn't have is great amounts of speed (unless one is willing to go weenie/crusade/card drawing) and no direct damage to speak of. Other then those two things white is generally laughing.
Usual Deck styles: White Weenie, The Prison (though this _requires a number of artifacts to function).

Green:
Of all the colors, green has got the long-term and short-term speed. If one is playing a solid green deck and the oppenent isn't too heavy into permanent destruction, one can easily have out 6 mana for use by turn 3. With this kind of speed, green decks usually focus on summoning bigger/badder nasties and beating the opponent up before they can get any defences up. The problems facing green can be put simply and fall into one catagory: the severe lack of permanent destruction. True, the destruction they do have is usually unlimited (Desert Twister/Tornado), but also incredibly expensive. And the destruction in which they are weakest is creature removal. This is a weakness that seems to have left green in a support role, though it is believed that with the help of recent sets, green can be played as a central tourney viable color.
Decks: Stampy, Flaming Elves (with a little red)

Blue:
We all know what a mono-blue deck is most likely to do. Counter everything that even remotely looks like a threat, and somehow do damage with the few good creatures the color has. The main problems with blue are that it is fairly slow, and that once something does hit the board it has real trouble dealing with the threat apart from bouncing it, a purely temporary solution.
Decks: Counterspell/Millstone, Merfolk, Counter/Control

Black:
Black's big things are disruption, small lethal creatures and big things with evil upkeeps. The first two are what Necro relied on, and the third is usually what fun decks have a tendency to revolve around. Black's main problem is that it has _no_ way to deal with enchantments, very few ways to deal with artifacts, and few ways to deal with black creatures.
Decks: Necro (in Extended), Graveyard Manipulation, Suicide Black, Hatred, Discard.

Red:
Burn, burn, burn. What else does one expect from a solid red deck? It burns your land, it burns your artifacts, it burns your creatures, it burns you. Not that this is a bad way to to go, it just doesn't seem to make anyone like you. Red's only real weakness is that it has no way to deal with enchanments, unless they're white. The massive amounts of goblins and other small quicj creatures with drawbacks makes Red a good colour for a weenie deck.
Decks: Sligh, Blitz, Land Destruction.

Two Colors:
White/Green:
This is a color combo to be feared. In the right hands, a deck of these colors can do anything, mainly because the weaknesses of one color are the strength of the other. Green supplies some much needed speed and White covers Green's lack of permanent destruction.
Decks: ???'Geddon, Speed Green creatures under the cover of White, WW w/ 8-10 Green cards.

White/Blue:
This is the color combo of choice to those of us who are control freaks. Using blue, one can keep nasty things from getting to the table, and if they do, white is right there to clean up the mess. Almost every lock deck uses at least a splash of these two colors. About the only problem with this combo is that it is dead slow. It has next to no ways to get a quick start, though Mirage may help that a bit.
Decks: Locks, Decking, Humility

White/Black:
An odd combination, and not one that is usually seen. But there is some reason to believe that it may be valuable to try using these two together. Black, like green, can be used to speed up White; while white covers up black's deficiency in destruction. A well tuned white/black deck should be able to handle anything that hits the board, while dealing some heavy damage with their combined flying might.
Decks: Pestilence/CoP, Big Flyers

White/Red:
With the combined permanent destruction of these two colors nothing is going to stay on the board long. Like white/blue this is a combination that is prone to create locks, though of a much more painful variety. Like the other popular combinations of colors, it can be seen that each of these two colors covers the other's weaknesses.
Decks: Land/Creature Destruction

Blue/Green:
Another rarely seen combo, and another combo that looks on the surface to be viable. Green can give Blue the speed boost it needs and Blue's counterspells help to keep things from being annoying on the board. But the main problem of these two colors is not addressed by this combo, as it is the same problem: the lack of permanent creature destruction.
Decks: TradeAwake, Some combo decks

