I’m pulling out of my driveway! We all know what that means!
It’s time for another Drive to Work.
Okay. So today is another in my mega-series about
the two-color pairs. So let’s see. I’ve done white/blue.
I’ve done blue/black.
I’ve done black/red.
I’ve done red/green.
That means it’s time for green/white. The final of the allied color pairs. And
then, I’ll be getting on to the enemy pairs in future podcasts.
Okay. So, let’s start by talking about what does green and
white want? So green. So green’s the one color that believes that things are
the way they’re supposed to be. That nature is this thing of beauty, and that
the key to life is not changing anything, it’s not trying to turn it into
something else, it’s just acknowledging and accepting it for what it is. That’s
why green, green wants acceptance. That’s what green ultimately—just accept the
world the way it is.
And the way it does that, I say, is through harmony. And
what that means is, that you have to be able to sort of stop and realize what
you have. That what green feels is that not enough people take into account
what they have. They’re always searching for something else, not realizing that
what they already have is plenty.
Meanwhile, we have white. White is seeking out peace. White
believes that everybody can be happy. That everybody can have what they need.
That we have the resources that everybody can have their needs met. But in
order to do that, it requires us taking steps to make sure that we all get—that
everybody gets what they need.
And in order to do that, white is very big on structure. White
believes that people inherently will do things that are counter to their own
well-being, but if you sort of set up rules, whether the rules be civil rules
like laws or more spiritual rules like religion, that you can guide people.
Like, people need guidance. That people have lots of impulses and instincts,
more impulses I guess, more impulses and selfishness is the issue. Is that I
just want to do things for me. Me me me me me. And white’s like, “You have to
think about not yourself but everybody else.”
Okay, so the obvious overlap between white and green is,
their shared enemy is black. Black is the color of selfishness. Black is, I
take care of me first. Well, let’s go look at the opposites of black, which are
white and green. White clearly has an entire sense of the value of the
community in that we need to do what’s better for the group. If the decision is
bad for an individual, even if the individual is the person making the
decision, but it benefited the group, the correct answer is doing what’s right
for the group.
And green, now green cares about the community in a
different context than white. White is very much about the needs of the group
outweigh the needs of the individual. Green believes that there is an ecosystem
set up. That everything fits in balance. That everything is connected to one
another. And that part of what you—one of the things you need to realize, part
of the harmony that you need to reach is understanding the role that you have
in the world, the interconnectivity that you have with everything else.
So green’s big issue is, I have to care about everything
else because I’m connected to everything else. That when I do something, it
impacts other things. And that you have to be careful what actions you take
because of the repercussions of those actions.
One of the big problems green has with black is, black cares
about nobody but itself, and does things that have horrible ramifications. That
if you kill something, that there’s not a role for it being killed. Green’s not
against killing things if there’s a point, if I need to eat, I mean there’s
some function for the killing green understands.
But killing for just to gain advantage, like black wants to
do, okay, you’re disrupting the web of life. You’re disrupting the natural order.
That you start killing off creatures, maybe those creatures are predators, and
if they don’t eat their prey then things get out of balance. That green’s a big
believer that there’s a harmony that needs to be reached.
So, where green and white overlap is definitely the needs of
the larger group as a whole. That both green and white, in their own way,
believe that what’s most important is what you’re able to do. You need to think
about the larger picture. You need to think not just about you yourself, but
extend out and think about the larger role that you play.
Okay. So, the first place that you see that is that green
and white definitely have a flavor of building. That they are colors that are
very supportive colors. So for example, we’ll start with creature buffing. That
green and white are the two colors that do +N/+N, meaning that they boost
creatures, usually at instant speed, to sort of make you bigger.
And so, now, the way we separate white from green is, white
tends to do the smaller boost, white is +1/+1 or +2/+2. Normally what it does
is white then also, you gain an ability. So it’s +1/+1 and flying or +2/+2 and
lifelink, or +1/+1 and first strike. Sometimes white occasionally will do
+1/+0. Like, +1/+0 and first strike is something it will do from time to time.
But white definitely does the small bursts, and usually adds utility to it.
And you will see that, that green both has the Giant Growth-like
effects, and it also has the Rootwalla effects, where built into the
creature it can Giant Growth itself. White sometimes will have a little bit of
buffing. Sometimes you’ll see with knights or something that they’ll pump
themselves up. But white doesn’t do that nearly as much as green.
