Editor’s Note: Yes, the prerelease set me back some time. Don’t worry, the posts will be shorter for the first day of the week, so they will be on time.
Welcome to the final color in my grand Color Pie Identity Project. By no means, is White the weakest color. In fact, over all, it can be the most powerful. The problem is the past is that even though White has had great cards, they have just been over matched at by other cards at that time.
Today, we look at the color as a whole and try and decide what White means, since it’s constantly viewed as the “lost child” where Wizards try to throw things to make them stick.
White has classically been the color of “Good,” as it’s seen. I mean, White has life gain, protects its creatures, and non-”Threatening” mechanics. But, White is hardly the case. With effects that kill creatures, redirect that damage, and can dictate what you can do; those sound like Black, Red and Blue effects. Why are they in White in the first place?
What White is about is control. White likes to make rules, and have everyone else follow by those rules. It will protect its creatures, enchantments, artifacts and lands from the damage you want to cause them and it will make you jump through hoops to get them. But if you ever want to have or do anything, you have to “pay a tax.”
Actually, White is alot like Left-Wing Political thinking; everyone should have an equal piece of the pie (not Color Pie) and if you have more than other people, you should have to pay for those. Note: I am not making a political statement, this is how the color works. The taxing, the rules that are made, tell me that’s not Liberal thinking. They want to make the little man (creature) equal in everyone’s eyes, so White has spells and creatures that help the little man, another Liberal trait.
And White’s creatures? For the most part, they’re defensive, trying to protect you (The Planeswalker?) in support of your laws and rules. On the flip side, White also has aggression-based creatures, trying to be the enforcers of your law. They will fight for your laws and help keep them intact.
How it deals with:
Artifacts – It used to be number one in hate, but now it’s number 3. If it’s something that gets in the way, sure, White can destroy it. Depending on the block mechanic, they can still destroy artifacts from time to time.
Creatures – Mass removal is something that White can still do, usually getting at least one spell like that per a block. Getting rid of creatures by White is done through combat to attacking or blocking creatures, either by damage or just plain removal.
Enchantments – White is still the color to have the most enchantment hate. It’s not Green’s hatred of things that are unnatural, but for things that White doesn’t control.
Black – Black is way too selfish for its own good. It doesn’t share the wealth with it’s other creatures and it kills at will. Black doesn’t play nicely with others, and White doesn’t like that.
Blue - The main difference between these two colors is that Blue has more knowledge and it only temporary takes cares of threats (bouncing them). They both like controlling their opponents, which is why you see these two colors played together commonly.
Green – The community aspect and looking out for the little guy is what these two colors like about each other. Sure, gaining life and destroying artifacts and enchantments are common between these colors, but don’t confuse the two.
Red - Too random, too chaotic. Red doesn’t follow rules, so White doesn’t like Red. Simple as that.
Cards that demonstrate the color:
Creature – Leonin Abunas for protecting your stuff.
Enchantment - Rule of Law for setting rules about what everyone can do.
Instant – Chastise for controlling opposing creatures in the attack step.
Sorcery - Wrath of God. Resets everyones creatures.
So, there we go. The end of the project (save Thursday’s column). Sad to see it go? What else do you guys want to see on this page. Sound off.