Blue: Difference between revisions
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*[[Flash]] (shares with Green) | *[[Flash]] (shares with Green) | ||
*[[Flying]] (shares with White) | *[[Flying]] (shares with White) | ||
*[[Hexproof]] (shares with Green) | |||
*[[Shroud]] (shares with Green) | *[[Shroud]] (shares with Green) | ||
(This only currently lists recurring keyword mechanics) | (This only currently lists recurring keyword mechanics) |
Revision as of 05:34, 6 March 2013
Blue is one of the five colors of mana in Magic. It is drawn from islands and embodies the concepts of logic and technology. The mana symbol for blue is represented by a drop of water. On the Color Pie, it is allied with white and black and is the enemy of red and green.
Flavor
Blue's philosophy, like that of each color, is determined by its world view. To Blue, the world is opportunity. Within it, hide wonders and possibilities most fantastic; the stuff of dreams. Blue is characterized by the desire to know the world's secrets and to make those possibilities real. The belief that dream can be reality - to which Blue holds fast - is belief in tabula rasa, the blank slate.
Blue believes that all things begin existence blank, without destiny or purpose. Contrast with the belief that one's life is predetermined, say, by natural ability. Rather, Blue believes the essence of a thing is given to it, that it is shaped by the storms and eddies of its existence. Those with the knowledge and willpower are masters of this: shaping and changing things at will. To them, essence is as malleable as clay.
Mastery of possibility, mastery of essence, is exactly what Blue pursues. Thus, Blue comes to prize knowledge. It is with knowledge that Blue will unlock great possibilities, and changes itself for the better. With all knowledge - omniscience - Blue can make itself perfect.
Recurring themes in Blue are illusion over reality (nurture over nature), thought over action (reason over passion), and the future over the past or present.
Blue is the enemy color of Green and of Red. Green on the viewpoint that Blue is obligated to shape the universe. Green sees that as an affront to Nature and highly presumptuous. Blue looks on Green's resistance and sees someone stuck in the past. This appears mechanically in the game where Blue tends to construct complicated board positions and uses interesting effects from nonliving sources, while Green tries to destroy those complications and substitute more basic, primal, living creatures. Blue is opposed to Red, because blue is about thinking, and red is about freedom of action. Blue wants the world to be full of thought and controlled by logic. Blue wants a world without emotions. Red is all about personal freedom. Blue sees this as a hazard to the controlled world it wants. Blue plans to destroy Red before it causes more permanent damage.
This may cause confusions in the case of cards that represent sea monsters and other water-related creatures; they exhibit green feral traits, instead of blue's attitudes.
Rules
A blue card is defined as any card that has in its mana cost. Blue is famous for its card drawing and countering abilities. It also has the most flying creatures along with White.
The following keywords are associated with the color blue (as well as a second color):
- Flash (shares with Green)
- Flying (shares with White)
- Hexproof (shares with Green)
- Shroud (shares with Green)
(This only currently lists recurring keyword mechanics)
Mechanics
Blue's mechanics primarily involve manipulating time and information. The central mechanics that define the color are:
Card drawing and variants
Even though "draw a card" can appear on any card, Blue can draw multiple cards, unconditionally, at a cost of only mana. Contrast with Green, which has conditional card drawing; and Black, which requires some other sacrifice (usually life). Having more cards represents information and options, those things with which Blue is primarily concerned. Since Blue can draw cards at any time regardless of its board position, this allows it to recover from any game situation if just given time (provided an answer is in the player's library), representing Blue's self-fulfilling belief that every problem has a solution. The card drawing mechanic sees many variants, and this category includes any of those effects which get cards from "the top" of the library into the hand. "The top" is a loose restriction here, meant to exclude basically the tutor mechanic. A notably common variant is the "looter" ability[citation needed], which draws one card, then has that player discard one card. This is generalized to spells which draw some number N cards, then discard some number M cards, with M less than or equal to N (though there are exceptions).
Counterspells
Blue has the ability to counter spells, which entirely prevents their effects (see The Stack). This can be seen as the prevention of chaotic action; Blue uses its logic to deny others the ability to express ideas that aren't helpful (in Blue's opinion). Countering can also be perceived as the maintenance of the status quo, such that it can be studied more completely. Finally, it is indicative of Blue's precise understanding of magic, as it understands how spells work so thoroughly that it can interfere with them as they are being cast. Note that spells which counter activated or triggered abilities also exist, and are just as commonly assigned to Blue. However, they are not commonly known by any one name, except possibly "Stifle," a card which, though not the first of its kind, was very high profile due to the relevance of triggered abilities in the Type II environment of its time. (See Storm.)
