| White, an adventure in pie |
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| Written by Bromf | |||
| Monday, 07 July 2008 21:01 | |||
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I suppose it is time to talk about the colours in magic since we have been a little while since this great site was put up <and I have been dodging it for a while>. The colour pie has been bleeding like a mortally wounded animal which, 30 seconds previously had been held afloat by a cushion of bullets and has been left for dead bleeding from every conservable orifice. This makes defining the colours more difficult than in the older cleaner cut sets <guess the official pie cutters have been replaced by chimps because they will work for pretzels and cheese>. So I suppose we could start with white then since they are at the top of the pentagon, anyone who doesn’t want me to start with white can close their eyes and scroll down pretending I am explaining your favourite colour. Now for those who are interested or like white lets have a look at the colour in a bit of depth. Firstly what does the colour do? I have often asked myself this about white all it does is parry every blow which is good in multi-way if you do it well enough but in one on one it makes for a drawn out game. Whites’ skills are vigilance for the most part but it also dabbles in a bit of flying as well. The lesser skills include first strike, ping attacker or blocker, prevent damage, protection and being small and fast. A white deck can not have all of these things in vast amounts so they tend to fall into a handful of categories. 1.   White Weenies. This is a term used to describe the popular faster side of white which uses combat tricks, protection and often first strike to break though the opposing lines. 2.   Angels. Angels are big dudes and dudetts who can win game if used rightly, with a brace of defensive creatures holding things off long enough for you to get rolling to the big guys. 3.   Prevention. These decks do nothing but prevent damage and are mostly used to aid a fast and powerful deck in two head giant. Not much that can be said really about this except it is infuriating to play against but you can normally break it before it breaks you. 4.   Soldiers. These guys are good they focus mostly on the combat side of things but have some nice tricks up their sleeves and are well worth a look. I am not going to go too far into this because it will feature soon enough as a main article for the creature type assault. 5.   Equipment. It seems to have become white’s thing since they focused heavily on it in the mirrodin block. Truth be told equipment is any decks friend. There are other themes too which you can go in and build but if I list them here and no they will not seem so original when I do it later. Besides listing them would be a little too much effort on my part due to the complexity of the game. Now I shall cover how the colour is good, this seems quite an easy task with white since they are the quintessential good guys of magic. And as such are always on the noble and true path. Because white is the colour that values community it will often protect its creatures most and this is reflected in the cards it has, e.g. Swords to Plowshares which will remove a treat but give something back to the opponent. However white also can be evil, but it does it in an unknowing way. This may seem unclear at first but if you think about it do you do something because it is evil or because it is necessary, or do you step into the role unknowingly. If you believe you are always right then what happens when you find you were not fighting the good fight? This is Whites darker side; they can do so much good they become consumed by it and in doing more good deeds they undo other better ones. What exactly does white believe in? - Order - Purpose - Strategy - Loyalty - Self Sacrifice - Honesty - The greater good - Law - Defences - Religion - Honor Why does this colour like its allies and hate its enemies? Green also values the group as does white. White sees in green the ability to live apart and still keep its community stable. This makes green and white good friends if at times they do not see totally eye to eye. Blue and white both think ahead and see this in each other as a good thing. Blue and white between them have the most fliers and this gives them a good bond, and both focus around controlling the game though card advantage. In red, white sees a colour that does not respect law and order. Red does not think beyond what it wants and will take from others to meet its own needs. Black is the enemy that does not respect moral laws and is inherently selfish. White sees selfishness as a way to promote yourself and not the group and so must be removed in order for peace to resume. I shall close with some examples of white heroes and villains in popular <and probably unpopular culture too>. Captain Jean-Luc Picard – He has strong morals which govern how he acts as well as being a member of the federation which is a white aligned organisation <assuming it were in magic>. Mighty Morphing Power Rangers – They follow Zordon and try to protect the Earth at all costs for the greater good. The villains in Mighty Morphing Power Rangers tended to be selfish and anarchic which is the two traits white dispises. Fate from Magical Girl Lyrical Nanoha – SPOILERS, DO NOT READ UNLESS YOU DO NOT CARE, here reason for opposing Nanoha and trying to obtain the jewel seeds is that all she wants is to see her mothers smile again. Sadly this is something that will never happen because her mother will not love a replica of her original daughter Alica. I suppose I have kept you long enough now though, since this will get some feedback no doubt I'll do some more. It puts off doing other more important things anyway.
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| Last Updated ( Monday, 07 July 2008 21:43 ) |




I think the MMPR were red, they just kicked things.