Black

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Black is one of the five colors of mana in Magic. It is drawn from the power of swamps and embodies the principles of parasitism and amorality (though not necessarily immorality.) On the color pie, it is the ally of blue and red, and the enemy of white and green.

Flavor

For those who appreciate brevity, Black can be summarized with a well-known phrase: Look out for number one.

Black looks on the world and sees just a plain reality: Power controls. Power says who rules, and who dies. And whether the weak can see it or not, they are no more than slaves for the powerful. The essence of Black is to see one's own ego[1] as so supremely invaluable, that this prospect of enslavement, of subordinating that ego to another, is utterly inadmissible. So, to be in accord with its perceptions and beliefs, Black simply must discard all obligations but to acquire power for itself. It can be no less than the one supreme being who is subordinate to no other, the possessor of all power in the universe - it must become omnipotent.

In order to reach omnipotence, Black's rule is simply to follow no rule. Life is hard enough without putting limitations on oneself. Black looks for opportunities to get ahead, and seizes them without mercy and without shame. Greed and ambition are the largest players in Black's internal psychology - Greed counters shame, always demanding more; ambition counters humility, never permitting compromise. And of course, killing is no trouble for the color sometimes portrayed as "obsessed with Death." It is fortunate for Black how much the planes are populated with living things (not necessarily true in the multiverse). Living things are naturally subject to terror and despair, weaknesses on which Black thrives mercilessly.

There are essentially two pillars to Black's efforts, which play out in mechanics roughly as follows: Parasitism, which is Black's readiness to steal power, and Amorality, which provides Black direct access to its desires, provided it can pay the price.

Before proceeding, it is worth noting that Black cannot create something out of nothing. Recall that Black's world-view is very unflattering. Black cannot imagine into existence what isn't there. Instead, Black uses liquidation and nullification. These are explained under Amorality below.

Also, while Black does not limit itself, the world still says power cedes to greater power. As such, the power itself of an adversary cannot be confronted by Black. If such were possible, then power wouldn't be power. Thus, any power consolidated in something irreducible, (with no weak pieces to decay internally) cannot be attacked by Black. This is the reason Black magic has no influence over artifacts and enchantments. Both are just permanent magic (one more worldly than the other[2]), and so Black magic can attack no part of it.

Parasitism
Black can take what it doesn't have, for keeps. If this does not rouse surprise, the reader is already understanding. Black can take away anything, with one salient limitation worth noting (artifacts and enchantments). All manner of mundane resources are for Black's taking; so much should be clear. With the power of Black magic, Life itself is just pocket money, stolen as easily. That includes life-force, like the strength of a creature; willpower, won by corruption, terror, or other horrors; Life, as in, being alive; and life total, the game resource with which a player begins the game.
Amorality
This comes out in two ways - liquidation and nullification. Liquidation is turning one resource into another fluidly and efficiently. Without getting into the specifics of mechanics, Life is a commodity in such "deals with Devils" (in Magic, sometimes Devils are actually involved). This capacity is threatening because sometimes it isn't how much one has, but what one has that crowns a victor. Resource-exchange is at the heart of the game in all colors, but there are some prices that only Black will pay. Nothing is out of the question for Black.
Nullification is simply that - utter erasure. Black, in its total selfishness, can deny the world what the world denies it. This translates into an affinity for killing, most noticeably. Again, artifacts and enchantments are a bit of a thorn in Black's side. To put pressure on the Black mage, game design decided that one's own bargain-striking shouldn't be so easily undoable. Black isn't reckless, but it does have a seat-of-its-pants element. Giving a bit of character (and perhaps, game-balancing limitation) to Black magic, it is decided that the removal of one's own enchantments, and to a lesser degree, artifacts, is difficult in Black. This is enforced typically by limiting the number of such effects available in each non-eternal format.

It could be said that Black acts more out of fear than anything. Black sees the prospect of being controlled, and of actually dying, as one and the same - the compromise of the ego. Further, Black cannot understand trust. Black cannot imagine depending on another, and Black will not sacrifice itself for another. These conditions force Black, truly, into its position: defending itself from a terrifying, unforgiving world - alone.

If one can say he understands the terror of seeing death in everything but knowing trust in nothing, he can say he understands Black.

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Rules

A black card is defined as any card that has {B} in its mana cost. Black is oriented on obtaining power — ultimate power at any cost. In the game of Magic, this means that black cards sometimes uses resources that other colors don't dare touch. Sacrificing permanents and paying life is certainly do-able for the right effect. A simple card such as Greed exemplifies black's determination to get any advantage.

Up until and including Mercadian Masques black had acces to temporary mana boosts, primarily in the form of Dark Ritual. This mechanic has since moved to the color Red.

Black is the color which uses every resource it can get, no matter what consequences it will bring. Which is exemplified in cards such as Grinning Demon, Phyrexian Negator and Dark Confidant.

Black is the only color that causes a player to discard as an effect, not a cost. (Certain other colors use discard as cost, but that is different.) Notable discard cards are Hymn to Tourach, Wrench Mind, Persecute and Cabal Therapy.

Black is the foremost color in spot destruction, illustrated in cards as Terror and Dark Banishing. Recently black has been attributed several "weakness" type spells that gives creatures -x/-x (Last Gasp, Hideous Laughter and Sickening Shoal). A possible reason for this is that Wizards have obsoleted the term Bury (="Destroy, no regeneration") and is phasing out destruction spells that does not allow regeneration, such as Terror, and this is a different way of avoiding Regeneration, in that a creature with 0 or less toughness is put directly into the graveyard.


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References

  1. For the purpose of this article, the ego is the psychological embodiment of the conscious will of a thing.
  2. An artifact, while a tangible thing, is still very much magical, so mundane means like smashing are impossible. As for the existence of artifact-destruction cards like Shatter and Smash, there is no doubt more magic to the process than the names suggest.