Green/Black:
Decks of these two colors can be wickedly fast. With both Rituals and Elves, a green/black deck can have tremendous amounts of mana very early. And the weaknesses of the colors are fairly well covered: Green has good enchantment/artifact removal and black can get rid of those pesky creatures that are driving the green player crazy.
Decks: Survival Death/Victimize

Green/Red:
These decks are very similar to the one above. The Red adds some more speed and some much needed creature destruction. There are many speed Red/Green decks that can empty a players hand in three turns. This is itself perhaps the biggest problem of a green red deck: if it ain't killed you by the sixth turn, it's probobly run out of steam.
Decks: Fattie Burnem, Land Destruction

Blue/Black:
Bruise decks. These are usually the decks which use blue to control the envirionment just long enough for black to get out some big nasty creatures and beat your head in. It is interesting to note that early Necro decks were black/blue control decks. The main weakness of these kinds of decks is that once an enchanment hits the table, the only way for the deck to get rid of it is to kill the offending opponent.
Decks: Old Necro, Control/Discard

Blue/Red:
This is yet another little played, yet seemingly effective color combo. Blue can be used to keep truly dangerous things (like enchantments) off the table, while red is busy obliterating everything on the board, including the opponent. Perhaps the only major weakness to this deck is that if anything hits the board early which is out of bolt range, or is a nasty enchantment, there is not much the Blue/Red player can do.
Decks: CounterHammer or CounterPheonix

Red/Black:
This is the color combo chosen by those who love great amounts of violence. It is swift and can put out some truly evil creatures fairly early in the game. For an example of what this kind of deck can do, one need only imagine a third turn Shivan Dragon when your not holding any creature destruction. This can be very bad. And if one is not partial to investing effort into a big creature, the land-destruction (heck, anything-destruction) possibilities with these two colors are amazing. About the only problem faced by these two colors is the possiblilty that an opponent may get out a nasty enchantment in the six turns they have to live.
Decks: LD, Mega Burn, Fast Creatures

So, anyone have anything to say about this? Oh, and I forgot to mention that this whole thing is done from a Type 2 perspective.



Christopher Shannon Zebarth (zebarth@sfu.ca) wrote:
> I have recently been trying to work with the color combinations in
> my decks, and I began to think about how it is that the colors work
> together. Now I came up with a few things, and I want to see what
> everyone here thinks.

Good article. Just one thing -- what about artifact decks? Some mono-colored decks take on a totally different identity when they rely on artifacts heavily.

A quick sketch:

Red/Artifacts: With Urza lands, this becomes X-spell hell, while artifact creatures break through white's COP's.

Blue/Artifacts: Dangerous Recursion, with reappearing Jester's Caps and Helms of Obediance.

Black/Artifact: As fast or faster than black weenie, this deck always puts out at least one 3/3 flyer on turn one. (Ornithopter plus Unholy strength...next turn, Feasted 'thopters start hitting the table.) Or black could use the artifact creature generators (Hive, Serpent Generator) to feed the big black critters with nasty upkeeps.

Green/Artifact: Even more mana with the Urza lands, as if green needed it. But the artifact creature generators are better than thallids, and green has the mana to use them; green/artifact weenie can be formidable.
>> You're right -- I forgot about Song decks. Definitely worth mention.

White/Artifact: These decks build impressive defenses with walls, then break the game open with an animated Snow Fortress or some big artifact critter. Probably the weakest of the color/artifact combinations.

Gotta treat artifacts as the sixth color when making a deck, sometimes. :) Unfortunately, in my opinion, not enough powerful colorless lands exist to make pure Artifact decks viable...though I hope someone will prove me wrong. :)

... ... Remus Shepherd (remus@netcom.com)



Subject: Re: DISSCUSION: The Synergy of the Colors
From: ez050101@boris.ucdavis.edu (Jay Shergill)
Date: 1996/10/22
Message-Id: <54hv13$45m@mark.ucdavis.edu>
References: <54h8uj$eos@morgoth.sfu.ca>
Organization: University of California, Davis
Newsgroups: rec.games.trading-Cards.magic.strategy

Christopher Shannon Zebarth (zebarth@sfu.ca) wrote:
: possible one and two-color combinations to try to see why they do or don't
: work and I also want to see if anyone out there has any ideas on how to
: make some odd combinations of colours viable. Comments are appreciated,
: flames are not.

