Magic: The Gathering Drive to Work Podcast - Drive to Work #1255 - Creature Color Pie
Episode Date: July 4, 2025This podcast explores how each of the colors interacts with creatures. ...
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I'm pulling out of the driveway.
We all know what that means.
It's time for us to drive to work.
Okay, so recently I did a podcast talking about artifacts and how it fits into the color
pie.
That was so much fun, I decided to do another one.
This one's going to be on creatures.
So I'm going to talk about how the creature car type interacts with all the different
colors from a color pie standpoint.
I'm going to use the same method I used last time.
So I'll talk first about, for each color, I'll start by
talking about destruction and how they handle creatures.
Then I'll talk about the battlefield.
Then I'll talk about the graveyard.
And then finally, I'll talk about the hand in library.
So I'm going to go through each of the
colors and talk about it.
So the first thing,
when I did artifacts, there are definitely like certain colors that are good at dealing with
artifacts and certain colors that aren't good at dealing with artifacts. In fact, it was a weakness
for black, for example. Creatures are a little different. They're so fundamental to the game.
Like green originally was the color that couldn't handle creatures, and we realized that we needed to give it.
So each color does deal with them in a different way, just
because the nature of creatures, because there's
more of them.
But half the cards are creatures, and creatures are
very fundamental to the game in a way that artifacts or
enchantments aren't always inherently.
And so just the need to have answers for those is a little
bit higher.
OK, so once again, we will go in Wuburg order white blue black red green
That is the order we put our files in the order we put collector numbers
Okay, so starting with white destruction
so white has the ability to kill creatures, but
whites big handicap when it comes to creatures is it's usually its cheapest solutions either
are when I say temporary means they can be undone like pacifism or oblivion ring.
The idea that I so the common things that it does are things that are enchantment based.
When I say pacifism I mean pacifism or arrest.
Basically, the creature can't attack or block,
or some version of can't attack or block.
The arrest means it can't use its activated abilities.
So there's some various, I put this enchantment on you,
and basically, I remove you from combat, usually.
Sometimes I take away your abilities.
And that's a pretty staple common white ability.
We also have what we refer to as Oblivion Ring.
Mostly what that is, it's an enchantment that removes the creature and sometimes other permits.
Pacify can sometimes use other permits as well.
But the idea is it removes the creature from the game as long as this enchantment is on the battlefield.
Now the common tie between both pacifism effects
and oblivion ring effects is
if your opponent can destroy the enchantment,
they get back the creature essentially,
that the creature is usable again.
So that's one of the downsides
is that a lot of white's most efficient removal
can be undone.
And the flavor is sort of like,
if white can't kill,
it'd rather lock you up than kill you.
Like white has a sense of like, I'm trying to see the best in everybody and I don't necessarily
want to get rid of things.
The other thing is that when white can get rid of something, cheaply at least, usually
it's conditional.
The most classic condition is it can get rid of big things for example. Powerful or
higher is traditionally what we do but the idea is white does have some ability
to just straight-up get rid of things when it's conditional what it's getting
rid of meaning it's not just any creature. Now that said white can get rid
of just any creature. White can have a spell that just says destroy or exile
target creature but when it does
that usually it's more costly.
Usually it is a four, five, six mana spell.
Oh, the one other thing that white can do is when white does have more cheaper universal
removal usually it gives the opponent something in return.
That I destroyed your creature for relatively cheap,
but you're getting life.
You're getting a card.
You're getting some resource that replaces it.
Maybe you're getting a token creature.
Yeah, I got rid of the creature,
but there's an exchange that happens,
and I'm giving you something in return.
So when white can sort of universally remove something,
and it's cheap, there tends to be some payback cost,
something that you get for losing your creature.
But like I said, white can have expensive stuff
to remove it.
Okay, so white has lots of removal,
it has many, many different options for creature removal.
So let's get to the battlefield.
So white is number one in the volume of creatures,
meaning white has more creature cards percentage wise
than any other color actually it has more creatures number wise to quantity
and but white tends to focus on the smaller end so white is most effective
on one and two drops green usually starts overtaking it we start getting up
to three and four as far as the best rate rate is R&D talk for how efficient and powerful it is versus what it costs.
The better the rate, the better deal you're getting for what you're paying for it.
White has the best rate for one and two drops.
