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(→‎Misconceptions and Controversies: I decided to remove the reference to Sauron, because he has some "White" qualities as well if you dig far enough into his lore. (He favors perfect order over the individual's right to excel, except for himself, and he thinks conformity and lack of free will is superior to a society of ambition and meritocracy.) I think the phrase "Dark Lord" gets the idea well enough across without going into specific characters.)
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[[Image:B.svg|thumb|right|200px|Black mana symbol]]
 
[[Image:B.svg|thumb|right|200px|Black mana symbol]]
 
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{{cquote|{{quote|Power through ruthlessness|author=Mark Rosewater<ref>{{WebRef|url=https://share.transistor.fm/s/9c5a022e|title=Drive to Work #1051: Blue-Black-Red|author=[[Mark Rosewater]]|date=July 14, 2023}}</ref>}}}}
'''Black''' is one of the five colors of [[mana]] in ''[[Magic]]''. It is drawn from the power of [[swamp]]s and embodies the principles of parasitism and amorality (though not necessarily immorality). The mana symbol for Black is represented by a skull. On the [[color pie]], it is the ally of [[blue]] and [[red]], and the enemy of [[white]] and [[green]].<ref>{{DailyRef|black-2004-02-02|In the Black|[[Mark Rosewater]]|February 2, 2004}}</ref><ref>{{DailyRef|latest-developments/defining-black-2004-02-06|Defining Black|[[Randy Buehler]]|February 06, 2004}}</ref><ref>{{DailyRef|making-magic/black-revisited-2015-07-27|In the Black Revisited|[[Mark Rosewater]]|July 27, 2015}}</ref> Black seeks power through ruthlessness or opportunity.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/94613898853/hey-mark-im-a-bit-confused-on-the-actual-idealogies|title=I'm a bit confused on the actual ideologies of the five colors. Is there any way I could get a quick summary of them?|August 13, 2014}}</ref><ref name=":0">{{DailyRef|looking-out-number-one-2008-10-20|Looking Out For Number One|Mark Rosewater|October 20, 2008}}</ref>
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'''Black''' is one of the five [[Color|colors]] of [[mana]] in ''[[Magic]]''. It is drawn from the power of [[swamp]]s and embodies the principles of free will and amorality. The mana symbol for Black is represented by a skull. On the [[color pie]], it is the ally of [[Blue]] and [[Red]], and the enemy of [[White]] and [[Green]].<ref name=":1">{{DailyRef|black-2004-02-02|In the Black|[[Mark Rosewater]]|February 2, 2004}}</ref><ref>{{DailyRef|latest-developments/defining-black-2004-02-06|Defining Black|[[Randy Buehler]]|February 06, 2004}}</ref><ref name=":2">{{DailyRef|making-magic/black-revisited-2015-07-27|In the Black Revisited|[[Mark Rosewater]]|July 27, 2015}}</ref> Seeing the world as a place where every individual works for their own benefit and is responsible for their own fate, Black seeks to acquire self-determination and power by any and all possible means, including opportunism, murder, treason, and cruelty.<ref name=":1" /><ref>{{EzTumblr|http://markrosewater.tumblr.com/post/94613898853/hey-mark-im-a-bit-confused-on-the-actual-idealogies|title=I'm a bit confused on the actual ideologies of the five colors. Is there any way I could get a quick summary of them?|August 13, 2014}}</ref><ref name=":0">{{DailyRef|looking-out-number-one-2008-10-20|Looking Out For Number One|Mark Rosewater|October 20, 2008}}</ref><ref>{{WebRef|url=https://share.transistor.fm/s/9c5a022e|title=Drive to Work #1051: Blue-Black-Red|author=[[Mark Rosewater]]|date=July 14, 2023}}</ref>
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In gameplay, Black's willingness to use amoral tools such as death and mental afflictions is represented by [[Destroy|destruction]] and [[discard]] spells that target enemies. Black often trades resources, such as its own [https://mtg.fandom.com/wiki/Life#Life_as_a_resource life] and [[Sacrifice|creatures]], for advantages to destroy its opposition. In combination with attrition strategies, such as [[reanimation]] spells or gradual [[Drain life|life drain]], Black can reduce its opponents outs until they have nothing left but defeat.<ref>{{DailyRef|https://magic.wizards.com/en/intro|Where to Start|[[Wizards of the Coast]]|Accessed April 3, 2024}}</ref> The current member of the [https://mtg.fandom.com/wiki/Design#The_Council_of_Colors council of colors] for Black is [[Corey Bowen]].<ref>{{EzTumblr|https://markrosewater.tumblr.com/post/672798087018872832/who-is-currently-on-the-council-of-colors-i-heard|title=Who is currently on the Council of Colors? |January 8, 2022}}</ref>
   
 
==Flavor==
 
==Flavor==
 
<!-- A bit about what drives this color and the people in it -->
 
<!-- A bit about what drives this color and the people in it -->
Black can be summarized with a well-known phrase: Look out for number one.
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The essence of Black can be summarized in: having the last word on its own life.
   
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<ref>For the purpose of this article, the ego is the psychological embodiment of the conscious will of a thing.</ref> 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.
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Black looks at the world and sees a simple reality: power is everything. Power dictates who succeeds and who fails; who commands and who submits; who lives and who dies. And whether the weak see it or not, they are at the mercy of the powerful. Black sees its own will as something so precious that the idea of losing it or giving it up is totally unacceptable. Thus, to live according to this notion, Black must preserve and expand its free will by all means; which inevitably translates into gaining power. It aspires to be as powerful as it could be, reaching omnipotence if possible.
   
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To achieve power, Black follows a simple rule: don't follow any rule. It looks for any opportunity to get ahead, and takes advantage of it without mercy or shame. Of course, killing and sowing terror is not a problem for Black either. All living beings are subject to fear, and Black does not hesitate to provoke and use the fear of others to achieve its purposes.
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.
 
   
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The ambition of power is the greatest factor in Black's inner psychology, countering all forms of meekness, laziness and conformism. On a philosophical level, this search for power can be positively motivated, from the recognition of one's own individuality and free will as the basis of human dignity and happiness; or negatively, from a deep fear of defeat in all forms (including death) that leads to power for power's sake, losing identity and humanity in the process. This second perspective is the most reflected in MTG, stereotyping Black as the classic "Dark Lord" creator of its own ruin, although there are also a few examples of the first one, especially in recent editions.
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.
 
   
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On a mechanical level, it must be noted that black magic is NOT creative. Black sees power dynamics as a zero-sum game not subordinated to anything external. That is why it uses parasitic mechanics (zero sum) and amoral mechanics (power does not submit to systems, but originates them). Life draining, abuse of the cemetery, theft of enemy cards and sacrifice of permanents to obtain a benefit are typical examples of this.
Before proceeding, it is worth noting that Black is unable to 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.
 