First off, I really liked this article. I have tried to puzzle out much of the same kind of color relations . In fact, I liked it so much I had to write my own complimentary article.

As far as I'm concerned the only colors that will be able to be played in a purely monochromatic form will be White or Green. Each one of these is strong in slightly different ways.

White:
White is quite possibly one of the most well rounded colors. It can deal with anything that hits the table. The only thing that it lacks is speed. However that speed can either be made up for by life gaining measures, great creatures, or permanant destruction later on. But, with mana producing artifacts and special cards to help it along I think that it can compete with the best of them. Plus, White still retains the most powerful card in all of Type II, hands down, Balance. Just think about the most powerful cards in Type II at all. What are they? Armageddon, Wrath, StoP, and Balance. All White.

Mono-White:
White Weenie, even more plausable with the Dude Ranch and that card that lets you put three creatures from your graveyard on your library.
The Prison, makes the very most of White's powerful cards. A solid deck in itself, being able to deal with anything, and being able to lock down the opponent.

Green:
The only thing that Green is deficient in is Creature removal. It does not have the power of White's StoP or Black's Terror or even Red's ever present Bolt. Instead, it had the most awesome mana producing engine ever. Elves, Birds, Wild Growth, Nature's Lore. No other color is even close to Green's absolute obscene ablitity to generate mana. Green can deal with Artifacts , Enchantments , and dangerous land . As for the creature removal, if you have bigger creatures than your opponent, what do you have to worry about? Green can drop the big meanies quickly and keep them coming.

Mono-Green:
What Mono-Green decks you ask? Well, I the kind of thing that I would build, had I the cards would look something like this: Thermokarsts, Elves, Stripmine, Black Vise, Storm Seeker, Winter Orb, Ritual of Subdual, Tranqs, Crumbles, Ernies, Icies, Sylvan Libararies, a few big Meanies 2 Stunted Growths, and a Titiana's Song and Hurricannes for a finishing blow... As you can see, I haven't worked it out yet, but it is just crying to be made.

Now for the dual color decks. So far, the strongest ones, in my opinion, are W/G, W/R, W/U, G/R, R/U. Why these?

W/G:
Blah-Blah-Geddon decks. Just about any nice creature plus a Geddon is instant death. Green speed and creatures plus white's evil cards equals a true force to be reckoned with. With the right draw, these things will wipe the floor with you. But, we all knew that. I think that this deck will main a staple for a long time until some vital part of them is rotated out or banned .

W/R:
We don't really see that many of these CookBook decks. It seems to me that they would take a lot of inguinuity to build and play. You can't just throw your bolts all over the place... These puppies were meant to control the environment with permanant removal and toast you alot. I think that there is a lot of room for these kinds of decks to grow.

W/U:
What can I say? Control Freak city. These take nerves of steel to play and build. But, they are getting hurt badly with new restrictions. Speed absolutely slaughters them. I think that they have seen their peak long ago, and are now heading for a decline. However, these are really fun to play and will never every go out of style.

R/U:
I had to address this one, since it was a little neglected in the original post. Browse/Digger/Burn. While mean, it has to get its lock on you to pin you down. Locks are slow, and speed should overcome it in the end. Outside of a good Browse deck, I don't really see much potential for expansion here. Both colors leave a gaping hole as far as permanant removal goes or enchanments>.