It does okay at three drops.
It starts really trailing off at four drops.
White is not really about big creatures.
Not that it never makes big creatures.
It does have angels angels for example.
White also is second in flying and so white will have a lot, usually two to three flying
creatures in common and white's iconic creature which is the angel also flies.
So white has a lot of access.
So white can get bigger things, it's not that white doesn't do it.
It usually doesn't get the efficiency of some other colors. Blue tends to have more efficient large fliers. Green is more efficient
large creatures. White's big thing is all about teamwork. That it's the color of...
A lot of little things come together to be a powerful force. It's the color of armies and
the color of organization. And so a lot of white's thing when it deals with creatures has to do with trying to be
efficient with the creatures.
So white is the creature that most commonly will boost creatures.
White also has instants and sorceries that do usually plus one, plus one, or plus two,
plus two, plus two, plus one.
Normally, if you get plus three, plus three or larger, we leave that for green.
Green does overruns and stuff. The giant giant sort of the giant growth to the team is more
green. White is allowed to boost so white does do small gains once again it tends
to do plus one plus one or plus two plus two or some combination there. But white
often grants abilities so it's very common for white to like plus two plus two
and flying or something in which there's added ability. Green when we get to it does do the bigger boosts but White gets
a little more utility. White also has a lot of combat abilities so White is very good
at granting abilities to creatures in combat, granting first strike, granting a boost to
power, maybe a combination of those things. And the idea is white also can gain protection.
It can gain hex proof that white has a lot of answers that
help protect its creatures.
And it has things that help make its creatures stronger
together.
We also have moved to white scalable things based on the
number of creatures.
For example, it used to be a red ability where you did damage equal to the number of creatures.
We've since moved that to white.
That's now a white ability.
Oh, the one other thing I didn't mention when talking about removal is white can do damage
to creatures, but it tends to do it usually inside combat to attackers or blockers.
The one exception really is doing damage equal to the number of creatures that it can do outside combat, but most of direct damage
to creatures is done as a combat thing rather than as just plain direct damage
like red would do. Okay, let's get to the graveyard. White is number two in
reanimation after black. White is best at reanimating small things.
It's very good at getting things that are small in
Manicost, sometimes small in Power.
These days, we tend to do small in Manicost, because
small in Power can be still pretty powerful.
White is allowed to reanimate anything, but again, it gets
more expensive.
Black has the cheaper reanimation stuff, and
black can reanimate anything just cheaper than white can. White can reanimate anything,
but it tends to be more expensive. Where it shines tends to be the small things. We do allow
white to get creature cards back to hand, but usually smaller things. Sometimes it even get
more than one, but it tends to get the smaller things back.
It's building its army.
It loses its army.
It uses its reanimation to help refill its army.
As far as that, that's most of the graveyard.
White occasionally will use graveyard as a resource, and
so sometimes you can remove creatures from the graveyard.
White doesn't do that a whole bunch.
OK, then we get into hand and library.
White can tutor for small creatures.
It can tutor for white appropriate creatures.
It could get angels, for example, or things that are
clearly white.
And we do let white get legendary creatures.
That is something that we give white access to.
And usually, if you can tutor for it, you can impulse for it.
Impulse is what R&D speak for.
Look at the top end card to your library.
If you find a certain thing, you're able to put it in its
hand.
So white sometimes will look at the top of the library, and
it can get small creatures, get legendary creatures. It'll get things in its hand. So white sometimes will look at top of the library and it can get small creatures, legendary creatures, you know, it'll get things in its category.
Okay, let's move on to blue. So blue, white is number one in the most creatures. Blue is
number five. Blue has the least number of creatures. It's the color that is the most
non-creatures in percentages. So, but, every kind, even blue at the worst still gets its creatures. It has the worst
status creatures. For example, every color of a blue at common tends to get two mana
to two, although we've been playing around with that. Blue will probably get there eventually,
and we do do it with blue at higher rarities. But blue has the worst rate on creatures in general,
meaning you're paying the most mana for the least amount
of power toughness in blue.
Blue is number one.
I'm sorry, let's do creature removal.
OK, so creature removal.
Blue tends to do what we call dehydration, which is blue
can lock down a creature so it doesn't un-tap.
