Animating artifacts (Target/all non-creature artifact(s) you control becomes an artifact creature.)
Primary: Blue
Secondary: Green
Blue is the color most likely to turn a non-creature artifact into an artifact creature. Green is second most likely to do it.
Another goal of this change was to add abilities that had been left out previously, or ones that were new. In this case, animating artifacts goes all the back to Alpha. It was just left out of the original article. I decided to expand the sections on animating permanents. The 2017 version just listed animating lands.
This isn't really a change, but one that confused people. Turns out there was a green card for this as recently as Aether Revolt.
~~~
CHANGE TEXT & STATUS: Banisher Priest
OLD:
Primary: White
Secondary: Blue, green
This is one of white's most efficient answers, especially in Limited. It is usually used on creatures but sometimes hits other permanents. The effect is always on a permanent, usually a creature or enchantment.
We've used this effect in blue and green as an enters-the-battlefield trigger with the flavor that it's "eaten" the creature.
NEW:
Primary: White
This is one of white's most efficient answers, especially in Limited. It is usually used on creatures but sometimes hits other permanents. The effect is always on a permanent, usually a creature or enchantment.
This was one of the more controversial things in the original mechanical color pie article. I had wanted to let green have access to this ability (for example, I made a Big Bad Wolf card that originally used it
Throne of Eldraine), so optimistically, I put it in the article. It turned out that it wasn't an overall popular idea and it was never added to green. Blue did have a card that did this (
Colossal Whale), but we decided in the meeting that this just isn't something we want in blue. The end result is the ability is now solely in white.
~~~
REMOVE SECTION: Blocking extra creatures
Blocking extra creatures (This creature can block an additional N creatures each combat)
Primary: White and green
This ability used to be solely in white, but we added it to green because we felt green needed it for gameplay reasons. It's possible that as we do this more in green, we'll start doing it less in white.
This is an ability we've stopped using for various reasons, so I removed it from the article.
I'm pretty surprised they're straight up dropping additional blockers, after announcing they were adding it to green last time. I suppose it's just confusing to figure out during combat, especially with menace.
~~~
CHANGE TEXT & STATUS: Can't block
OLD:
Primary: Black
Secondary: Red
For a long time we separated black from red by making black have the "can't block" drawback on its creatures and red have the "must attack" drawback on its creatures. Time has shown that the "can't block" drawback leads to better gameplay, so we've started letting red get it from time to time.
NEW:
Primary: Black and red
For a long time we separated black from red by making black have the "can't block" drawback on its creatures and red have the "must attack" drawback on its creatures. Time has shown that the "can't block" drawback leads to better gameplay, so we've started using it on red as much as black.
This change is an example of us drifting to what works better in gameplay. "Must attack" feels very red, but it just plays a lot worse than "can't block", so we've just starting using "can't block" a lot more in red, enough to move this to primary in red.
~~~
CHANGE TEXT: Card Draw
OLD:
Blue is the best at card drawing. It has the most of it and no restrictions. Black's card drawing must involve paying some other cost, most often life but sometimes sacrificing permanents. Green's card draw is
usually tied to creatures
but occasionally tied to land. White has a very narrow band of card drawing where it's focused on having to use a specific strategy (like say having a deck full of Equipment). All colors get cantrips (spells that draw you a single card).
Red doesn't get any card advantage, with two exceptions—impulsive draw and wheeling. (See
impulsive draw and
"wheeling.")
NEW:
Blue is the best at card drawing. It has the most of it and no restrictions. Black's card drawing must involve paying some other cost, most often life but sometimes sacrificing permanents. Green's card draw is tied to creatures. In the past we've also connected it to land, but that ended up making green card draw a little too much like blue, so we've pulled back from that. All colors get cantrips (spells that draw you a single card). Blue gets the best cantrip spells, white gets the best cantrips smaller creatures and green gets the best cantrip larger creatures. While white is still tertiary at card drawing, we have added some new abilities for white to draw cards. The big limitation is that white tends to draw over time rather than all at once, so it has a once per turn limit on card drawing (multiplayer does allow white on occasion to draw multiple cards tied to how many opponents a player has). Other than cantrips, red only draws cards with three exceptions — impulsive draw, "punisher" effects, and wheeling. (See
impulsive draw,
"punisher" effects, and
"wheeling.")
