Fan Lore of Magic the Gathering; Nothing Serious

White Magic was always the magic of purity,

The element of surprise.

It dealt with simplicity,

The workings of a Planeswar,

It used the simple sway of arithmetic.

 

Blue Magic was always the magic of reflection,

The element of mirroring.

It dealt with knowledge.

The workings of a Planeswar,

It used the opponent against himself.

 

Green Magic was always the magic of nature

The element of strength.

It dealt with brute force.

The workings of a Planeswar,

It used overwhelming power to win.

 

These were the three good magics.

 

Red Magic was always the magic of rage

The element of speed.

It dealt with lightning speed.

The workings of a planeswar

It used the overwhelming force of numerical strength to win.

 

Black Magic was always the magic of decay,

The element of destruction.

It dealt with killing.

The workings of a planeswar

It used the power of decay and death.

 

These were the two evil magics.

 

Colorless magic was always the magic of beginnings.

Its element was mechanical.

It dealt with supplementing.

The workings of a planeswar

It used the power of suplmenting the other magics.

 

This was the neutral magic.

 

Purity. White.

Knowledge. Blue.

Nature. Green.

Rage. Red.

Death. Black.

Beginning. Colorless.

 

A Fan Lore of Magic the Gathering; Nothing Serious

In the beginning of Magic

There was one color.

It was without color.

Then, there began the knowledge of words.

 

There were hateful words.

There were cruel words.

There were pure words.

There were intelligent words.

And there were gentle words.

 

It so turned to create the five colors

Of Magic.

 

Hateful words turned into the Red Manna,

And found power in the Mountains

Because the magma boiled underneath them.

 

Cruel words turned into the Black Manna

And found power in the Swamps

Because of the dead and gross things inhabiting them.

 

Pure words found power in the White Manna,

And found power in the Plains

Because men grew their corn on them.

 

Intelligent words found power in the Blue Manna

And found power in the Islands

Because the waters were reflective.

 

Gentle words found power in the Green Manna

And found power in the Forests

Because the forests were natural.

 

It soon came to be that the creatures

Started to draw forth from place to place.

Each according to their type,

What kinds of words they were most like.

 

The angry creatures dwelt among the mountains.

The cruel creatures dwelt among the swamps.

The pure creatures dwelt among the plains.

The intelligent creatures dwelt among the islands.

The gentle creatures dwelt among the forests.

 

It soon came to be that a Wizard of the Coast

Found how to harness words

And he used it to categorize every creature.

He studied them, and found some were small,

Some were large, some could do unique things

With words. It began to draw attention from other wizards

Who started to learn how to tap into the manna sources

Of the lands, and then draw forth the monsters,

Whom the Wizard of the Coast categorized.

That Wizard was Merlin, the Librarian,

Who meticulously categorized each creature

He studied, and wove them into a page.

Each page, was chronicled

And he cataloged what was possible with the words

And cataloged them also.

 

It soon came to be that Merlin had cataloged more than 30,000

Different spells, all that was possible with words

But a Gorgon found the books

And began to sell them to other Wizards

Who were soon to be called “Planeswalkers.”

These Planeswalkers would buy Merlin’s pages

Which were copied with perfect renderings—

Merlin was a great collector

But the Planeswalkers saw the Gorgon

Gogawroth’s pages, and began to buy them in bulk.

They could, in the beginning,

Play any spell they wished.

 

But, Merlin, seeing the realms were being destroyed

And men were losing their lives for nothing,

Took his unbeatable spells and bound Gogawroth’s spells

So that they would be bound into cards.

Gogawroth saw that now there was chance,

So Gogawroth, in one last act of defiance,

Made a Horocrux with his soul

And laid it in an artifact

To give him life again.

He died, but was found by a Goblin King,

A petulant warrior, who resurrected Gogawroth

Who, the newly resurrected Gorgon

Was now Sluks h’Tar The Gorgon of Chance.

The Gorgon of Chance, then,

Having half the power over all of the Planeswalker’s library

Had power to order the libraries howsoever he pleased.

Merlin had power over the spells, and their wordings.

Sluks h’Tar had power over their ordering in a Planeswalker’s library.

 

Thus, the two were drawn into never ending combat.

Merlin was White, Blue and Black.

Luks h’Tar was Red and Black.

 

Men tried to manipulate their libraries

To make the perfect draw every time,

But Sluks h’Tar would never let them.

Merlin sought to rebind his library

And therefore take it back from chaos,

So the two set forth to fight one another

In mortal combat.

 

The Goblin King,

However, was the foe whom Sluks h’Tar

Had used to keep Merlin away.