Okay, also there is the community buffing, where you’re
buffing all your creatures. So white tends to do +1/+1 or +2/+2 to the whole
team. To all your creatures. You don’t buff your opponent’s creatures, you just
buff your own creatures. And so white tends to do smaller buffs. White gets
+1/+1 to the whole team, usually at common, often as an instant, sometimes as
an enter the battlefield or an activated ability. Although usually if it’s
activated it’s higher than common.
Now, white and green are also the colors that mess around
the most often with +1/+1 counters. Green is more primary in it, and white is
secondary. But it’s something that both of them do. Also, they are the number
one and number two creature colors. In fact, white is number one in volume of
creatures, white has the highest percentage, usually between 55 and 60%
creatures. Green is number two in the number of creatures it has.
Now, green is the biggest creatures, so green is the
creature color in the sense that it gets the highest. Like at common, it’s
going to have a 6/6 or 7/7. And usually at the higher rarities, usually it has
the biggest creature. Every once in a while, one or two colors will get a
singular big creature. Blue sometimes gets leviathans and things. But green on
average, if you just added up all the power/toughness and divide it by the number
of creatures you have, just on average has the biggest creatures. And it has
the best utility for paying for its creatures. Now what happens is, white is
very, very good at getting cheap creatures. And it has the best cost to size
equity at the low size. And then green has the best cost equity at the big
size. So those are the creature colors.
They also overlap in two abilities, speaking of creatures.
One is, white is primary in vigilance and green is secondary. Not tapping to
attack. And then also, white and green are the two colors that most often will
get indestructible. Which is, it used to not be a keyword, but has recently
become—or not recently, but in the last, I don't know, year or so, became a
keyword.
Anyway, so white and green, vigilance is good for both
attacking and defending. White and green have some of that quality to them.
Indestructible is a good defense mechanism. White and green can be very
protective. Like I said, we already talked about the boost, that they can boost
creatures, that’s one means by which to protect themselves. Another is like, indestructible.
And one of the reasons, by the way, that vigilance is in
both colors is that both colors have this sort of quality of wanting to look
out. And white is more defensive than green, now one of the ways that white and
green both a have a defensive quality is they are the two life gaining colors.
That they’re the two colors that both gain life.
Usually the way we tend to separate life gain is white tends
to get smaller bursts at instant speed, and green gets larger bursts at sorcery
speed. There’s a few exceptions to that. That’s the general rule though. The
idea is, white’s life gain is a little more, ha-ha, you don’t know that was
going to happen. You thought you’ve defeated me, you have a clock going, you
think you’re going to defeat me, and all of a sudden I mess up your clock. Where
green, it’s sort of like, you know it’s coming, it’s not a surprise, but it’s
get larger bursts. Now, white has a
little more ways to get life. White also has lifelink, something green does not
have. So white’s able to get life through creatures as well. So white has a few
other ways to get life.
White is allowed at higher rarities to have spells that can
destroy both artifacts and enchantments, doesn’t tend to do it as efficiently
as green. Either it does it at sorcery speed or it does it more expensive. Sometimes
it will exile them but at a higher cost. It will cost four or something rather
than two like Naturalize.
Now, white has the ability to destroy more things than
green. White has more answers than green. White, for example—white’s big thing
is, white either only destroys things that are messing with it, or its answers
tend to have answers, or they tend to be more expensive in the solutions.
As far as beefing creatures up, white and green also have—they
are the two colors that most often do buffing auras. So that’s auras that go on
your creatures that tend to make them bigger. All the colors have the ability
to do it a little bit. So all the colors have some ability to do auras. White
and green tend to do them more frequently.
Green for example usually is the color that has the biggest,
at common or low rarity, the +3/+3-type enchantments. White usually has less
than that. Just like we do Giant Growths, white gets to have more +1/+2, but
with added bonus to it. An added keyword. Where green just sometimes gets more
size. You’ll notice that theme between them.
So one of the things I should point out is that white and
green, when you ask us, “What two colors have the most overlap mechanically?”
the two ones we always bring up are either white and green or black and red. And
white and green, like I said, as I’m going through this, there’s just a lot of
areas where it lines up. Like, when you’re making hybrid cards, white/green
hybrid cards are one of the easiest to make. Because it was just a lot of
overlap between what white and green do.
