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Magic the Gathering: is blue and white a good card combination?

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i went to comic con recently and got free magic the gathering cards. i got a blue deck and a white deck with each 30 cards. i am interested in starting the game magic and am wondering if the blue and white combination i have is good.

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  1. White/Blue (the "notation" for color combination of White and Blue), tied with Blue/Black, is the toughest color combination to run effectively. I suggest to beginners to run Red/Green. Red/Green is pretty much run like this: Play creatures, attack, play burn cards to get rid of opponent's creatures, and keep attacking. I'll tell you the strengths and weaknesses of each color:

    White is the color of order and healing. It maintains peace with the small weak early game creatures. Protection and enchantments keep the opponent down while you can equalize the field. It's weaknesses include having difficulty destroying opponent's creatures or artifacts, its difficulty in changing its game plan because the cards aren't very flexible, and that many of its most powerful cards affect everyone equally.

    Blue is the color of logic, deceit, illusion, and manipulation. Blue can counter cards, draw cards, return cards to their owners' hands, and taking opponent's cards. Many blue creatures have effects that make them very tricky creatures. Blue also likes to use Artifact cards, even if artifacts are colorless. Blue's weaknesses include its lack of creatures compared to other colors, it really can't get rid of cards permanently without countering them, and that its good cards cost a lot of mana and it has no way of getting more mana, and that many of its cards are reactive.

    Black is the color of death. Black mostly tries to win in any way possible and has a few effects from each other color. However, the cards that feature such effects cost more resources. Black is known for -1/-1 counters, destroying creatures, making players discard cards, and resurrecting creatures. Its weaknesses include its inability to destroy Artifacts and Enchantments and little way to destroy lands. Also it can't easily destroy other black creatures (though more recently this restriction was lightened).

    Red is the color of damage and artifact destruction. It can also easily destroy lands easily. Many of the cards involve giving up some resources for temporary but powerful effects. Red tends to win fast. It's weaknesses include being unable to destroy Enchantments, getting totally hosed by protection from red, the self-destructive effects of a lot of the cards, and the fact that it is hard for Red to win during the late game. Red either wins fast or not at all.

    Green is the color of life. Green has huge creatures for their cost and has tons of cards to pump them up. Green is known for destroying pretty much any noncreature permanent. In fact, quite a few of the cards say "Destroy target noncreature permanent". Green is also known for getting mana extrmely fast. Green's main weaknesses are it has very little flying creatures (though it has Reach creatures, which can block flying creatures.), it must rely on combat and big creatures to kill opponent's creatures, mainly because most of green's strategies are creature-based, and the Green player is hosed of the opponent can get rid of all the Green player's creatures.

    Green is the easiest color to play, and Red and Green each cover the other's weaknesses.

    Another note is that, even though a five color deck needs to balance mana effectively, it also has the power to have the essence of all colors and very few weaknesses.


  2. blue/white is a good combination to play with, but i was a t comic con too and the cards handed out arnt the best =/

    so if you choose to stay blue/white go to your local comic book store and buy some core decks.

    take the best cards from the comic con decks and the best cards from the decks you buy then combine them and make sure they all play together and you got a blue/white deck perfect for countering your opponents and picking them apart piece by piece


  3. I have been playing magic for about 14 years, and I have decks of every possible color combination you can imagine.  I have found that there are no bad color combinations as long as the cards work well together.

    Try it and see what you think, then branch out into other colors!

    Most important thing is to have fun...

  4. Red and black is a most obivous choice for those who wish to punish the more laid back players.  Red is really simple, run in and hit hard or blast away until you foe is just a puddle of goo.  Black focuses on demand, destruction paves the way for the horrid red attack as well as return creatures into play (if you deem necessary).  Seeing how everyone is intent on using green and blue or white and red at the moment, looker deeper into the destructive force re and combinations.  Watch others play and decide what is really best for you, after all you are the one who paying for the cards so watching others will give you an idea where you stand.

    green/white-protection, prevention, life gain, creature base and power pump.

    red/white-creature protection, first strike, burn

    black/white-life link, creature destruction, resurrection

    blue/white-flying, viligance, pretap, permission, flash

    red/green-fast, reckless attackers, anti-enchantment/anti-land/anti-artifact

    red/blue-this is harder than most combinations, permission and burn is pretty much what you'll get but both ends are weakened.

    green/black-Destruction Land/Creature/Artifacts/Enchantments, Regenerate, Creature pump, and recently -1/-1 counters

    green/blue-Green balances out blue's lack of creatures, green has massive creatures and blue ensures they reach the field, and blue gives green the evasive tactics to hit the other player (10/10 Trample just became a 10/10 Trample with flying and or unblockable)

    Blue/Black-Permission, Discard, Traps, Resources.  Good for irratating other players.

    I Hope this helps you out.

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