The popularity of the Commander format has caused us to do a lot of rethinking about how each color draws cards (as card flow is even more important in that format). Blue and black have stayed mainly the same. We've dialed down green card drawing a little (it's still secondary, but in more ways that mirror green's style of play and no longer tied to lands, just creatures), upped red a little (impulsive draw has a higher as-fan than it used to), and defined how exactly white was going to draw.
Looks like they're going to differentiate cantrip creatures as white getting the small ones and green getting the big ones. The last small green cantrip creature was Llanowar Visionary.
~~~
CHANGE TEXT & ADD SUBSECTION: Creature destruction, single creature
OLD:
- Destroy target creature.
Primary: Black
Black is king of creature destruction and is the one color that can kill regardless of circumstance.
- Destroy target creature with power 4 or greater.
As champion of the little guy, white will also destroy large creatures.
NEW:
- Destroy target creature.
Primary: Black
Secondary: White
Black is king of creature destruction and is the one color that can kill regardless of circumstance. White can kill a single creature, but usually at a higher cost. Sometimes in both white and black this spell exiles the creature instead of destroying it.
While black is still number one in creature destruction, I wanted to reflect the fact that white has raised its as-fan and become the clear number two in the ability.
- Destroy target creature with power 3 or greater.
As champion of the little guy, white will also destroy large creatures. We've moved the floor of the ability from power 4 to power 3.
I wanted to reflect that we moved the line from always being 4 or more to sometimes being 3 or more.
- Destroy target creature. It's controller gets compensation.
Primary: White
This ability used to be in white and blue (flavored as transformation in blue), but it's now just a white ability.
This is a bigger change. Blue used to be able to destroy a creature and give its controller a token creature as a means of expressing transmutation. After a lot of feedback from players, we decided that it felt wrong in blue as blue isn't supposed to be able to destroy creatures, so we now let it change creatures' stats temporarily or with an aura that can later be removed. Compensation removal (I kill your creature and you get something in exchange) is now solely in white.
Destroy target creature, its controller makes a token is now 100% out of blue.
~~~
CHANGE TEXT & STATUS: "Enchantress" ability
OLD:
Primary: White
Secondary:
Green
This ability started in
Limited Edition (Alpha) on
Verduran Enchantress, a green card. It stayed in green for many years, but has drifted toward white as part of us experimenting with white draw in narrow deck themes. The ability has still done a bit in green.
NEW:
Primary: White and Green
This ability started in
Limited Edition (Alpha) on Verduran Enchantress, a green card. It has bounced back and forth between green and white, and now can be done by either. In white, it has the limitation of only drawing one card per turn as that's a new rule for white card drawing. The best ones are probably going to appear in white
and green.
This ability has bounced back and forth between white and green. We finally decided that each can have it but tilted toward how their color does it.
It seems like what this is really trying to say is that enchantress effects will generally be green-white gold rather than any one color.
~~~
CHANGE TEXT AND STATUS: Flash
OLD:
Flash
Primary: Blue
Secondary: Green
Tertiary:
White, black, and red
Everyone gets some access to flash. Blue gets it the most as it plays into the color's reactive play style. Green gets it as one of its versions of creature destruction. White, black, and red get flash when they functionally need it to get an effect to work, most often with reactive enters-the-battlefield effects.