Also, white and green—well, green is number one at land
fetching, which is going into your deck and getting basic lands and putting
them into play. White is allowed to go get plains. I guess all the colors are
allowed to get their own basic land type. White tends to do it a little more
than some, I guess black is probably second as far as getting its own lands
out. But white is probably third. As far as seeking out of your deck.
Usually white getting plains has been tied to like are you
behind in some way, it’s done kind of a catch-up thing. Where white says, “Oh,
you’re in some means, let me help you. Let me help you.” It goes all the way
back to like Land Tax, which was pretty broken. Usually that’s the idea, that
white’s land fetching usually is trying to help you out.
Okay. So now, let’s talk about some of the defensive—I already
talked about Giant Growth and indestructible. The other thing is, white and
green are the two colors that do damage prevention. So white does damage
prevention, sort of spot damage prevention, which is like you try to do something,
I prevent damage from that source or to that creature. Green’s damage
prevention is just Fog, which is nobody does damage. So green is much
more widespread. Sometimes green will do Fogs where not everybody gets fogged,
that’s green getting closer to sort of how white functions, sometimes it will
be like “Everybody but the werewolves and the wolves deal damage.”
So one of the things we decided to do there was that Fog
seemed like an odd fit for green, and it had been tied to kind of weather
manipulation, which green does, so we said, “You know what? White’s really the
damage prevention color, let’s put it in white.” So we put Fog in white. So for
a couple years, Fog was in white.
The problem we ran into is, Fog isn’t—white doesn’t need
Fog. It just—there’s so many other ways for white to prevent damage that Fog is
kind of irrelevant to white. And white had more spot prevention, so it
definitely was more like, “We get in a fight, and I harm you but you don’t harm
me.” So white just had better than Fog.
And what we found was, green really needed Fog. Green really
needed the “I’m going to do some sort of alpha strike, and then I have
protection in case you strike back.” So we moved it back. So what happened was—it’s
one of the good examples where we saw something, it seemed to make sense logically,
so we made the move, we tried it, and then as we actually started doing it, we realized
that we hadn’t seen a lot of the ramifications of it.
It’s one of the reasons I always talk about how important
playtesting is in general, where you need to sort of understand the
ramifications, and there’s really no way to understand ramifications without
actually playing it. That theorycrafting, as we call it, talking through what
you think will happen, only gets you so far.
Another thing I want to point out, real quickly, since I
brought up this story, is that the color pie, the philosophies do not change.
What white represents, what green represents, those are not things that—those are
constant. And they’ve been the constant since Alpha. But our execution of
the color pie, how we execute it and what we do with it, that does change.
Okay. I’m sitting in some traffic. This is one of those
topics where I have a decent amount to talk about, but it is a more finite
topic. It’s not like I can just talk forever about it. So I’m hoping this
traffic will clear up a little bit because I have a decent amount of material,
I have half an hour of material. I don’t know if I have forty, fifty minutes of
material.
Okay, so we talked about damage prevention. Okay. Let’s now
talk about bounce. Both green and white both have bouncing as a cost. And what
I mean by that is that you can play a creature—so they work a little bit
differently. What white will do is white often has creatures that say, “When I
play this creature, I have to bounce a creature.” One time. One time when I
play it. Green tends to have bigger creatures, there’s a cost of bouncing it
every turn.
Neither of these we do tons, we do this every once in a
while. Usually what happens is, if the set has a theme where bouncing your own
stuff is synergistic, we’re more likely to put it in. So let’s say there’s a
set where the main mechanic, for example, is something that has to do with
casting, or has some sort of trigger when things enter the battlefield. That
having things that bounce lets you reset things, and so we tend to add those in
when it’ll help the environment. So they’re the kind of things that white and
green get, but they don’t get super often, and…
One of the things that’s interesting is that I put things in
three buckets as far as colors go. There’s your everyday stuff, that is, when I
talk about something like vigilance in white. Every set’s going to have vigilance
in white. Every, every time. So the first bucket is just things colors do and
always do. The second is things sometimes do, in the sense that it’s something the
color’s capable of, and every once in a while we’ll do it. And then the third
bucket are things that are like special occasion, which are really only when we
do a particular theme.
Like for example, when we do a graveyard theme, we need to
make sure we have things for all the colors to do. And red and blue don’t have
tons of graveyard interaction in a normal thing, and so we’ve given them a
little bit. And the funny thing is, the stuff we’ve given them, when we need it
we’ll put in other sets, occasionally red will return an instant or sorcery or something.