   
 
===Attributes ===
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<ref>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 <c>Shatter</c> and <c>Smash</c>, there is no doubt more magic to the process than the names suggest.</ref>), and so Black magic can attack no part of it.
 
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Black individuals focus on themselves and their interests. They are proper, kind, harsh, treacherous, etc. only if they find useful to be it, and vice versa. This doesn't mean they haven't personal predilections about how to be or act, but they'll rarely let them interfere with their quest for power. A truly Black individual does not worry about how to acquire power, as long as he/she does. The end justifies the means? Not always; but very few ends are so particular as to care about the means.
   
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Black is also the most honest and unashamed color, in it's core. While it can pretend to be something that really isn't in order to surpass others, doesn't allow itself to fall for its own lies and masquerade. Black values and respects the reality and the truth, even if it misrepresents them before others in order to gain an advantage. But with itself, and to those it wants to help, Black speaks the naked truth without distorting or hiding anything. This adherence to truth is key for its success, as allows it to do things no matter how horrible, abhorrent, shameful or even laughable they are, overcoming any remorse or peer-pressure.
;'''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.
 
   
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But despite all the things it's capable and willing to do, Black is not free of necessity and responsibility. Daily life is full of choices that must be made, and a bad decision can ruin the work of an entire day—or an entire life—a fact which Black is well-aware. Because of this, Black invests lots of time and effort to identify the things it can control or influence (which it's responsible for) and the things that can not (which it can only accept). Black does not reject responsibility, but the exact opposite. It only rejects paying the worst parts of the price of its decisions if it can avoid it, or makes others pay for it.
;'''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 "[[Devil's Deal|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.<BR>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]].
 
   
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It has to be noted that Black is one of the least fatalistic of colors, despite - or due to - its embracement of the most dark aspects of reality and humanity. Black believes people ought to do everything possible to improve their situations by their means available, and encourages them to do it. This does not means that Black wants everyone to succeed - something impossible and undesirable from its perspective -, but wants everyone to have a chance.
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.
 
   
 
===Misconceptions and Controversies===
If one can say that one understands the terror of seeing death and suffering in everything but knows and trusts in nothing, one may say that one understands Black.
 
   
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====Good and evil====
==Attributes==
 
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Maybe the most common misconception is to think that Black embodies Evil. Understandable, given the omnipresent horrific-malicious flavor in the majority of black cards in all editions. But Black is not inherently evil. No color has a monopoly on either good or evil, and malice, heinousness, and violence are neither inherent to nor exclusive to Black.
A Black individual is focused on self. They are not a proper person unless they find that personally useful, in which case they are the most proper person you will ever know. Black is not a kind person unless they find that personally useful, in which case they make the average White individual look like a moneygrubbing miser. Black is all about the self. This gives Black a curious sort of freedom, perhaps the ultimate freedom—Black does not care '''''how''''' they acquire power, so long as they '''''do'''''. This is why Black is so excellent at infiltration—they have no personal predilections except for power, and that is a goal broad enough to include almost any philosophy or idea that Black wants to have.
 
   
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Why does Black appears to be most evil than the other colors? For two reasons: it's willing to doing evil, and is competent at it.
Black is also the most unashamed color. Whereas White has a long list of what is "proper", Black is free, open, and shameless about what they do. Perhaps this is the great virtue of Black that no one really looks at—they are truly shameless. Black is about power and the self, but they are extremely truthful about their pursuit of these goals. Just look at any handful of Black cards—one sees horror, teeth, blood, fangs. Black never once even pretends to lie about what it is that it seeks nor cover it up behind any other façade. No other color is this open. As an example, many of White's creatures hide their bigotry and zealotry behind the mask of righteousness, that what they do is '''''good''''', but Black, no matter what they do, will freely admit that they seek their own goals. (A good example of White's duplicity is the [[Kithkin]].)
 
   
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True, Black has no problem in doing evil to others—in horrific and scary ways—if it considers them to be the best and/or the only way to achieve its goals. And this means it's willing to overcome the inner barriers which would prevent it to do, such as remorse, compassion, decency or adherence to a moral code. But Black doesn't do this because it believes that Evil is inherently superior or desirable than Good, but because it considers it wrong to limit its options to get ahead. ''Black's Amorality must be understood as a way to legitimize the right to choose between Good and Evil, and to benefit from the power of both. Not as a devaluation of Good, or a glorification of Evil.''
==Misconceptions and Controversies==
 
   
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In the same way of thought, Black always chooses to be competent. Since it doesn't limit its ways to do evil, neither time nor place, Black is extremely dangerous when it has to do evil things. Since Black is responsible for itself at any moment, when Evil becomes the best or the only option, Black has to be able to do it, and do it well.
Perhaps the most common misconception is that Black represents Evil. What is true is that Black is the most likely color to do blunt, open, honest evil; it is the element of "Dark Lords" everywhere: the most blunt cruelty, the most open terror, and the most honest dishonesty. If Black decides to go evil, it will be the most noticeable evil in the world.
 
   
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====Power for power's sake====
However, this also means that, in a way, Black is the least effective color to go evil. Yes, it's open and honest about it. Yes, it's often got the raw power and lack of morality to back up its evil. But Black villains are so open and honest about their blunt evil that every single creature on the planet interested in preserving its own life will direct their attention towards them—and that includes other Black characters, as they would see their gathered power as a major threat to their own attempts to gain power and try to bring them down. Against such odds, even Black's open use of horrible magics cannot stand. Villains of other colors, Blue in particular but White and Green as well, by acting subtly would avoid bringing all this firepower down upon their heads, and thus would probably do more damage and be more successful in the long run.
 
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Another common misconception is that Black pursues power for the power itself, trying to become the "number one" in a senseless race to omnipotence—or out from the abyss. While it's true that this is a negative way to express Black philosophy, and sadly a frequent one in MTG characters, it's not the only way to be Black-aligned. As we noted in the introduction, power is only a tool for the purpose of maximizing one's free will.
   
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But what does one do with their free will? Whatever they want to do.
Rather, Black represents the concern for the self above anyone else. Keeping in mind that any person is going to be less a "perfect" version of their color's ideas and more someone who leans towards them, it's easy to see a Black-aligned character being a great hero. Black may be self-centered in the end, focused on themselves, but that doesn't mean they never feel sympathy and that they lack all kindness—they simply lean towards themselves and a certain self-honesty. If they believe that by helping you they can help themselves, then you've gained a powerful ally who will stop at nothing to get the job done and who will not be caught up with silly rules and regulations that could tie up a more hide-bound person. Ironically, whenever Black is anthropomorphized in interviews, it repeatedly criticizes a White-run world. Despite admitting that such a world would make it easier for someone like themselves to seize power, Black advocates for individual rights. It wants everyone to have the opportunity to seek power. Rather than forcing others into a restricted system,<ref name=":0" /> Black advocates for advancing the interests of the individual, and though Black also includes the interest of any individual to exploit any other individual, those interests can be as varied as individuals themselves, and can easily include things such as love, friendship, and even egoistic forms of altruism (doing good because it feels good to do it IS technically benefiting the self). After all, all these things provide comfort, pleasure, company, fulfillment, and a whole host of things. A character who would discard something as precious as a best friend would have no right to call themself selfish.
 