For the Goblin King was a formidable foe

Whom no Planeswalker would want to fight in combat;

For the Goblin King had mastered chance

And had made a pure library of wrath.

He was the gatekeeper to fighting Sluks h’Tar.

 

Only one Planeswalker had challenged Sluks h’Tar

And only once was Sluks h’Tar fought in a Magic War.

It was the Beast Master, whom Sluks had beaten

Because Sluks could, as it were,

Control the very order of his cards,

And change them at will, according to any of his desires.

The Beast Master was a legendary Planeswalker

Who defeated Sluks’ second in command,

The Dark One, who commanded death at his legions.

That battle was fierce,

And the Dark One was one of few Planeswalkers who had the advantage over

The Beastmaster;

Not even the Goblin King could fight him.

 

But, Sluks was Red and Black.

The Beast Master, however,

Offered a pretty opportunity for Sluks to gain control

Of the Forests, the missing manna

In his feud with Merlin.

And the battle commenced,

Where Sluks had drawn Time Vault, Black Lotus, Mox Ruby and Mox Onyx.

He used it to win on the first turn,

For he could, as it were, make himself draw each turn

Continuously,

And even decide who goes first in a match.

For, he was the power over chance,

And the Gorgon of Chance was his title.

Merlin would not fight him,

And Luks h’Tar had power over every

Library, to give advantage or disadvantage to any Planeswalker.

Those who tried to tap into Luks h’Tar’s power

Were swiftly destroyed and given the “Cheater’s Stone”.

So, none could harness Luks h’Tar’s power.

 

Thus, the realms were ordered

That there were those with Luks,

Who wanted to fight with no order,

And win many tokens of victory.

There were those with Merlin

Who wanted the game to be pure,

And thus, let collections stay with their masters.

For, Merlin wished that no man would lose his library

In battle, nor wager cards.

But Luks wanted that every person must

Wager their libraries in each contest.

For such, the two factions warred among one another…

Luks desiring that once a planeswalker fell,

Their libraries came under the victor’s control.

Merlin had mercy, and wanted the game to be pure

And without this.

Such was the next fight,

And the one you must wage

Planeswalkers.

My Interpretation of the Strategy in Magic the Gathering

White’s strategy is very hard. It is founded on understanding the core game. Prolonging the game by life gaining. And surprise. White’s most powerful mechanic is the element of surprise. Most of the cards are built to put an opponent off guard, and to cause them to question their attacks, the most important part of the game. White will disrupt attack phases, being the weakest of the color wheel. It’s best set is lolling an opponent to feeling comfortable, and then hitting them with a surprise. White is a grandmaster’s choice for its purity. Great players can win with white because they don’t get caught up in playing games other than the one on the board. White has to play the game on the board, making it the weakest of the color wheel, but the strongest when in the hands of a grandmaster player. It is a sort of right of passage.

Red’s strategy is fast. Throw fast attacks, get damage done fast. It burns through those 20 life quicker than anything. Burn spells that deal damage. Little cheap creatures with haste that will deal immediate damage. There is no long term strategy with red. There is only the strategy of ending the game as quickly as possible. It relies more on the basic game mechanics than it does anything else. Blue happens to whip it, Black whips it, and it does average against white. Green has a hard time dealing with Red strategies. Red is probably the weakest color in the game mechanically, if not for its intense speed which makes it one of the strongest as well, when it can outpace other decks.

Blue’s strategy is to mirror an opponent. This makes it harder to play against White decks, which is where blue is at its weakest. Blue will control other creatures, it will make copies of other creatures,—its best weapon is the opponent it’s playing against. It makes a habit of taking what’s strong in another deck, and using it against them. On top of that, it has the strongest removal of all the color wheel, and that’s a counter. It will stifle an opponent’s seven drop instantly, for only three manna or less. If I had to estimate, blue would be the mid strongest color in the game, next to black which is the second.

Black’s strategy is to destroy. It’s on average the second strongest color, but it beats the strongest color handily. Green decks get destroyed by black decks because of deathtouch, wither, and removals. Green’s strategy is building up to a strong creature, and when that creature is killed, green does not work. And black has the most ways to kill creatures. Black is strong against white, too. It throws out the same amount of creatures, has a lot of protection, but all of black’s creatures are a little better for the price. Blue it loses too often because blue will throw black’s strengths back in their face. Black does like to lose life, which is the weakest mechanic in the game, but red gets creamed by black because  black also has a heavy life gaining ability. Just about all of the colors are very weak against black except blue.