NEW:
Flash
Primary: Blue
Secondary: White, black, and green
Tertiary: Red
Everyone gets some access to flash. Blue gets it the most as it plays into the color's reactive play style. In the last few years, we made it secondary in white and black, and kept it secondary in green. White tends to get the small cheap and mid-size defensive creatures, black gets creatures that can surprise kill you, often with higher power than toughness, and green gets bigger creatures. Red can get flash when it functionally needs it to get an effect to work, most often with reactive enters-the-battlefield effects.
This is another evergreen keyword change since 2017. We added flash as secondary in both white and black. We talked about removing it from green, but finally decided that it's more a useful tool than a mechanic in a traditional sense and each color could use it on different kinds of creatures (and occasionally other card types).
This has been the case for a few sets, but posting in case people didn't notice.
~~~
CHANGE TEXT: Protection
OLD:
Protection
Primary: White
Tertiary: Blue, black, red, and green
Protection has dropped from evergreen status (meaning it shows up in most sets) to deciduous status (we can use it when we need it), but it still will show up from time to time. It's mostly a white ability that can show up in other colors, usually with protection from something the color dislikes (an enemy color, artifacts for green, etc.)
NEW:
Protection
Primary: White
Tertiary: Blue, black, red, and green
Protection has changed back from deciduous status back to evergreen status, but it doesn't show up in every set. It's mostly a white ability that can show up in other colors, usually with protection from something the color dislikes (an enemy color, artifacts for green, etc.)
Protection was evergreen. Then it became deciduous. Then it became evergreen again, but not used every set. I think protection just doesn't like committing to a label.
Posting more because this indicates that there isn't going to be another waffle regarding this in the near future.
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REMOVE SUBSECTION: Putting cards from hand onto battlefield
Putting cards from hand onto the battlefield
Primary: Green
This isn't an effect we use all that often, but it's green when we use it.
I removed this as we just don't use it any more.
RIP Elvish Piper
~~~
CHANGE TEXT & STATUS: "Reanimation"
OLD:
Primary: Black
Secondary:
White, red, and green
Tertiary: Blue
Black is the best at bringing the dead back to life. It has no real restrictions on what it can bring back. White tends to reanimate smaller creatures, usually with a converted mana cost of 2 or less. It will occasionally reanimate a creature type that is mostly white (things like Angels or Humans). Red has Phoenixes. Green has creatures that can bring themselves back from the graveyard. Both black and white will sometimes reanimate a swath of creatures all at once. Blue, on rare occasion, can make a copy of a creature out of the graveyard.
NEW:
Primary: White and black
Secondary: Red, and green
Black is the best at bringing the dead back to life. It has no real restrictions on what it can bring back. White tends to reanimate smaller creatures, usually with a converted mana cost of 2 or less, but we've started letting white bring back larger creatures on occasion. Red has Phoenixes. Green has creatures that can bring themselves back from the graveyard. Both black and white will sometimes reanimate a swath of creatures all at once.
We've started letting white have more reanimation effects, including ones allowing it to get bigger creatures. In 2017, I included blue thinking maybe we'd let blue copy dead creatures, but it's not something we've chosen to do, so I removed blue.
This is something we've been seeing already, but confirmed that white is getting more general reanimation.
~~~
ADD NEW SUBSECTION
"Reanimate" permanent (Return a permanent card from a graveyard to the battlefield.)
Primary: White
White is the one color that can reanimate any permanent type, so it gets to reanimate "target permanent." It can also reanimate "target artifact," "target enchantment," or "target planeswalker." It doesn't specifically get "target land," but can do so when it's "target permanent."
This isn't an ability we used to do but have started letting white have access to.
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CHANGE TEXT: "Transformation"
OLD:
Primary: Blue
Transformation can be temporary, through a one-shot spell that lasts for the turn, or more permanent, usually through an Aura. It overwrites the base power and toughness of the creature. This ability used to be in both blue and white, but we decided to focus it in blue.