   
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A Black individual is not forced to become a power-hungry monster, or to see the rest of the world as a trophy and/or a menace. Also, it doesn't need to pursue by default political dominance, goals harmful to others, monetary goals, ''nor even selfish goals''. Of course Black encourages people to take care of themselves and discourages putting others first, ''but neither commands the former nor forbids the latter''. Black does not provide a set of goals that black-aligned individuals have to pursue, only a method (not abiding by needless restrictions) and a worldview to face reality (the truth about power). One can choose any goal they desire, for whatever reasons; Black only reminds people that freedom of choice doesn't mean freedom from consequences, so choices have to be made in the proper way to succeed.
So while Black is indeed Selfish, that does not mean it is always materialistic. It certainly can be. But Black never defines WHAT you should value. That kind of moralizing is White's business. Black only cares about the aspect of "how".
 
   
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When fear, ego, pettiness and aversion to suffering are the main driving forces of the majority of individuals, it's no surprise that they fall into the consequences of their own poor decisions, driven by a poorer motivation. Black is aware that it can overcome almost anyone by giving them a bit of power which eventually will lead them to their destruction. Excellence is for a few, and doesn't reside in the power of an individual, but its will.
If your desire is to have all the money in the world. Black doesn't care.
 
   
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====Egomania and selfishness ====
If your desire is to make yourself and others happy. Black STILL doesn't care. It's the choice of the individual.
 
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In line with the former, Black is often represented with a monstrous ego. Once again, this is just one—sadly common—way to express Black, and not the only one. While Black certainly will defend its ego and try to reshape the world at its own convenience when it believes it's a viable and optimal choice, the supreme value Black wants to protect is not its ego, but its free will. Not the reasons why it makes its choices (which can lose their convenience or sense at a given moment), but the ability to make them in the first place. Black is not above being humble, or empathizing with others, or to radically change its own self-image and priorities when it's necessary. The only intolerable thing for Black is not being able to decide the course of its own life, and this includes why, when and how to die; either in a psychological or even literal way.
 
Its only real tenets are this:
 
 
*"Do what you want because YOU want it. Not out of duty, or obligation, or because someone else told you. Be your OWN advocate. Define your OWN values."
 
*"Above all else have power. If you do not have power. You will lose all that you value. Because other people DO have power. And they will not hesitate to use that against you.
 
*Beyond that, Black is free to be as kind and cruel as it wishes. It is, after all, the color of individual choice and self-determination. Why should it force its users to act in a specific way?
 
 
As shown by cards such as {{card|Locthwain Paladin||ELD}}, Black is also one of the best colours of the hero who never gives up. Heroes persevering against even the most impossible odds, or constantly seeking to improve themselves or their life. For all its cynicism, Black is one of the LEAST fatalistic of colours. This latter aspect puts it in conflict with [[Green]], which strictly believes that individuals are predestined to specific roles in life. Though most instances of this conflict revolve around Black being ambitious and Green being either wiser than or the victim of Black, instances in which Green's the more malicious party of the two have been observed, as with [[Klothys]] stamping out people attempting to escape the [[Underworld]].
 
 
Even when Black is at its most materialistically selfish, it is also unashamed, which can lead to an unabashed forthrightness in its evil acts. That is not to say that Black espouses honesty, but rather that Black is the least likely color to deny any immoral or evil motives behind its own actions.
 
 
Even if the ends are more important to them than the means, heroic Black characters have emerged in the lore of ''Magic.'' Heroic Black creatures include [[Xantcha]], [[Chainer]], [[Toshiro Umezawa]], and [[Yahenni]]; heroic Black Planeswalkers include [[Sorin Markov]], [[Vraska]], and [[Kaya]], with the once villainous [[Liliana Vess]] gradually becoming more heroic over the course of the [[Bolas Arc]].
 
 
==Interactions with other colors==
 
 
===Agreements===
 
'''Black and Red:''' In Red, Black sees a color that knows that the best way to live is in one's own interest. Red's desire to do what it wants and Black's desire to get what it wants lead to a color pair that is the purest form of hedonism; do whatever you want, and damn the consequences and the law -if you're powerful enough, nothing can stop you, so screw the weak and frightened. Black/Red demolishes any rule or regulation that gets in the way of what they want, which directly opposes their common enemy, White, who is determined to have a lawful society at any cost.
 
 
'''Black and Blue:''' In Blue, Black sees a color that doesn't shy away from how ugly the world is. Blue's quest for omniscience coincides perfectly with Black's desire for omnipotence, leading to a color pair who wants absolute knowledge and absolute power. Black/Blue also are extremely pragmatic and subvert the status quo in their quest for unlimited power and knowledge, which puts them at odds with their common enemy, Green, which wants to preserve the communion of the natural world and is driven by instinct.
 
 
'''Black and White:''' When White and Black agree, it's usually on practical details about group dynamics. White and Black both understand the need for sacrifice (even if Black sacrifices others for its own good and White sacrifices itself for the common good), and both are the most affiliated with religion as a way to live by the values of having a virtuous life or becoming superior to your peers (hence White and Black get the most clerics, and the [[Orzhov Syndicate]] is a religious organization on its face). Whenever Black and White cooperate, it's usually in the government of a group (White) by a powerful and privileged elite (Black) and maintaining this status quo at any cost, which embodies pure Machiavellianism.
 
 
'''Black and Green:''' When Black and Green agree, it's usually on a fundamental, natural scale. Even though Black and Green conflict on the Death vs. Life debate, both colors understand the need for death to prune excess life (even if Black uses death proactively, and Green lets death happen naturally). Similarly, both colors are firm believers in the "survival of the fittest." Black and Green manipulate the graveyard more than any other color pair, being able to use the cycle of life and death to its advantage during the moments that the two cooperate. Both acknowledge the superiority of the predator over the prey and understand that natural instinct also includes survival at any cost (even cheating and killing), predation, and willpower.
 