But the three buckets essentially are things we always use, things we sometimes
use, things we rarely use, but we use judiciously to help flesh out particular
themes. Okay. Can you tell when I’m padding? Traffic’s picking up.
Okay. Next. Untapping. So for a long time, white was the
color of—well, blue taps or untaps. Blue has the puppet-mastery-type things
where it taps or untaps. And then for a while, we had white tapping and then
white also untapping. Not like blue, not at the same time. Usually when white
was untapping, it either untapped all your creatures as a spell, or it untapped
one creature as a means to surprise something for blocking.
And so what we decided is, we shifted off the latter to
green, and we did that recently. I mean, not so recently that you haven’t seen
the sets. But so the idea is, green now has the “I untap a creature and I can
use that defensively.” And the idea is, we want green to get in fights. We want
green to use its creatures to have answers for other creatures. So one of the
things might be, “Oh, I attack with my big creature, now I see the coast is
clear and you attack, so now I untap my big creature and block.” White still gets
to untap all its creatures. White has that general utility. But it no longer
does—infrequently does the untap to block thing. We’re letting green do more of
that recently.
Okay. Next, token-making. So they’re the two creature
colors, so being the two creature colors, they are the most likely to make
creatures. So not only do they have the highest as-fan of creatures, the
highest percentage of creatures, but they also are the most common in making
tokens.
So one of the things, it used to be that green was king of
1/1 tokens because green’s all about swarming you. And we’ve shifted a little
bit to white. We decided that we liked the idea—there was a period of time
where green had both the most creatures and the biggest creatures, and we’re
like, “You know what? We’re kind of wasting it.” Like, it’s neater if we can
spread that out.
So we decided that white would have the most creatures, and
green had the biggest creatures. It plays into white’s army theme. That white
doesn’t have big creatures, there’s lots and lots of little creatures. But it
has more of them.
And so we decided to give white small token-making. So 1/1
creature tokens is in white’s domain. Not that other colors can’t do it, red
does it from time to time, other colors can make 1/1s, but white’s is the thing
where almost every single set there will be a common white card making 1/1
tokens. Sometimes you’ll see it in other colors, but it’s almost always in
white.
Then green, we decided that green, most of the time, and
once again, like it can make 1/1s, but more of the time it will make bigger
ones. It will make 2/2s and 3/3s. And so the idea is, if you see a 1/1 counter,
the most likely thing is white made it, and if you see a 2/2 or 3/3 counter, well
most likely green made it. Green makes the bigger counters. I keep calling them
counters. Tokens. Creature tokens.
It’s also that white and green are the colors most likely to
make multiples. Not only make them but also make them in multiples. Because they
are the creature colors. The only other color that really does them at lower
rarities in multiples is we give red “make two 1/1s” every once in a while.
Usually goblins, to fill out some theme.
Okay. Next, returning from the grave. So interaction with
the graveyard. So white has more interaction. Well, white and green each have
interaction. Green’s interaction is, it can get back anything. It ties into
kind of its thematic connection with the past. We talk about blue is about the
future and green’s about the past, blue looks for what can be and green looks
for what has been.
So green through that is able to return anything. It can
regrow anything from the graveyard. White is a little more restrictive about
what it can get back from the graveyard. White is allowed to get small
creatures as a means to sort of not run out of small creatures. White has a
card advantage issue, one of the things we let white do is to sort of keep a
flow of small creatures, to get back its small creatures.
White is also the color that gets back artifacts or enchantments
when we have sets that we care. That’s the kind of thing that white doesn’t do
all the time, but does in a set where it matters. Oh, there’s an enchantment theme?
Okay, white can get back enchantments from the graveyard. Oh, there’s an
artifact theme? Okay white gets back artifacts from the graveyard. White also
has a little bit of an ability to get things from the graveyard into play.
Usually that’s also on smaller things. Green does not do that, that’s—white and
black are the two that tend to get it into play.
But the idea essentially was, its power and toughness are
equal to the number of creatures you have in play. Oh no, it was */* because it
itself is a creature. So it always, stuff Lhurgoyf had to be plus one
so it didn’t die when you played it. But Keldon Warlord was always a 1/1. So it
was a */*.