Blue can also rewrite a creature so it doesn't untap. Blue can also rewrite a
creature so that it enchants it and changes its stats. It can now be a positive or negative
from a creature control. It can turn it into a 1-1 or a 0-1 or a 0-2. It can take away
abilities. And we've been messing a little bit with once you've locked it down or you've changed its stats,
sometimes for a bunch of mana, we then let you get rid of it.
It's very controversial in the color pie.
It's something Play Design feels they really need and limit it.
It's not done very cheaply and it's not done, so it tends to be valid for constructed.
Blue also has counter spells spells so blue can counter your
creatures when you're trying to cast them. Blue has bounce so blue can put
your creatures back in your hand where it can counter them or other things, at
least stall. There's two different types of blue bounce. There's bounce to hand
and there's bounce to library. When we do bounce to library one of the things we tend
to do these days is we give the controller of the creature, the owner of the creature, the choice of top or bottom
of a library.
So if we're going to put them in a library, you have the option to just put them on the
bottom of the library to not lose your draw.
Because a lot of times people were bouncing inconsequential creatures to deny the opponent
a draw.
And so we give you the option where you want to put that.
Blue can also steal.
Stealing is not cheap.
But Blue has the ability to steal creatures.
And Blue has the ability to copy creatures, which sometimes
can be an answer.
You have a big threat.
Well, I copied your big threat.
Now there's a stalemate between our two big threats.
Sometimes that works.
Not always.
So those are a lot of the ways blue will deal with creatures.
Blue has the best flying.
So blue has the most number of flying and tends to have the
largest flyers.
Although we do give white zyconic are angels, red zyconics
are dragons. We make good angels and dragons.
So one of the ongoing debate is blue is supposed to be the
best at big flyers.
It is not always the best at big flyers.
Now the point of contention that the Contra of Colors
always sort of brings up, we want more big blue flyers that
are good, efficient blue flyers.
Blue, as a general rule on the ground, tends to, much like
white does, tends to have toughness
averages higher than power.
So it has an average higher toughness than power.
Both white and blue have vigilance, as does green.
And I didn't really go through white's picture abilities.
So white has lifelink, white has first strike and double strike, white has vigilance, white
has flying, those are the key ones.
So blue has flash, and white can have flash on the secondary.
Blue is primary in flash.
Blue has flying, it has unblockability, which isn't a keyword, but it has the most unblockability
of creatures, usually on small creatures. And we recently, a couple years ago, we gave Vigilance to Blue.
Blue also is no longer Evergreen, but it has prowess. So it gets boosts when you play nine
creature spells. But prowess is primary in Blue. So Blue does not do as much creature interaction, positive creature
interaction. It really is the color that Luis cares about creatures. Like I said,
we give it a few combat tricks and stuff like instance that change power and
toughness for the turn. The difference is white and green and red will boost
power and toughness where blue tends to change the stats. Target creature becomes a 3-3 with flying.
Like it just it sort of polymorphs it. Although the actual polymorph. So one of the big things
about changing creature into another creature, one that advice we've made is blue tends to know
what it's changing into. Where the unknown, what we actually refer to as polymorph, where you
you do things off the top of the library where what it turns into is not a known thing,
we've moved that to red.
The uncertainty was cool in red, with red's chaos.
So blue, like I said, does release that.
Hand in library, blue really doesn't interact too much
in the library with creatures.
It's king of spells, so it does that.
But it's not the color that really particularly cares
about creatures in the library.
It doesn't fetch creatures in the library.
Anyway, it doesn't have a lot of, oh, it's a graveyard.
It didn't do graveyard.
So blue also doesn't have any stuff in the graveyard.
Blue is pretty light on caring about creatures.
It's just not, I mean, it has creatures, and it has spells
that interact with creatures. It's just not, I mean it has creatures and it has spells that interacts with creatures. Oh the one other negative thing it can do is
blue has what we call shrinking. So blue can give minus N minus zero to creatures.
It doesn't shrink its toughness, it doesn't kill them. Blue really does not
have any way to destroy creatures. The small exception is it can lock them down and
for a lot of mana we've occasionally let it shuffle in. We don't do that very
often but in general blue cannot destroy creatures. Blue has a lot of ways to
interact with them but that destroy them and blue just has the least amount of
synergy of the colors. Okay next up black. So black is number three when it comes
to volume of creatures. White is one, green is two, black is three three when it comes to volume of creatures.