 
===Disagreements===
 
''Black versus White'': In White, Black sees a color that is held back by a set of morals. Naturally, the main debate between White and Black is that of Morality vs. Amorality. Black sees no universal set of morals that life conforms to, and thus acts without morals (note that this does not always lead to evil). White's moral system is, to Black, archaic and outmoded, and only serves to get in the way of what's best for oneself. Black also sees White as overprotective of society's weakest members. A purely Black system ensures that the strong excel, while a purely White system ensures that all are treated equally. White enforces laws to create social cohesion, while Black exploits laws to benefit itself.
 
 
''Black versus Green'': In Green, Black sees a color that is naïve to the basics of life; that the world is an ugly place and that letting life happen unhindered only leads to more and more problems. The main debate between Black and Green is Parasitism (Death) vs. Interdependency (Life). Black believes that the weak masses exist only to be exploited by the strong (and will use death as a tool to cull the weak). Green's belief in the masses being essential to maintaining synergy through nature makes no sense to Black. More importantly, Green strictly believes in fate and destiny, which greatly disturb Black's ambitious and free-will oriented lifestyle. Not only does it imply Black's quest for control is pointless, but also that an individual's own sense of self has been dictated by something or someone else. Whereas true or not, Black will silence Green's proselytising.
 
 
''Black versus Red'': Occasionally, Black sees Red as being far too chaotic in its search for freedom. While Black certainly supports destruction for an objective (creature removal, for example), Red can sometimes be far too reckless, destroying things simply because they can be destroyed. Also, since Black rarely lets their feelings get in the way of their plans, it perceives Red's intense focus on emotion as foolish. When they both get their hands on a new toy or weapon, Black is at least willing to read the instructions first. But the most important conflict between Black and Red is the importance of emotional bonds with others - Red will sacrifice itself for its loved ones, putting their welfare above itself without coercion. This is anathema for Black, who sees such behavior as the height of stupidity.
 
 
''Black versus Blue'': Occasionally, Black sees Blue as being too focused on how things are accomplished. For Black, while the means can certainly be important in determining a desirable outcome, the ends are much more important as they are the outcome itself: for Black, the process leading to the goal is always secondary to the goal. Black also detests Blue's excess subtlety, which allows other colors to gain the initiative while Blue is still planning. To Black, getting rid of threats and planning for a goal's achievement doesn't need to be at odds. Finally, their most important conflict is the value of the very act of learning, and the need to share the knowledge gained. Black doesn't value learning and discovering for its own sake, only for the advantage they provide it. This is sad and deplorable for the truth-seeker Blue, which willingly assumes the role of mentor to increase its own knowledge through interactions with its pupils, and also as a means to transmit knowledge to the new generations. Black only will take pupils as a tool to expand its own power, and will throw them away without regret when they have accomplished its purpose.
 
   
 
==Rules==
 
==Rules==
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Black is the foremost color in spot destruction, illustrated in cards as <c>Terror</c> and <c>Dark Banishing</c>. Recently, black has been attributed several "weakness" type spells that gives creatures -X/-X (<c>Last Gasp</c>, <c>Hideous Laughter</c>, and <c>Sickening Shoal</c>). A possible reason for this is that Wizards have obsoleted the term ''[[Bury]]'' ("Destroy, no regeneration") and is phasing out destruction spells that do not allow [[regeneration]], such as <c>Terror</c>, and this is a different way of avoiding Regeneration and [[Indestructible]], in that a creature with 0 or less toughness is put directly into the graveyard. A similar method is forcing the opponent to sacrifice something, giving them the choice of losing it, instead of letting you choose. This usually bypasses creatures with [[hexproof]] and [[shroud]], as the cards do not directly target the creatures, as well as Indestructible and Regeneration. It plays into Black's ability to capitalize on an opening, as since the choice remains in the hands of the affected player, these effects have to be reserved and planned for the right moment, where they can be devastating for a minimal amount of resources.
 
Black is the foremost color in spot destruction, illustrated in cards as <c>Terror</c> and <c>Dark Banishing</c>. Recently, black has been attributed several "weakness" type spells that gives creatures -X/-X (<c>Last Gasp</c>, <c>Hideous Laughter</c>, and <c>Sickening Shoal</c>). A possible reason for this is that Wizards have obsoleted the term ''[[Bury]]'' ("Destroy, no regeneration") and is phasing out destruction spells that do not allow [[regeneration]], such as <c>Terror</c>, and this is a different way of avoiding Regeneration and [[Indestructible]], in that a creature with 0 or less toughness is put directly into the graveyard. A similar method is forcing the opponent to sacrifice something, giving them the choice of losing it, instead of letting you choose. This usually bypasses creatures with [[hexproof]] and [[shroud]], as the cards do not directly target the creatures, as well as Indestructible and Regeneration. It plays into Black's ability to capitalize on an opening, as since the choice remains in the hands of the affected player, these effects have to be reserved and planned for the right moment, where they can be devastating for a minimal amount of resources.
   
The following [[evergreen]] keywords are associated with the color black (as well as the colors they share it with):<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/182923552843/how-big-an-issue-is-it-if-three-colors-all-shared|February 17, 2019}}</ref><ref>{{EzTumblr|http://markrosewater.tumblr.com/post/182923552843/how-big-an-issue-is-it-if-three-colors-all-shared|February 19, 2019}}</ref>
+
The following [[evergreen]] keywords are associated with the color black (as well as the colors they share it with):<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/182923552843/how-big-an-issue-is-it-if-three-colors-all-shared|February 19, 2019}}</ref>
 
*[[Flash]] (shared with [[blue]] and green)
 
*[[Flash]] (shared with [[blue]] and green)
 
*[[Lifelink]] (shared with [[white]])
 
*[[Lifelink]] (shared with [[white]])
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==Mechanics==
 
==Mechanics==
   
===[[Discard]]ing===
+
=== [[Discard]]ing===
 
With a few exceptions, Black is generally the only color that can look at the opponent's [[hand]], choose a card from it, and force that player to discard it, e.g. <c>Duress</c>.<ref>{{DailyRef|making-magic/mechanical-color-pie-2017-2017-06-05|Mechanical Color Pie 2017|[[Mark Rosewater]]|June 5, 2017}}</ref> It is also the primary color to force the opponent to discard cards of his or her choice, though this mechanic has occasionally been bled to blue. Forcing the opponent to discard cards that are chosen at random is also a black ability, though some red cards can do that after having drawn additional cards.
 
With a few exceptions, Black is generally the only color that can look at the opponent's [[hand]], choose a card from it, and force that player to discard it, e.g. <c>Duress</c>.<ref>{{DailyRef|making-magic/mechanical-color-pie-2017-2017-06-05|Mechanical Color Pie 2017|[[Mark Rosewater]]|June 5, 2017}}</ref> It is also the primary color to force the opponent to discard cards of his or her choice, though this mechanic has occasionally been bled to blue. Forcing the opponent to discard cards that are chosen at random is also a black ability, though some red cards can do that after having drawn additional cards.
   