Anyway, we made Keldon Warlord. Then we figured out that
Keldon Warlord didn’t make a lot of sense in red. Red wasn’t really the color that
cared about creatures. In fact, it has the second fewest. Only blue has fewer
creatures than red. So we moved it into green. And green started doing it.
And then, after we made the split to decide that white was
the number color, we came back, and there’s a big split, because one of green’s
big flavors is growing. That it has things that grow over time. Variable
power/toughness. Not that the other colors all don’t dip their toe in it, but
green’s the major variable power/toughness color.
And so—and green is a creature color, so being stars equal
to creatures made a lot of sense. It grows over time, green has a swarming
concept. But the argument for white was, well white is the army color, white
has lots of little creatures. Oh, well this thing is a reward for having lots
of little creatures.
So we had a—there’s a meeting we have once a week called
cardcrafting, where we get the designers and developers in a room, and we
really argue over like nuts and bolts mechanical things. Such as, okay, who’s
supposed to get the Keldon Warlord? Is it supposed to be white or is it
supposed to be green?
And this was a pretty—by the way, this was a pretty heavy
debate. It wasn’t like, sometimes we have discussions and like, 90% of the room
agrees one way, and that’s just what we do. This was a case where we were
pretty split. In the end it was like 60/40 leaning white, so we ended up going
with white, so white now became the color that’s */* equals the number of
creatures.
Okay, so let’s talk a little bit about philosophically where
white and green—where they play around with. So one of the things that—so let’s
talk about the conflict between white and green. I’ve talked about what they
have in common, looking at their enemy, black, so let’s talk about where they
differ.
So the way to do this is if there’s an ally color, you look
at the other allies they have that are enemies. So white’s other ally other
than green is blue, and green’s other ally other than white is red. So blue and
red are enemies.
Okay. So the conflict between blue and red is one of emotion
vs. intellect. So the idea there is, blue believes that you should think things
carefully through, and that you shouldn’t—blue is all about thought, where red
is all about action. That blue believes that it’s important before you do
anything, you think of all the consequences. Red is like about action. Red is
follow your heart, do what you believe. Don’t get caught up in your mind, just
act. Think about things.
And when we look at white/green, this is where they tend to
spread a little bit, white leans towards blue’s side. White agrees with the
idea that look, you’ve got to be careful, that people just doing things causes
chaos, and chaos is dangerous to society. So white very much agrees with blue.
White, like blue, is a planning color. White wants to think ahead. White wants
to use its structure constructively to make sure that everything stays safe.
And so the reason that white and red are enemies is white does not like red’s recklessness.
That red does not think about things. And that to white, it’s important. White
wants order, not chaos.
Meanwhile, green, green is the color of instinct. Green
understands the impulsivity of red. Green looks and says, “Look, you are who you
are, you feel what you feel, you do what you need to do.” Animals aren’t
thinking. It’s not like—if I see my prey, do I think about if it’s the right
thing? No, I chase my prey. It’s what I do. And green is very instinctual in
nature. So one of the conflicts between white and green is green definitely
leans towards the red side of act before you think, and white leans towards the
blue side of think before you act.
Now, both of them very much, like I said, they center on the
care of the community, but the means by which how they do that. The other thing
that’s very different is, white is literally trying to protect every member of
its group. White wants to make sure that nothing can harm any member. Its laws,
its rules, its religion, everything is about protecting every single individual.
Green is more about protecting the overall, the web of life.
Green is not protecting the individual. If a cheetah has to eat a gazelle, well
hey, gazelle, the cheetah’s got to eat. Green does not say, “Oh no no no, we
need to protect the gazelle.” Where white is very much—white in fact wants to
support the meek. White wants to look at the weakest members and make sure
those are protected.
And green, green definitely has a quality of survival of the
fittest. That if the weak aren’t able to survive, then they don’t survive. And
that green does not do anything, like green believes that the natural order
will weed things out that need to get weeded out. If you’re weak and need to be
weeded out then you will.
That’s where another big issue—green and white, while they
overlap, and they have a lot of shared beliefs, definitely how they see the
larger community is a very different thing. That white is trying to protect
everybody, and green is trying to protect the overall system. But not the
individuals in the system.
Okay, so what happens when white and green gets together? A
couple different things. First and foremost, white and green banding together
will be very group-focused. That white very much will care about the welfare of
everybody, and green will care about the combination of everybody.