NEW:
Primary: Blue
Transformation can be temporary, through a one-shot spell that lasts for the turn, or more permanent, usually through an Aura. It overwrites the base power and toughness of the creature. This ability used to be in both blue and white, but we decided to focus it in blue. Sometimes blue can overwrite what the creature is currently doing and just make it the "transformed" creature. The one thing that we've taken from blue is destroying or exiling a creature and then giving the controller of that creature a creature token as a means of flavoring transformation. That is now a white ability flavored as giving compensation for destroying/exiling the creature. This means all of blue's transformation abilities are auras or limited effects on spells or activations.
As I mentioned earlier in this article, we've taken away blue's ability to destroy creatures and then give its controller a creature token as a means of representing transformation. That's solely a white ability now.
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CHANGE TEXT & LABELS: "Tutoring"
OLD:
- "Tutor" for an instant or sorcery.
Primary: Blue
When tutoring, the two spell types are often put together and blue seeks them out.
[...]
NEW:
- "Tutor" for an instant or sorcery.
Primary: Blue
Secondary: Red
When tutoring, the two spell types are often put together and blue seeks them out. We occasionally let red search out red instants and sorceries (usually to get things like direct damage spells).
As "spells matter" has become a common blue-red archetype, we've started letting red do this.
Interesting that red is getting instant/sorcery tutors.
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- "Tutor" for a planeswalker.
Primary: White
White is the color that cares the most about planeswalkers, so it's the color that can tutor for them.
This is a new subsection as we've started letting white have more "planeswalker matters" abilities.
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CHANGE TEXT & LABEL: Vigilance
OLD:
Primary: White
Secondary: Green
White tends to get this on creatures where the power is equal to or less than the toughness, and seldom with a power greater than 3. Green tends to get this ability on larger creatures to differentiate it from white.
NEW:
Primary: White
Secondary: Blue and green
White tends to get this on creatures where the power is equal to or less than the toughness, and seldom with a power greater than 3. Green tends to get this ability on larger creatures to differentiate it from white. We've recently decided to also make blue secondary in vigilance because we were looking for more creature abilities to use in blue. We're still feeling out what kind of blue creatures will get vigilance.
This another of our recent big changes, and something that hasn't happened on printed cards yet. Play design came to the Council of Colors saying they wanted the addition of vigilance to help in making limited relevant blue creatures, so we added it as a secondary in blue. We talked about removing vigilance from green but realized that there were needs for it in green, so we let both blue and green be secondary. We're still figuring out how exactly we're going to differentiate it in the various colors.
This is a pretty significant one... though also not that significant, lol. I could see blue vigilance creatures with tap activated abilities.
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CHANGE TEXT & LABEL: "Wheeling"
OLD:
Primary:
Blue and red
There's a big debate in R&D as to whether this is supposed to be a red ability. It obviously goes all the way back to
Limited Edition (Alpha) with
Wheel of Fortune, but it's a raw form of card advantage that's supposed to be something red is bad at. For now, it stays in red's
(and blue's) part of the color pie.
NEW:
Primary: Red
There's a big debate in R&D as to whether this is supposed to be a red ability. It obviously goes all the way back to
Limited Edition (Alpha) with
Wheel of Fortune, but it's a raw form of card advantage that's supposed to be something red is bad at. For now, it stays in red's part of the color pie.
We decided that we do this infrequently enough that it could just be a red thing. We felt blue didn't need it nearly as bad a red did.
They were iffy on red keeping this four years ago, and looks like it's still hanging in there.
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Treasure creation (artifact tokens with "T, Sacrifice this artifact: Add one mana of any color.")
Primary: Red
Secondary: Black and green
Tertiary: Blue
As the color of temporary mana, red is best at treasure creation. Black and green can both make treasure, but black tends to usually require some additional cost. Green historically has not had a lot of treasure making cards, but it's squarely in pie for green to do so. For flavor reasons, like Pirates, blue occasionally creates Treasure.
This is another deciduous thing that I questioned whether to include, but as we've been using it a lot, I decided to include it.
There was some talk before about white making treasures as a tax, but I suppose they aren't going through with that.