 
This mechanic represents mostly coercion and inducing insanity into the opposition.
 
This mechanic represents mostly coercion and inducing insanity into the opposition.
   
===[[Reanimation]]===
+
===[[Reanimation]] (the primary strategy of [[Reanimator]] decks)===
 
Black is more than happy to ignore the cycle of life and death, using creatures in the [[graveyard]] with just as much, (if not more) ease as creatures in hand, with a variety of spells and abilities that can both revive your own dead and turn your opponent's fallen against them.
 
Black is more than happy to ignore the cycle of life and death, using creatures in the [[graveyard]] with just as much, (if not more) ease as creatures in hand, with a variety of spells and abilities that can both revive your own dead and turn your opponent's fallen against them.
  +
  +
Reanimation has been proven to be a hyper-competitive strategy that has been inplemented successfully in Commander, Legacy and Modern. [[Reanimator]] decks also occasionally appear in Pioneer and Historic. It is a way to skip ahead cheating a big creature into play.
  +
  +
Although the most efficient Reanimation spells are seen as hyper-competitive, there are plenty of other cards with Reanimation effects that allow for health casual play.
   
 
===[[Evasion]]===
 
===[[Evasion]]===
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===[[First strike]]===
 
===[[First strike]]===
:''This creature deals combat damage before creatures without first strike.''
+
:''This creature deals combat damage before creatures without first strike.''
   
 
Though this mechanic is primarily a [[red]] and [[white]] ability, a number of black creatures have the ability as well, such as <c>Nekrataal</c> and <c>Black Knight</c>. In black, [[first strike]] represents subterfuge, dirty tactics, and cunning quickness.
 
Though this mechanic is primarily a [[red]] and [[white]] ability, a number of black creatures have the ability as well, such as <c>Nekrataal</c> and <c>Black Knight</c>. In black, [[first strike]] represents subterfuge, dirty tactics, and cunning quickness.
   
===[[Regeneration]]===
+
===[[Regeneration]]===
 
:''The next time this creature would be destroyed this turn, it isn't. Instead, tap it, remove all damage from it, and remove it from combat.''
 
:''The next time this creature would be destroyed this turn, it isn't. Instead, tap it, remove all damage from it, and remove it from combat.''
   
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===[[Lifelink]]===
 
===[[Lifelink]]===
:''Damage dealt by this creature also causes you to gain that much life.''
+
:''Damage dealt by this creature also causes you to gain that much life.''
   
 
Creatures, such as [[vampire]]s, feed on the essence of others, thus strengthening themselves. Black uses this ability to restore itself to a healthy state while taking its toll on its opponents, much like its parasitic spells do. It shares this ability with [[white]].
 
Creatures, such as [[vampire]]s, feed on the essence of others, thus strengthening themselves. Black uses this ability to restore itself to a healthy state while taking its toll on its opponents, much like its parasitic spells do. It shares this ability with [[white]].
   
=== [[Sacrifice]] ===
+
===[[Sacrifice]]===
 
Black utilizes sacrifice differently from each other color. While white believes in self-sacrifice for the good of others, Black will sacrifice their own creatures and their own life to achieve power. Also, Black forces its enemies to sacrifice their resources through spells like <c>Pox</c>, <c>Magus of the Abyss</c>, <c>Grave Pact</c>, <c>Cruel Edict</c>, <c>Diabolic Edict</c>, and <c>Smallpox</c>.
 
Black utilizes sacrifice differently from each other color. While white believes in self-sacrifice for the good of others, Black will sacrifice their own creatures and their own life to achieve power. Also, Black forces its enemies to sacrifice their resources through spells like <c>Pox</c>, <c>Magus of the Abyss</c>, <c>Grave Pact</c>, <c>Cruel Edict</c>, <c>Diabolic Edict</c>, and <c>Smallpox</c>.
   
 
Black also deals with Demons, the ultimate evil which heeds to no one, creatures of great power and hunger who demand great personal sacrifice. Examples of demons who need continuous sacrifice are <c>Lord of The Pit</c>, <c>Grinning Demon</c>, and <c>Yawgmoth Demon</c>.
 
Black also deals with Demons, the ultimate evil which heeds to no one, creatures of great power and hunger who demand great personal sacrifice. Examples of demons who need continuous sacrifice are <c>Lord of The Pit</c>, <c>Grinning Demon</c>, and <c>Yawgmoth Demon</c>.
   
===[[Life loss]]===
+
===[[Life loss]] ===
 
Nearly all cards that have an opponent lose a given amount of life directly appear in black. Examples of these include <c>Blood Tribute</c>, <c>Burden of Greed</c>, and <c>Shadow Slice</c>. Other black cards force one or more players to lose half their life total, or for a spell's caster to pay life as part of the cost of a spell or ability. Black also has numerous cards, such as <c>Disciple of the Vault</c>, that triggers life loss if a given action happens. [[R&D]] was shifting away from life loss, in favor of direct damage, to trim out unnecessary complexity.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/171781657298/is-the-change-from-you-lose-2-life-to|title=Is the change from "you lose 2 life" to "[cardname] deals 2 damage to you" going to be a permanent change?|March 11, 2018}}</ref><ref>{{EzTumblr|http://markrosewater.tumblr.com/post/171785269673/why-are-you-shifting-away-from-life-loss-as-an|title=Why are you shifting away from life loss as an effect?|March 12, 2018}}</ref><ref>{{EzTumblr|http://markrosewater.tumblr.com/post/171820206098/i-want-to-say-im-very-unhappy-about-black-moving|title= I'm very unhappy about black moving away from loss of life.|March 13, 2018}}</ref> However, due to the unpopular reception from the players, the templating being longer, and damage overlapping too much with red, this has been reversed.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/182660172733/drive-to-work-609-designing-direct-damage|title= "Drive to Work #609 - Designing Direct Damage" (Explanation begins at 11:04)|February 8, 2018}}</ref>
 