And so one of the examples, obviously, in Ravnica is Selesnya. So
Selesnya definitely—for those that know Divergent, for example,
there’s five factions in Divergent. One of them is called Amity, and for
those that don’t know Divergent, it’s a futuristic—it’s a teen novel,
and the idea is, there was a horrible, I don't know, world war or something,
and there’s five factions that each believe that something different is what
they need to embrace. And Amity’s very much about (???) peace and belonging and
that connectivity. And so Amity’s another green/white example just like
Selesnya.
And the thing that both of them overlap, you’ll notice, is the
idea that the group as a whole is in charge. That it’s not any one individual
making decisions, it’s the group making decisions. That the idea of a true
democracy, where if you’re going to take action, every single member of the
group will weigh in. I know in Divergent, for example, whenever they
make a decision they literally vote. Everybody votes. And if the majority doesn’t
agree with them, whatever the majority wants is what the group does. And they’re
very much about giving voice to the group as a whole.
I think white/green is, of the ten two-color combinations,
the most group-focused. It is the most caring about the welfare of the group as
a whole. And when you get white and green together, that’s the kind of thing
that happens.
Now, in gameplay, what happens is, white and green are the
two creature colors, they’re the colors that both have the most creatures, can
make the most creature tokens, have the ability to protect their creatures, so
white and green’s strategy, if you look at sort of whenever white and green get
together, it’s all about—it’s very creature-focused. We talk about green and black
might be graveyard-focused, and blue and black might be library-focused. Green
and white is the most creature-focused.
And so white/green is the most creature-focused. And it’s
not just individually creature-focused, it’s group creature focused. It’s going
to beat you by overrunning you with a large group of creatures. That is how
white/green is going to win. It’s going to win with creatures, and it’s going
to win by having more creatures than you can deal with.
And like I said, if you really look at all the different
mechanics that weave into that, I think green is about overwhelming and overrunning,
and white is about banding together and joining as a group. So when you sort of
take those two qualities and mix them together, that when you take—like, for
example, what green believes is, nature is plentiful. And that one of the
advantages that nature has over everybody else is, we just have more things.
And that if you give us time to sort of pool all the resource of nature, we’re
going to overwhelm you. White says, hey, we have the individuals, we have the
numbers, we’re going to band together, and if we work as a group, we will be
more powerful than any individual.
Now, take those two philosophies, meld them together, and
you see, okay, these are people that are going to create a lot of creatures,
band them all together, and work as one very unified unit to take you down. And
they’re just going to overwhelm you. Because that is the nature. That they’re
going to make more creatures and they’re going to overwhelm you with those
creatures. That is what green is about.
So what is white/green’s negative qualities? So I talked
some about the positive qualities. I think white and green, on some level, their
groupness is their greatest negative, which is they are so focused on the group
they can’t see the rights of individuals. That like if you want to sort of take
a white/green group, and the problem there is, they just don’t care about the
rights of the individuals. That whatever’s good for the group supercedes that.
And that, I mean, while there’s definitely a lot of value of
seeing things for the group, there is some value of being able to see the rights
of individuals. And that individual rights kind of get trampled in a
white/green world. That if it’s good for the larger group, doesn’t matter if it’s
not good for everybody. And there are individual freedoms that don’t exist.
Like in a white/green world, there’s not a lot of property.
Everybody owns everything. And there’s not a lot of self-achievement because whatever
you do is for the greater good of the group. And so there’s individuality lost
in white/green. That sort of, it has the strength of the group, but it doesn’t give
any strength to the individual. And that a lot of the things, especially (???) some
of the other colors that play into that, that is really important.
So anyway, I see Wizards. So just remember that we’re
halfway through. This was the last of the allied two-color combinations, but
coming up—not immediately, I’m trying to do them about once a month maybe. I’m
going to be getting to the other five. The next one I’ll be doing, I’m going in
order, the next one will be white/black, which is Orzhov.
But anyway, I hope you guys are enjoying these two-color
pairings. I am fascinated by the color pie, for those that somehow can’t tell
or haven’t heard the 18,000 different things I’ve written about the color pie.
I find the color pie fascinating, I think it’s a really neat—it is the
foundation of Magic, it is the
secret sauce if you will, if you dig down deep, it’s a thing that really sets Magic apart. And so I love swimming in
the mana pool near the color pie and seeing all the cool sort of stuff that you
can do.
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