White is one, green is two, black is three, red is four, blue is five.
Black is number one at removing creatures.
Oh, the other thing I didn't mention about white removal is that white has mass removal,
wrath of God type effect for it destroys all creatures.
Black also has that, the damnation type stuff so black black and kill one creature kill a lot
of creatures it can just straight-up destroy a creature or exile a creature
it can do minus n minus n to creatures so where blue shrinks power black and
shrink toughness also shrink power black and make creature make opponent
sacrifice creatures.
Usually if it's sacrifice, usually the opponent has a choice of what to sacrifice.
Say you must sacrifice a creature.
Black has death touch so he can kill creatures by doing damage to them.
Black also has effects that will kill things that have been damaged.
Black is number one at kill.
It can kill just about any creature.
There's all bunch of ways it can kill creatures. Sometimes it also does auras that over time will
kill them. It's king of minus one minus one counters when we do them, although we don't do
them all that often. But black is number one. It's the number one creature destruction color.
I would say number two is probably red, number three is white. Okay, in the graveyard, oh, I'm sorry, on the
battlefield. Black does a certain amount of stuff in the battlefield. It makes
tokens, although it's probably number four at token making. The number one token
Black makes is zombies, two-two zombies. The idea of a zombie horde is a black thing,
and so that's probably the area where we use tokens the most in black. White tends to make
1-1 tokens, blue tends to make 1-1 flying tokens as their default token. And white is
number one in token making. Green is number two, black is number three. Black does some amount of creature pumping, although usually in larger global spells and
less in individual pump.
It can do a little bit of plus one, plus zero, plus two, plus zero, often it grants indestructibility,
sometimes death touch.
So it gets a little bit of combat tricks.
The thing that black really likes with creatures is black loves do sacrifices features. So black is number one in creature sacrifice
Traditionally it tends to sacrifice like card sacrifice other creatures to help themselves
Where white will sacrifice itself to help others it's kind of a
contrast there
Black sees creatures as fodder. So it's more than happy to sacrifice them.
Black is...
It does.
I mean, we do a little bit of sort of like, we don't do as much like when the
game is like Bad Moon, that plus one plus one creatures.
These days, mostly we boost subsets like boosting vampires
or zombies or rats or something that's very inherently black. Black is king of graveyard
when it comes to creatures. Black has the ability to raise dead which is put creatures from graveyard
into the hand and it has reanim, putting creature cards from the graveyard onto the battlefield.
Sometimes it even does it with extra plus and plus one counters.
So black is number one reanimation.
It is the color that most often gets cards, creatures from the hand back to the graveyard,
and it doesn't tend to limit them.
Like white does it, but it limits him for example
Then we get to hand and library
black is the color that can tutor for anything ever since alpha and
Black is the color that can go get anything once out of a library. Um
We don't tend to call out specifically creatures meaning even though black and go get anything once out of a library. We don't tend to call out specifically creatures,
meaning even though black can go get anything, normally we say anything, or if it's going to go
get a creature, it gets the subset of stuff that black is good at, you know, vampires and zombies
and such. We don't, we do, black is also king of discard. once in a while wealth cards that care about you discarding a creature card
Normally just caring about discarding a card, but we black is the one color that sometimes cares about creatures being a thing in your hand
and
The very first black card that ever did something in your hand was in black
Although we don't we don't do a lot of that and then then when we brought it back, that was in un-blue.
And we brought it back into Black Border Magic.
We put it more in white and blue, because it was in
Desirious.
I think that's the core.
Black, like I said, one of the things in general, white is
all about weenie creatures.
Blue is about more defensive creatures and flyers
Black really runs the gamut black is the one interesting
Certain colors air toward power certain colors air toward toughness black is the one that has the most variety
You black will have a low power high toughness picture black will have a high power low toughness picture
That is not something you see in a lot of the usually colors will do one or the other but don't tend to do both. Where black
green to a little bit but black is the one that most often does that. Black will have the most
extremes of power and toughness. Like you could see a 1-5 in black and a 5-1 in black and you're
less likely to see that in other colors. Okay that that moves on to red. So red, I like
to think red is being number two in creature destruction. Really, it's number
one way to destroy things tends to be direct damage. We do tend to limit
direct damage to six unless you're, it's like an expel, unless you're paying
individually for the damage. And the reason for that is we kind of like the fact that Red has a little bit of trouble
with larger toughness creatures.