Nearly all cards that have an opponent lose a given amount of life directly appear in black. Examples of these include <c>Blood Tribute</c>, <c>Burden of Greed</c>, and <c>Shadow Slice</c>. Other black cards force one or more players to lose half their life total, or for a spell's caster to pay life as part of the cost of a spell or ability. Black also has numerous cards, such as <c>Disciple of the Vault</c>, that triggers life loss if a given action happens. [[R&D]] was shifting away from life loss, in favor of direct damage, to trim out unnecessary complexity.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/171781657298/is-the-change-from-you-lose-2-life-to|title=Is the change from "you lose 2 life" to "[cardname] deals 2 damage to you" going to be a permanent change?|March 11, 2018}}</ref><ref>{{EzTumblr|http://markrosewater.tumblr.com/post/171785269673/why-are-you-shifting-away-from-life-loss-as-an|title=Why are you shifting away from life loss as an effect?|March 12, 2018}}</ref><ref>{{EzTumblr|http://markrosewater.tumblr.com/post/171820206098/i-want-to-say-im-very-unhappy-about-black-moving|title= I'm very unhappy about black moving away from loss of life.|March 13, 2018}}</ref> However, due to the unpopular reception from the players, the templating being longer, and damage overlapping too much with red, this has been reversed.<ref>{{EzTumblr|http://markrosewater.tumblr.com/post/182660172733/drive-to-work-609-designing-direct-damage|title= "Drive to Work #609 - Designing Direct Damage" (Explanation begins at 11:04)|February 8, 2018}}</ref>
   
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Black is the color of disease and infection. Debilitating ailments afflict any particular creature touched. Effects that cause weakness are sometimes depicted as a result of plague or pestilence; other times, they are depicted as some sort of asphyxia, causing opponents' creatures to gasp for air.
 
Black is the color of disease and infection. Debilitating ailments afflict any particular creature touched. Effects that cause weakness are sometimes depicted as a result of plague or pestilence; other times, they are depicted as some sort of asphyxia, causing opponents' creatures to gasp for air.
   
:''All creatures get -X/-X until end of turn''
+
: ''All creatures get -X/-X until end of turn''
   
 
Black can also provoke engineered epidemics. Even resilient creatures with regeneration, [[shroud]], or [[protection]] from black cannot escape such plagues. <c>Bane of the Living</c>, <c>Mutilate</c>, and <c>Kagemaro, First to Suffer</c> are examples of mass removal spells through weakness.
 
Black can also provoke engineered epidemics. Even resilient creatures with regeneration, [[shroud]], or [[protection]] from black cannot escape such plagues. <c>Bane of the Living</c>, <c>Mutilate</c>, and <c>Kagemaro, First to Suffer</c> are examples of mass removal spells through weakness.
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Besides having temporary -X/-X effects, black is the strongest color for [[-1/-1 counter]]s.
 
Besides having temporary -X/-X effects, black is the strongest color for [[-1/-1 counter]]s.
   
===[[Life#Life gain|Parasitism]]===
+
===[[Life#Life gain|Parasitism]]===
 
:''Target opponent loses X life and you gain X life''
 
:''Target opponent loses X life and you gain X life''
   
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Black has built a niche for cards that remove counters, like <c>Thrull Parasite</c>, <c>Vampire Hexmage</c>, and <c>AEther Snap</c>.
 
Black has built a niche for cards that remove counters, like <c>Thrull Parasite</c>, <c>Vampire Hexmage</c>, and <c>AEther Snap</c>.
   
 
== Interactions with other colors==
== Black-aligned tribes ==
 
  +
 
===Agreements===
  +
  +
==== Black and White ====
  +
While the rivalry between White and Black is the most iconic of the game, they agree in important and fundamental values like Free Will (for Black is quintessential, for White is the element which gives its value to moral choices), Responsibility (for Black is a duty to itself, for White is a duty to the world), Hard effort and sacrifice (even though Black is willing to make others effort and sacrifice if it have the choice, while White will do the opposite) and Religiousness (for both this world and the next, religions offer a way of salvation; and Black's respect for truth doesn't allow it to deny the spiritual dimension of the reality). At a practical scale, they're the embodiment of machiavellism and merit-based aristocracy, whether they are an elite genuinely concerned about the fate of their people or mere mobster leeches in power devoted to luxury and good life.
  +
  +
==== Black and Blue ====
  +
In Blue, Black sees a color that doesn't shy away from the ugliness of the world and values quality and competence. Blue's quest for omniscience matches perfectly with Black's desire for omnipotence, leading to a color pair that wants absolute dominion over reality. Blue/Black doesn't make excuses, but looks for solutions to problems, being the most rational-optimist combination of colors. They're also extremely cold and calculating, which can lead to a total lack of humanity towards others, or to a refined self-consciousness able to fit gracefully in any occupation, environment or circumstance.
  +
  +
==== Black and Red ====
  +
In Red, Black sees a color willing to live its own life under its own terms, overcoming any obstacles in the process. Black's emphasis on Free Will mixed to Red's emphasis in its own Sensitivity leads to a combination that stands for the most deep and true desires of the human heart - be those sublime or abhorrent. Black/Red is the chain-breaker ''par excellence'', which defends its own importance and dignity against everything and everyone else, no matter other considerations. They're fearless, resolutive, independent and able to express true triumph and joy of life - or total dehumanizing nihilism - more than any other combination.
  +
  +
==== Black and Green ====
  +
While it could appear that Black and Green only can agree in basic notions of survival and necessity, this is simply not true. They both share important and deep values like respect for reality and truth (Black focuses in what ''is'' and what ''can be from it'', while Green most in the former), the acceptation of death and predation as necessary for life (with Black more being proactive and Green more letting them happen), the celebration of strength and beauty as inherently good things, unyielding determination in everything they do, and a full immersion on themselves and their circumstances as an existential answer; since nature is the first and only environment in which free will can truly be, and nature acquires its essence and value when their creatures not only live, but they choose to.
  +
 
===Disagreements===
  +
  +
==== Black versus White ====
  +
In White, Black sees a color that wants to legitimate and perpetuate weakness in the world, and which tries to force everyone to live under an arbitrary set of rules. Black rejects to be restrained to only one set of tools labeled as "good" (which, to make it worse, aren't even utterly good under Black's view), as it defines the goodness of an act by the result it provides, not its nature. On the other hand, White encourages people to put their trust in a force external to them (being God, the State, their group of peers, etc.) and to entrust their fates to it, which is anathema for Black as it sees it as a perpetuation of dependence and naiveness. Of course, the fact that White is not vulnerable to fear, blackmail or bribes, and is willing to receive pain in order to enforce its believes and serve as inspiration to others, are no good news for Black when it needs to corrupt or submit those others.
  +
  +
==== Black versus Blue ====
 
Occasionally, Black sees Blue as being too focused on the method of accomplish things. For Black, while the method can certainly be important in determining a desirable outcome, it'll always be secondary, and isn't relevant enough to delay or suspend plans by sticking to it. Black also doesn't understand the mutual exclusion Blue establish between planning and getting rid of threats: to replan from zero won't be as terrible as risking to a complete game over. Finally, their most important conflict is the value of the very acts of learning and teaching. Black doesn't value learning for its own sake, only for the advantages it provides. This is sad and deplorable for the truth-seeker Blue, which willingly assumes a mentoring role for both to increase its own knowledge through its pupils and to transmit it to the next generations. Black will take pupils only as a tool to accomplish its goals, throwing them away when they accomplish their purpose, and will keep hidden the most advantageous information and secrets in order to surpass others and protect itself.
  +
  +
==== Black versus Red ====
 