Green’s strategy is to overwhelm the opponent. It is the strongest color. Only because it utilizes the core mechanic of the game, does it much more efficiently, and can put out as many 1/1 creatures as it does 6/6s. It gets beat by white, coincidentally, and black. And it gets beat by red. And it gets beat by blue. But, the fact is it’s the strongest of the color wheel because while it gets beat by all of the other colors, sometimes even embarrassingly, it has the highest win probability at the same rate. Green is the fastest color for developing high impact creatures. And because of that, it’s the strongest strategy. It often never has manna issues, either. It’s just about the only color that can best every color handily when at its perfection, except black.

My Favorite Cards in Magic the Gathering

The first is Borrowed Grace. A common from the Eldritch Moon block. It gives the player a choice between giving creatures +2/+0  Or +0/+2 Or both. The reason I love this card is because it can make seven 1/1 soldier creatures a threat. Those seven creatures alone can win a game where the player you’re playing against has all of their health. It gives you a knock out blow, that will leave your opponent questioning if they ought to attack.

The second is Righteous Confluence. It has “Choose Three: Destroy Target Enchantment, Create a 2/2 Knight Creature with Vigilance, or Gain 5 Health. You can choose the same mode more than once.” So, basically, you can gain 15 health, create three knights, destroy three enchantments, or any combination. It’s only for five manna. Choice is the best option, as the card has limitless potential during game play. It can single handed bring you back from the brink of losing. At 1 health, you’ll be back at 16, and if at 10 health, you can be at 15 with two creatures on the board with vigilance. The weakest link is the enchantment removal, but even then, players who play enchantments need them for their decks to work. So, it can cripple an opponent’s strategy at worst.

The third is Vampire Nighthawk. A three manna weapon. Vampire Nighthawk has deathtouch. It has life link. It also has flying. It will prevent any opponent from attacking, as it turns the attack phase of an opponent against them. The 2/3 of Vampire Nighthawk means it will block most creatures in the game, and then gain you 2 life on top of it. On offense, it’s even more powerful. But on defense, it will remove your opponents biggest weapons from the board, for only a three manna drop.

The fourth is Angel Song. A really beautiful, and simple card. It prevents all combat damage that turn. If you’re playing aggressive opponents, who on their kill shot want to win the game, Angelsong can completely nullify them, and leave them naked to a counter attack. Most good players are attack heavy as it is, and disabling the attack phase of an opponent is one of the surest ways to cripple them.

The Fifth is Phantom Warrior. There are two cards that are like it, but this one is my preferred for nostalgia’s sake. Unblockable, 2/2, it will rake an opponent for easy damage. Paired with Quietus Spike, it’s like a cruise missile, locked and loaded to tear an opponent. Lock and load them, and when the moment strikes, launch them.

The Sixth is Launch the Fleet. Offensive players will rip with this card. It can take 4 creatures, and make them into 8, all attacking. Though, the extra four are 1/1’s, pair it with a strong field boosting strategy, those four 1/1’s can be incredibly dangerous.

The Seventh is Overwhelming Stampede. This is the best card in the game, hands down. There is no card better than it, because when paired with green decks, it breaks the mechanic of game play. One creature with a power of four or greater, can turn five creatures into monsters with trample. It is a knockout punch every time it’s played. Paired with Elvish Piper, a person can have huge monstrosities out at turn five, and the game won on that same turn if they know what they are doing.

The Eighth is Goblin Bushwhacker. It is my all time favorite card, next to Aether Spell Bomb. It gives all creatures +1/+0 and haste. And for only two manna, and it’s a 1/1 creature already. So, along the lines of Borrowed Grace, if you have ten goblins out, you have twenty damage, even if four of them were played on the same turn Goblin Bushwhacker was played.

The ninth is Aether and Sunbeam Spell Bombs. This is a sleeper, where it will kick one creature to an opponent’s hand. But, it is so easy to bring it back from the graveyard, over and over and over and over and over and over again. It can be used to bounce five or more creatures to an opponent’s hand in one turn, given the right cards being out. The other powerful spell bomb is Sunbeam Spell Bomb, which not as fun, will gain you five life every time it’s used, and can be used to gain forty health a turn.

The tenth is Lightning bolt. Good old lightning bolt. In a red deck, it will clear away any blockers so that extra bit of damage will get through every time. It’s best to be used on creatures, where multiplicity comes in handy. One of the hidden strategies of the game.

The eleventh is Afterlife. It is a three drop, that is removal for white. The creature cannot be regenerated, either. Though, it comes with a setback, it turns the creature into a 1/1 spirit creature with flying, it severely weakens a player’s strategy when white is using black’s strategy of removal.

The Twelfth is of course Quietus Spike. It takes an opponent down to half of their life. It requires a strong player to use in competitive play because it can be cumbersome, but it comes back with some serious heat when it’s used. Paired with unblockable, shadow, flying or lifelink, it can be an incredibly deadly weapon.