That if you get down a seven plus toughness creature, Red really needs to use multiple
spells to get rid of it or has to damage it and then do, you know, with a creature and
then damage it.
Like, it's a little hard for a singular spell to deal with it.
Although Red in the Distant Pants did destroy a creature,
we don't do destroy a creature anymore in Red,
Red really deals with creatures with direct damage.
Red can do direct damage to all creatures.
It more often does that in small,
like higher class and worse, doing like two damage,
but Red does have the ability.
We don't tend to do large amounts to everybody
because that is mass creature removal.
Red will do it a little bit.
Red tends to pay for that.
Red can do a bunch of damage to everybody within the limitations
that we try not to do more than six damage on any one red spell
outside of X-Bowls.
Red, OK, so let's get onto the battlefield.
Red is, along with white, one of the aggro colors.
Red tends to have the best weenie creatures.
But the difference between red and white
is white has a good rate.
Red's rate on weenie creatures is nowhere close to white.
It's OK, and it's good enough that you'll play,
especially in limited.
And the reason red's rate is not as good
is red has the direct damage.
And the direct damage is so synergistic with
aggressive strategies because you can use your damage to clear the way or
Once you get your opponent low enough, you can use your damage to finish them. And so direct damage tends to display really well with Weenies
Red is third at token making
Probably the token making that Red makes that's most uniquely Red is making creature
tokens that only last for the turn with haste. Red also does have creatures that do that
where they have haste and they bounce. And it has creatures like Ball Lightning where
they're usually high power, have trample, have haste, but they only last for one turn.
And so those are kind of like creatures that act a little bit like direct damage.
And so red, red is good at that.
Red is number two at combat and combat related abilities.
Like white, red has a lot of small combat oriented spells
that help it win in combats,
granting first strike and double strike.
Oh, realizing black, I didn't run through black creature keywords.
Black has death touch, it has menace, it has lifelink. Black cannot flash, although we do
less black flash these days. Red has haste, it's primary in Haste.
It has secondary in Menace.
It has primary in First Strike and Double Strike.
And it occasionally will have Reach, it's secondary in Reach.
Green and red are the colors that dislike fliers the most.
So red, red likes to pump its army. Red's pumps tend to be higher
power than toughness. It does do instants that burst power toughness. Usually the
rule is power is higher. Instead of being plus two plus two, it'll be like plus two plus one
or plus three plus two. Red also sometimes will do boosts on sorcery speed,
often granting haste so that things can attack
the turn they play.
So like plus 3 plus 0 and haste often
will be a sorcery in that instant.
And red will do things that boost attackers. Red can have effects that boost the whole team.
Unlike white that tends to be plus N plus N or plus 1 plus 1 plus 2 plus 1 plus 1 plus 2,
Reds tend to be plus 1 plus 0 plus 2 plus 0.
That it's about boosting power, not about boosting toughness.
Red will do a little bit of toughness boosting when the power is higher,
but it's really about boosting power.
Often sometimes it'll just do it on attack.
Red also have, there's an ability we tend to put on creatures
where at the beginning of combat you can pick a creature
and you pump its power plus one plus two plus two,
Red will do that.
Like I said, Red is number three, token making.
What else?
That's mostly red, sort of red's board presence.
Graveyard.
Red can get creatures out of the graveyard.
But usually if it does so, it's just for a turn.
So red is all about sort of effects that don't last.
And so red can't, oh, I missed that.
One of the answers for Hestic creatures, by the way,
is red can temporarily speed creatures,
what we call threatening.
But it's only for the turn.
So it grabs it and then it gives it back at the end of turn.
Usually it gives it haste so it can attack that turn.
It can animate things out of the graveyard,
but it just usually cuts it the turn,
grants it haste, and at the end of turn,
usually they get exiled, sometimes sacrificed.
Usually exiled.
Red, that's about it for the graveyard.
Red does do, can heat shimmer creatures, which means I can make a copy of a creature, and then usually it's a token, and once again it gets hast hasted and it lasts until the end of the turn.
And so red is good at getting creatures from other places but for a turn. As far as the library,
red can tutor for red things, goblins, dragons and such, but it doesn't tend to get creatures outside of very specific red-oriented things.