Occasionally, Black sees Red as being far too chaotic in its search for thrill and freedom. While Black certainly supports destruction for an objective, Red can sometimes be far too reckless, destroying things simply because they can be destroyed. Also, since Black rarely lets its feelings get in the way of its plans, it tends to perceive Red's intense focus on emotion as foolish. When they both get their hands on a new toy or weapon, Black is at least willing to read the instructions first. But the most important conflict between Black and Red is the importance of emotional bonds with others: Red will happily sacrifice itself for its loved ones, putting their welfare above itself without coercion, and won't hesitate to help a complete stranger if it feels right. Black sees such behavior as the height of stupidity, since such a decision doesn't allow to make new ones in the future, and a loved one ''today'' could be irrelevant or even an enemy ''tomorrow''. Not to mention the obvious and proved risks to trust a stranger!
  +
  +
==== Black versus Green ====
  +
In Green, Black sees a color which promotes laziness, conformism and mindlessness. Black believes it's licit to exploit the natural resources (both inorganic and organic) even beyond the renovation point, since it only gives them instrumental value, which opposes Green's belief in the intrinsic value and dignity of nature. Black also believes that, since unfettered life leads to trouble, its okay to kill living beings in order to avoid a major ecological disaster, while Green would not interfere with such a thing, letting it happen organically. Green's tune with nature is obnoxiously passive and frustrating for Black, which sees it as an abdication of the true natural gift of being able to change things. Finally, Green strictly believes in essence-based predestination, which not only implies Black's quest for power is pointless, but also that an individual's own identity core is utterly given by an external force. Losing its free will under the rhythm of the web of life, as Green does, is unacceptable for Black.
  +
 
==Black-aligned tribes ==
 
Humanoid/intelligent races
 
Humanoid/intelligent races
  +
* [[Demon]]s (iconic creature) <ref>{{EzTumblr|http://markrosewater.tumblr.com/post/113691022933/so-is-this-about-right-characteristic-and|title=Characteristic and iconic creatures for each color?|March 15, 2015}}</ref>
 
  +
*[[Aetherborn]]
* [[Avatar]]s (shared with [[white]])
 
  +
*[[Archon]] (shared with [[white]])
* [[Dauthi]]
 
 
*[[Demon]]s (iconic creature) <ref>{{EzTumblr|http://markrosewater.tumblr.com/post/113691022933/so-is-this-about-right-characteristic-and|title=Characteristic and iconic creatures for each color?|March 15, 2015}}</ref>
* [[Faerie]]s (shared with [[blue]])
 
 
*[[Avatar]]s (shared with [[white]])
* [[Gorgon]]s
 
* [[Gremlin]]s
+
*[[Dauthi]]
 
*[[Faerie]]s (shared with [[blue]])
* [[Hag]]s
 
 
*[[Gorgon]]s
* [[Harpies]] (shared with [[blue]])
 
* [[Imp]]s
+
*[[Gremlin]]s
 
*[[Hag]]s
* [[Kor]] (shared with [[white]] and [[blue]])
 
 
*[[Harpies]] (shared with [[blue]])
* [[Lich]]es
 
* [[Moriok]]
+
*[[Imp]]s
 
*[[Kor]] (shared with [[white]] and [[blue]])
* [[Nezumi]]
 
* [[Nightstalker]]s
+
*[[Lich]]es
* [[Shade]]s
+
*[[Moriok]]
* [[Specter]]s
+
*[[Nezumi]]
* [[Thrull]]s
+
*[[Nightstalker]]s
 
*[[Shade]]s
* [[Vampire]]s (characteristic creature, shared with [[red]] and [[white]])
 
* [[Wraith]]s
+
*[[Specter]]s
  +
*[[Thrull]]s
 
*[[Vampire]]s (characteristic creature, shared with [[red]] and [[white]])
 
*[[Werewolf|Werewolves]] (shared with [[red]] and [[green]])
  +
*[[Wraith]]s
   
 
Monstrous/subservient types
 
Monstrous/subservient types
* [[Atog]]s
+
*[[Bat]]s
* [[Bat]]s
+
*[[Carrier]]s
* [[Carrier]]s
+
*[[Eye]]s
* [[Eye]]s
+
*[[Frog]]s
* [[Frog]]s
+
*[[Horror]]s
* [[Horror]]s
+
*[[Nightmare]]s
  +
*[[Ogre]]s (shared with [[red]])
* [[Nightmare]]s
 
* [[Ogre]]s (shared with [[red]])
+
*[[Ooze]] (shared with [[green]])
 
*[[Pest]]
* [[Ooze]] (shared with [[green]])
 
* [[Pest]]
+
*[[Rat]]s
* [[Rat]]s
+
*[[Scorpion]]s
* [[Scorpion]]s
+
*[[Skeleton]]s
* [[Skeleton]]s
+
*[[Slug]]s
  +
*[[Surrakar]] (shared with [[blue]])
* [[Slug]]s
 
* [[Surrakar]] (shared with [[blue]])
+
*[[Zombie]]s (another characteristic creature, shared with [[white]] in [[Amonkhet]] and [[blue]])
* [[Zombie]]s (another characteristic creature, shared with [[white]] in [[Amonkhet]] and [[blue]])
 
   
 
Classes:
 
Classes:
* [[Assassin]]s
+
*[[Assassin]]s
* [[Cleric]]s (shared with [[white]])
+
*[[Cleric]]s (shared with [[white]])
* [[Knight]]s (shared with [[white]] and [[red]])
+
*[[Knight]]s (shared with [[white]] and [[red]])
* [[Mercenaries]]
+
*[[Mercenaries]]
* [[Minion]]s
+
*[[Minion]]s
* [[Ninja]] (shared with [[blue]])
+
*[[Ninja]] (shared with [[blue]])
* [[Pirate]]s (shared with [[blue]] and [[red]])
+
*[[Pirate]]s (shared with [[blue]] and [[red]])
* [[Rogue]]s (shared with [[blue]] and [[red]])
+
*[[Rogue]]s (shared with [[blue]] and [[red]])
* [[Samurai]] (shared with [[white]] and [[red]])
+
*[[Samurai]] (shared with [[white]] and [[red]])
 