Change-of-control effects (Stealing)
Another signature mechanic of Blue is "stealing," which takes the form of gaining control of cards, or in some abstract way, effects. Blue has a need to control the world, and these effects embody that. Blue sees itself at times as the sagely guardian of the world, confiscating those things which others use irresponsibly. At others, it may see the taking of an item as an experiment itself. The constant is that Blue controls something because it believes that is part of understanding it. Recall the ideal of Blue is for everything to be known well enough to be controlled. Note that Blue's kind of thievery has its own flavor, for while Red and Black also steal, Blue's is the strongest magic for permanently commandeering permanents.
Library destruction
This is an infrequently visited mechanic which consists of removing some number of cards from the top of a library, placing them either in a graveyard or outside the game (called "milling" when the cards go to the graveyard, after Millstone). These cards are depicted as causing mental attack such as hypnosis or amnesia, although some force the interpretation of stress or anxiety, such as Broken Ambitions. This mechanic brings the "milled" player closer to the losing condition caused by attempting to draw from an empty library. Though mono-colored mill spells are most often blue (Mind Sculpt), a great many mill spells are blue-black.
Mimicry
Blue cards can imitate other cards or aspects of other cards. A game term that collects a wide range of these is "copy", but "Mimicry" as used here should be understood to include cards like Shape Stealer, which does not, strictly speaking, copy anything. Blue's mimicry effects have been flavored as spell duplication, cloning, and magical disguise, though Shape Stealer is not alone in defying such static categories. The tactic of imitation is closely related to Blue's desire to learn. By mimicking its enemies (in multiplayer games, possibly allies), Blue allows itself to know at least what others know. With a mimicry card in its repertoire, Blue ensures that it is able to do anything that anyone else can. While an individual card may be flavored as a disguise or trick, it is this connection to knowledge which underpins it - even an impostor creature in Blue is motivated by a fancy for illusion over reality, the power of perception to control the world.
Power reduction
Blue has a minor theme of reducing the power of creatures using spells (e.g., Meishin, the Mind Cage, Hydrosurge). Flavorwise, this represents a hex causing weariness or dizziness; unlike Black, Blue does not affect the toughness of creatures.
Returning permanents to hand
Blue can return permanents to their owners' hands. On the surface, this is mostly a delay tactic - undoing the opponent's actions to set him back, giving oneself more time to stabilize (or win the game). In a subtle way, observing whether and how one's opponent replays the card can give information about the opponent's game position. However, since these spells can be - and often are - used on one's own permanents (say, to protect them from hostile spells, or combat), the interpretation of the prototypical bounce spell is unclear. In addition, Blue can return its own permanents to its hand to either Rescue them or for some other beneficial purpose.
Tapping and untapping permanents
Blue has cards which can cause some permanents to become tapped or untapped. Usually, both options are present on a card, although some only untap permanents (restricted to creatures and more commonly artifacts), and some only tap permanents. The latter is flavored as using some harmless means to overwhelm the target, usually wind or rain. Other than those, tap and untap effects are shown as any varied ways that Blue can tinker with "the underlying material of things," giving energy or taking it away. Untapping a permanent gives it an extra use; for creatures, it means the ability to block. Tapping a permanent takes away its power, preventing creatures in particular from engaging in combat of any kind. These effects allow Blue to win subtle advantages, caused either by the surprise of the changes, or, in the case of cards like Puppeteer, the versatility and repeatability of the effect.
Interactions with other colors
Agreements
Blue and White: In White, Blue sees a color with discipline, forethought, and a genuine desire to make the world better. Each color respects authority (though they define it differently), and are alike in their regard for continuity and stability in approaching their ends. The colors share a disregard of the experience of life, seeing it as a distraction, and commonly an obstacle, to the more important objective of "acting appropriately" (with respect to logic or ethics). White and Blue can cooperate in a world of peaceful studiousness.
Blue and Black: In Black, Blue sees rationality and straightforwardness. Black doesn't imagine the world as being different than it is. It accepts the disgusting truths without wasting (too many) resources denying them, or angrily breaking stuff in accepting them. Rather, Black gets right on determining what to make of the situation. Blue also shares with Black the view of self-determination. Both colors affirm, as a matter beyond all dissuasion, that one forges one's own life. An alliance of Blue and Black comes from a mutual usefulness, where the lack of trust bothers neither color the slightest.