So it doesn't do tons with a library or a graveyard outside
of that basic premise.
Oh, the one thing I did mention is red after black is
number two at sacrificing creatures.
So red will sacrifice creatures.
Red is number two at sacrifice.
It's not quite as efficient as black, but it's clearly number two.
Okay, which brings us to green. So green is number two over all creatures.
It used to be number one, and then we realized that white having a lot of small creatures was really efficient for white.
So white pulled ahead in total number of creatures.
But green is still number two. Green tends to have the biggest creatures. Green has the best rate, we start talking three or more mana. It gets the most for the mid
to large range creatures. Its creature abilities, it gets Trample, it's primary in Trample.
It is secondary in Death Dutch. It's secondary in Vigilance. It has some unnamed things like
Daunt, where it can't be blocked by creatures with power two or less.
It has stalking, which these are all nicknames, can only be
blocked by one creature.
So green has a bunch of things that dictate who and what can
block it, because green tends to have the largest creatures.
Green is number two in making tokens.
Green used to make a lot of one-one tokens.
We have since ceded that to white. It still occasionally does, like squirrels and things. Green is number two in making tokens. Green used to make a lot of 1-1 tokens.
We have since ceded that to white.
It still occasionally does, like squirrels and things.
But green tends to be better at making the 2-2 token, the 3-3 token, the 5-5 token, just
making above 1-1 tokens.
Green's usually the best at doing that.
3-3 elephants, 5-5 beasts, 4-4 beasts, stuff like that.
You know, 2-2 bears.
Green does a lot of that stuff. 3, 3 elephants, 5, 5 beasts, 4, 4 beasts, stuff like that. You know, 2, 2 bears.
Green does a lot of that stuff.
Green is the other big creature color.
So green does a lot of effects that interact with creatures.
Like I said earlier, it tends to get giant gross, which are anywhere power boosting,
usually plus 2 plus 2 or bigger.
The base is plus 3 plus 3.
Sometimes it goes larger than that.
It often grants trample.
Every once in a while, another ability.
Trample is the most common.
It also does overrun effects, which is like giant growth to
your whole team.
Those usually are at least plus three plus three, often
grant trample.
Interment is finishers so that you can overwhelm your
opponent.
Green tends to go tall and it has a lot of ramp resources so that it can get out the larger creatures.
Green tends to, and Green has a bunch of mana creatures as it means like land or
elf, the classic, to help it sort of get out its larger creatures. So it definitely
has creatures that produce mana. It's king at producing mana.
It's also king at getting fetching land and stuff, which
it uses to ramp.
Green and white are the two colors that tend to do the
most with auras.
Every color can do auras, but green and white do the most.
Green tends to have the biggest auras, as far as the
auras that grant the most power and toughness.
It kind of matches with how it does giant growth. White tends to do enhancements, but not quite as far as the orders that grant the most power and toughness. It kind of matches with how it does giant growth.
Like white tends to do enhancements, but not quite as
big as green's or enhancements.
Green also, other than giant growth, giant growth is its
big combat trick.
And green has flash and hexproof.
So green has some ways to protect its creatures or
creatures that naturally protect themselves.
And in general, green is king of plus one, plus one
counters.
White is secondary at it, but green is primary at it.
Green likes to build up.
Green is about growth.
That can be growth in mana. That can be growth in creatures, that can be growth in size,
growth in plus one plus one counters.
That Green just likes to get out and get bigger and bigger creatures.
And Green has resources, Trample being the most famous, just to help it get its big creature
through, be it Daunt or Stocking or Trample.
Green has the most resources to help its big creature get through and try to win
with its big creature.
Or something like white will win with its army and it's hitting with a lot of smaller
creatures.
Okay, let's get to the graveyard.
So green is, green and white are secondary in the graveyard, black is primary.
Green has the ability to get any card out of the library to the hand. And nowadays
it often gets permanents, but both of those include creatures. So green definitely can
get creatures from the graveyard to the hand. Green has a little bit of reanimation. Normally
it's self-reanimation, meaning green doesn't tend to reanimate other creatures, but green
does have creatures that can reanimate themselves. That is something that green will do from time to time.
So I would say green is third in reanimation,
but second in graveyard, interacting with the graveyard.
Green can definitely use the graveyard as a resource.
Green can eat creatures in the graveyard as a benefit.
