The Magic World

You've just entered the Magic world, where primal mystic energy is as common as gravity. This energy is called mana, and unlike gravity, it can be commanded by the very powerful and the very wise. Your ability to use mana puts you in direct conflict with others who can do the same; the powerful and the wise don't appreciate competition. In this world, survival depends on your ability to employ powerful spells and fantastic monsters to defeat your enemies.

The land around you provides the purest and most powerful forms of mana, and each type of terrain generates a different type of mana. Plains produce white mana; islands produce blue; swamps produce black; mountains produce red; and forests produce green. Once you form a connection with the land, you may then use its mana; land provides mana, mana provides power, and power provides opportunity. What you do with that opportunity is entirely up to you.

In this place of living possibilities, you're limited only by your knowledge, your discipline, and your strategic skills. Enter this fantastic world, and enter the ongoing struggle to define what shape it will take . . . and what your role in it will be.


White
With White, a force of justice, the best offense is a good defense. White uses the power of the plains for abilities such as: attacking with overwhelming force, staunch defense, protection, healing, victory through life, aerial assaults, absorbing damage, rallying troops, awe-inspiring powers, and rebirth.

White creatures include angels, all kinds of flying creatures, soldiers, clerics, knights, and paladins - all equipped to strike with a righteous fury.

Blue
Blue wins by having a solution for every problem, gaining strength from the great power of Islands. Blue is deployed via powerful spells, defensive counter spells, research, intelligence, careful planning, study, mental abilities, and time travel.

Blue creatures include mighty wizards, merfolk, squid-like cephalids, powerful monsters from the ocean's depths, illusions, sea-birds, and shapeshifters. Island life can be dangerous.

Black
Black will stop at nothing to win, drawing dark strength from swamps. Characteristics: Death. Decay. Nightmares. Re-animation. Plagues. Diseases. Infections. Infestation. Pestilence.

Black creatures feature these types: Rats. Vermin. Zombies. Skeletons. Ghosts. Ghouls. Horrific Beasts. Foul, flying Imps. Crows. This is what Black is all about. And it's also about not being afraid to damage yourself in order to win.

Red
Red's all about raging attacks, drawing its power from the mountains. Fast, fiery and destructive. Landslides, earthquakes, meteors, explosions, lava, shattering effects, and sacrifices are just some of the paths to victory. Lots of options - all of them unrelenting.

Creatures include dragons, goblins, ogres, dwarfs, barbarians, minotaurs, and lizards. And they're all out for blood.

Green
Green draws power from the forests and is expressed by a slow building of forces using huge animals, sneak attacks, surprise ambushes, trampling over enemies, explosive strength, and protection from flying creatures.

Green creatures are typically elves, wolves, bears, elephants, squirrels, lions, centaurs, gigantic wurms, insects, living trees, living plants, and druids. Whoever talked about nature's fury was talking about a Green deck.


Links

  • Why Color's Clash article by Mark Rosewater
  • Back to Storyline Main Page