Blue and Red: In Red, Blue sees a color that wants to explore. Red explores life, taking in experiences, passionately seeking out new ones. Blue is also an explorer; it explores the realm of theory, seeking out knowledge with its experiments. Red enjoys change, and Blue is always changing (itself or others). The two colors are common in their regard for what is new, and alike in their distaste for those barriers that keep them from investigating it. Blue and Red can form a partnership of exploration, colluding in their discoveries and assisting each other in destroying barriers to their wanderlust.
Blue and Green: In Green, Blue sees a color that has a deep sense of global good and an encouraging stance toward growth. Green wants a world where all things are free from restraint, to grow into their roles in life. Blue shares Green's distaste of those who pursue personal good with a disregard for outward destructiveness (or inward destructiveness). Both colors desire to make more of what is, while being careful in the sense that, it is not really good to make one thing "better" if it results in the entire system in which it exists, breaking down. When Green and Blue collaborate in their efforts to rid the world of its ailments and promote the betterment of the big picture, they shall both content with the knowledge that all things have fulfilled their most perfect roles, and that no better world is than this. The two also value the search for knowledge. Learning is part of the process of growth, and it improves the group and self simultaneously. While Blue's relationship with knowledge is more of a search for easy answers, Green can appreciate the act of learning as a joy in and of itself.
Disagreements
Blue and White: In White, Blue sees a color of fatal rigidity. White is far too stringent on its policy of right and wrong. Blue doesn't see anything wrong with its deceptions in principle. And some things just have to be done for research. White wants for uniformity so much, it will persecute ideas simply for being unpopular. That kind of rigidity is discomforting for Blue - innovator and philosopher. When White finds something it doesn't want in its world, it, and the society under it, will turn full force against the likes of Blue.
Blue and Black: In Black, Blue sees a color of vicious decay. Black is so distrusting, it would do anything just to add a little insurance to its own survival. This goes too far for Blue, as soon as Black considers things like genocide - things that destroy whole swaths of potential and possibility just for the sake of putting teeth behind a threat. Black reckons with great forces beyond its control, hungry for power and disregarding the risk for great loss. While the two share a thirst for forbidden knowledge, Black is just too pragmatic. Blue is upset by the fact that Black will disregard a piece of knowledge just because it is not immediately helpful to its own goals. There is no love for the act of discovery. Blue must be wary of Black accessing great power, just as anyone should be wary when Armageddon becomes a distinctly possible future.
Blue and Red: In Red, Blue sees a very foolish, dangerous color. Red cares nothing for Blue's patient thought and slow progress. Red wants to act on its emotions 'now, now, and now'. This short-sighted behaviour is very dangerous, as exemplified in the flavor text of the Mirrodin printing of Shatter: "Days of planning, weeks of building, months of perfecting, seconds of smashing." Red doesn't give Blue the time of day to reason out their differences, and so to protect itself from Red, Blue must stop Red.
Blue and Green: In Green, Blue sees a color of stubborn ignorance. Blue wants to change the world, but Green would do anything to keep it the same. No amount of technical papers or empirical findings will sway Green from this incomprehensible dogma. Further, Green insults Blue by saying the world is perfect as it is, and nothing can escape its inherent nature. Everything Blue makes, Green unmakes, brutal and unthinking, wielding the untamed wilds with no regard for what is trampled underneath. Green is a malignant growth on the world, and Blue intends to prune it.
Blue-Aligned Tribes
Humanoid/intelligent races
- Merfolk (marquee creature)
- Aven (Birds; shared with white)
- Cephalids
- Djinni
- Faeries (shared with black)
- Harpies (shared with black)
- Homarids
- Homunculi
- Kappa
- Metathran
- Moonfolk
- Noggles (shared with red)
- Reflection
- Shapeshifters
- Shrouds
- Sirens
- Soratami
- Spirits
- Sphinx (marquee creature)
- Thalakos
- Vedalken
Monstrous/subservient types
- Birds (shared with white)
- Crabs
- Crocodile
- Drakes
- Elementals (shared with red)
- Fish
- Frogs
- Hippos (shared with green)
- Illusions
- Incarnations
- Jellyfish
- Krakens
- Leaches
- Leviathan
- Licids
- Nautili
- Octupi
- Oysters
- Serpents
- Ships
- Snakes (shared with green)
- Spawn
- Squids
- Starfish
- Surrakar (shared with black)
- Turtles
- Weirds (shared with red)
- Whales
Class types