It does that more than white does it, less than black does it.
But green is secondary in graveyard as a resource,
especially to help creatures
It'll definitely have creatures that'll eat things out the graveyards or sometimes even some of the papers to make creatures. It'll do that as well
Which then brings us to the library in hand
So green is king of getting creatures out of a library and getting creatures out of the hand
So it will tutor for creatures,
put them in your hand, it'll tutor for creatures and put them on the battlefield.
Oh, the one thing I didn't mention in black, black can tutor for creatures and put them into
your graveyard. I mean, it can't put in your hand because it can tutor, but also it has entomb type
effects where it gets things and puts them in your graveyard. They don't necessarily have to be
creatures, but it can get creatures.
So green is best at tutoring. It also can impulse for creatures.
It does that all the time.
Where it looks at top end cards.
Usually it looks for lands or a creature,
so you don't miss.
Because if you don't have creatures,
normally you have lands.
Green can put creatures from the hand
onto the battlefield without paying mana,
or for some cost, like the Elvish Piper type effect,
where you spend mana and you put a creature
from your hand directly onto the battlefield.
So green can do that.
Like I said, green is the most, while white is number one in volume of creatures, meaning
there's more white creatures in any one set than green, green is better at interacting
with creatures in other zones.
It can get creatures out of the graveyard.
It can use creatures as a resource. It can get creatures out of the graveyard. It can use creatures as a resource.
It can get creatures out of a library.
It can get creatures from the hand.
White is slightly better at reanimating
creatures than green.
So that's one area.
White is better than green outside of the battlefield.
But white and green in general are definitely the colors
that are most creature-centric.
Green tends to tie its card drawing to creatures and so and oh
I didn't talk about green removal. So green for a long time Green's weakness
was it didn't destroy creatures. That ended up being a problem so we sort of
shifted it. Green's destruction now is Green must use its creatures to destroy
other creatures. So the number one way it does that is fights and bite.
A fight means the creature outside of combat
sort of has to fight the creature.
They deal damage to each other.
A bite means it just deals damage equal to its power.
We used to do fight mostly in green and bite in red.
We eventually realized green needed it
and red didn't need it.
So now bite is primary in green, although red
is allowed to do it.
Green is allowed to destroy things that's allowed to
destroy that happen to be creatures.
So it can destroy enchantment creatures.
It can destroy artifact creatures.
It can destroy, oh, it also gets to destroy flying
creatures.
That's one category that we allowed Green to deal.
So green does have answers to destroy flying creatures,
artifact creatures, enchantment creatures, those
it can destroy.
And then it has to fight or bite, meaning it has to have creatures.
If Green has an empty board, it has no creatures, it is very hard for Green to deal with other creatures.
Green also is very reliant on its creatures. Its card drawing tends to be tied to creatures.
It has a lot of things that are very lean to creatures, and a of its rewards are for playing creatures or having creatures or having big enough creatures.
Green really likes to reward size of creatures.
So a very common theme in green is having creatures usually with four power or higher.
White is more about I have the most number of creatures.
Green cares more about the size of his creatures.
Okay.
I'm glad I had traffic today, because this topic is more
than 30 minutes.
I'm driving up to work right now, so let me quickly wrap
this up.
So as you can see, every color has some way to deal with
creatures, every color has some way to interact with
creatures, every color has creature abilities and such.
Oh, did I mention green?
Green, did I mention green?
Green has death touch and vigilance and trample.
Oh, I did mention green.
So anyway, creatures are interesting.
They're a very core part of the game, I would say.
The most core creature type to the game.
Most games interact with creatures.
Not all of those creatures are specs.
But like in limited and in most constructed, creatures play a big role.
It's the repeatable force of damage.
It's interesting that in early Magic,
Alpha sort of made spells too strong and creatures too weak.
And so a lot of the last 30 years,
it's us been making creatures stronger
and making spells not quite as strong.
So that is interesting.
But anyway, as you can see today,
creatures are a core foundational part of the game
And so all the colors do have ways to interact with them different ways, but a ways to interact with them
So anyway, I hope you enjoyed hearing all about the color pie as it relates to creatures
But I am literally at work. So we all know what that means
It means at the end of my drive to work. So instead of talking magic it's time for me to be making magic
I'll see you all next time. Bye. Bye