>>Just had to make a small comment here as I have been working on a R/U deck. The deck I have been working on is creatureless so that is where I am coming from in this response. I think that this deck type is best served by being played creatureless. True, U and R have trouble dealing with enchantments that make it to the table. But, that is why you pack a couple of Larry's Disks in this type of deck. It removes those nasty enchantments and takes the creatures and artifacts with it.
>>Nail non-targettables with global damage (ie. Pyroclasm (bye, bye Jan. 1 >8( ), Earthquake, Inferno, Volcanic Eruption). Lock down hordes with Smoke; big boys with Meekstone. Make creatures unpleasant or impossible to cast with Soul Barrier or Brand of Ill Omen. Unsummon, Twiddle, Backfire: just keep those critters at bay long enough to burn your opponent away.<<

G/R:
Erhnam Burn'em will never go out of style. These two colors were made for each other . Lots of mana, mean creatures, heavy damage. We have all built them, and we know that they just don't have the lasting power to really be a true powerhouse. If they don't kill you by the fifth turn, they are dead. However, with the new masses of untargetable creatures, these might be making a comeback in a big way . But, they don't really have the versitality to take on a variety of decks.

Now that leaves quite a few as being a lot weaker deck types .

W/B:
We've all tried to make the Pestilence/COP decks, and they are just to slow. While the two colors compliment each other nicely in theory they just don't really do that well in practice.

B/R:
Pox Decks, Animate Mean stuff decks, Violence. While these are great fun to play, they don't win against a lot of decks because they are not versitile enought to handle threats. This might be changing with early disruption spells: Choaking Sands, Stupor. This might even be the revival of discard decks...

B/U:
Mostly just reanimator or Creature/Control decks. EIther deck style has giant weaknesses that aren't covered by the other. Once it hits the table and is hurting you, you're screwed.

G/U:
I have yet to see a really good G/U Type II deck. I have no idea what one would even look like... These colors almost seem one of the worst match ups in all of Magic...

Well, up to now I have left out only one combination, B/G.
I really think that this is the deck type to look out for. B/G is speed incarnate. With the big mean creatures to back up their threat , disruption to mess you up initailly , Library manipulation and card drawing , Protection from color creatures > direct damage life gaining and all the mana to power it all . Plus, it has the control abilities of the best . A well tuned B/G deck should be able to take care of any threat, and deal out a lot of its own. Throw in a couple of complimenting artifacts and you have a tourney viable deck. And in Type II, where speed is the name of the game, B/G is hands down the best combo.

>>A friend of mine is playing a really mean B/G Stunted Discard deck right now... it's amazing how fast he can peel off mindwarps and Stunted Growths... the most embarassing part sometimes is getting killed by elves.. :) <<

Now, I'm not looking for flames of my very own either, so write back telling me what you think. Disagree or agree as you will. What do you think of these deck archetypes? Do you like or dislike my analysises? Does anyone out there agree with me that B/G is the wave of the future? And most importantly, did I leave anything out? -- Jay Shergill

>>Amen, brother. Look back a few Inquests ago and you'll see a nasty little B/G land D/disruption deck called Life and Death that was written by a fabulously handsome Florida State student that was UNREAL. No deck, that I've ever seen or heard of, could screw you up, down, left, right, and sideways the way Life and Death did. If you've never witnessed a second turn Ihsan's Shade followed by a Hymn and a Thermokarst and a Stunted Growth, you won't understand. A solidly built B/G deck focusing on a few large, hard-to-kill creatures a la Ihsan and Autumn Willow (maybe those weenie centaurs too), a decent amount of disruption (Choking Sands, Stupors, Stunted Growth if pleasegodpleasegod it makes it to 5E), and some blinding speed and you have a force to be reckoned with. Ritual of Subdual is the lock card of the gods in a B/G disruption deck, drop it when you've got a big critter on the board and they're naked and that's game. I expect to see a LOT of opposing colors in T2 post Jan. 1, especially R/W and B/G. I also see a lot of mono-green. Superior Numbers is fabulous, Unyaro Bee Sting is not a bad card at all (bit expensive though), and, although expensive to get out and use, Tornado is a game winner. If I said, "Excuse me, can I pay three life to destroy any two of your permanants?" would you say yes? R/W weenie is definitely a threat. "Oh, you Savage Twister for four? I'll just reflect that back at you, thank you very much." But the deck everyone should be fearing right now is mono-black Tombstone Stairwell... <<

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