*[[Warlock]]s
 
*[[Warlock]]s
   
== Trivia ==
+
==Trivia ==
*Black spell with the highest converted mana cost (legal): <c>The Cauldron of Eternity</c> (12)
+
*Black spell with the highest converted mana cost (legal): <c>Shadow of Mortality</c> (15)
  +
*Strongest Black Creature (legal/non-token): {{Card|Yargle and Multani}} (18/6)
*Black spell with the highest converted mana cost (any): <c>B.F.M. (Big Furry Monster)</c> (15) <ref>{{DailyRef|feature/wallpaper-week-bfm-big-furry-monster-2004-02-067|Wallpaper of the Week: B.F.M. (Big Furry Monster)|[[Magic Arcana]]|February 06, 2004}}</ref>
 
*Strongest and toughest Black Creature (legal/non-token): <c>Withengar Unbound</c>. (13/13 or greater)
+
*Toughest Black Creature (legal/non-token): <c>Withengar Unbound</c>. (13/13)
 
*Strongest and toughest Black Creature: <c>Marit Lage</c> (20/20 Flying, Indestructible)
 
*Strongest and toughest Black Creature: <c>Marit Lage</c> (20/20 Flying, Indestructible)
 
*Strongest and toughest Black Creature (any): <c>B.F.M. (Big Furry Monster)</c> (99/99)
 
*Strongest and toughest Black Creature (any): <c>B.F.M. (Big Furry Monster)</c> (99/99)
 
*Most cost-efficient Black creature (The lowest cost for the biggest creature): <c>Death's Shadow</c>
 
*Most cost-efficient Black creature (The lowest cost for the biggest creature): <c>Death's Shadow</c>
 
*Most expensive Black card: Arabian Nights <c>Juzam Djinn</c> ($2,500.00 U.S. as valued by Starcity Games)
 
*Most expensive Black card: Arabian Nights <c>Juzam Djinn</c> ($2,500.00 U.S. as valued by Starcity Games)
** Heavily played versions go for about $1,400
+
**Heavily played versions go for about $1,400
 
*Most expensive Black card from early core sets: Alpha edition <c>Mind Twist</c> ($1,500.00 U.S. as valued by Starcity Games)
 
*Most expensive Black card from early core sets: Alpha edition <c>Mind Twist</c> ($1,500.00 U.S. as valued by Starcity Games)
 
*Most unusual expensive Black card: Portal Three Kingdoms <c>Imperial Seal</c> ($500.00 U.S. as valued by Starcity Games)
 
*Most unusual expensive Black card: Portal Three Kingdoms <c>Imperial Seal</c> ($500.00 U.S. as valued by Starcity Games)
** Portal sets were meant for new players, and, aside from Three Kingdoms, generally consider devoid of powerful cards.
+
**Portal sets were meant for new players, and, aside from Three Kingdoms, generally considered devoid of powerful cards.
  +
  +
==See also ==
  +
  +
*[[Reanimator]]
  +
*[[Reanimation]]
  +
*[[Legacy Reanimator deck]]
 
*[[Legacy]]
  +
*[[Modern]]
  +
*[[Vintage]]
   
  +
==References==
==Notes and references==
 
 
{{reflist}}
 
{{reflist}}
   

Latest revision as of 00:58, 5 April 2024

B

Black mana symbol

“ 

Power through ruthlessness

— Mark Rosewater[1]
 ”

Black is one of the five colors of mana in Magic. It is drawn from the power of swamps and embodies the principles of free will and amorality. The mana symbol for Black is represented by a skull. On the color pie, it is the ally of Blue and Red, and the enemy of White and Green.[2][3][4] Seeing the world as a place where every individual works for their own benefit and is responsible for their own fate, Black seeks to acquire self-determination and power by any and all possible means, including opportunism, murder, treason, and cruelty.[2][5][6][7]

In gameplay, Black's willingness to use amoral tools such as death and mental afflictions is represented by destruction and discard spells that target enemies. Black often trades resources, such as its own life and creatures, for advantages to destroy its opposition. In combination with attrition strategies, such as reanimation spells or gradual life drain, Black can reduce its opponents outs until they have nothing left but defeat.[8] The current member of the council of colors for Black is Corey Bowen.[9]

Flavor[ | ]

The essence of Black can be summarized in: having the last word on its own life.

Black looks at the world and sees a simple reality: power is everything. Power dictates who succeeds and who fails; who commands and who submits; who lives and who dies. And whether the weak see it or not, they are at the mercy of the powerful. Black sees its own will as something so precious that the idea of losing it or giving it up is totally unacceptable. Thus, to live according to this notion, Black must preserve and expand its free will by all means; which inevitably translates into gaining power. It aspires to be as powerful as it could be, reaching omnipotence if possible.

To achieve power, Black follows a simple rule: don't follow any rule. It looks for any opportunity to get ahead, and takes advantage of it without mercy or shame. Of course, killing and sowing terror is not a problem for Black either. All living beings are subject to fear, and Black does not hesitate to provoke and use the fear of others to achieve its purposes.

The ambition of power is the greatest factor in Black's inner psychology, countering all forms of meekness, laziness and conformism. On a philosophical level, this search for power can be positively motivated, from the recognition of one's own individuality and free will as the basis of human dignity and happiness; or negatively, from a deep fear of defeat in all forms (including death) that leads to power for power's sake, losing identity and humanity in the process. This second perspective is the most reflected in MTG, stereotyping Black as the classic "Dark Lord" creator of its own ruin, although there are also a few examples of the first one, especially in recent editions.

On a mechanical level, it must be noted that black magic is NOT creative. Black sees power dynamics as a zero-sum game not subordinated to anything external. That is why it uses parasitic mechanics (zero sum) and amoral mechanics (power does not submit to systems, but originates them). Life draining, abuse of the cemetery, theft of enemy cards and sacrifice of permanents to obtain a benefit are typical examples of this.

Attributes[ | ]

Black individuals focus on themselves and their interests. They are proper, kind, harsh, treacherous, etc. only if they find useful to be it, and vice versa. This doesn't mean they haven't personal predilections about how to be or act, but they'll rarely let them interfere with their quest for power. A truly Black individual does not worry about how to acquire power, as long as he/she does. The end justifies the means? Not always; but very few ends are so particular as to care about the means.

Black is also the most honest and unashamed color, in it's core. While it can pretend to be something that really isn't in order to surpass others, doesn't allow itself to fall for its own lies and masquerade. Black values and respects the reality and the truth, even if it misrepresents them before others in order to gain an advantage. But with itself, and to those it wants to help, Black speaks the naked truth without distorting or hiding anything. This adherence to truth is key for its success, as allows it to do things no matter how horrible, abhorrent, shameful or even laughable they are, overcoming any remorse or peer-pressure.

But despite all the things it's capable and willing to do, Black is not free of necessity and responsibility. Daily life is full of choices that must be made, and a bad decision can ruin the work of an entire day—or an entire life—a fact which Black is well-aware. Because of this, Black invests lots of time and effort to identify the things it can control or influence (which it's responsible for) and the things that can not (which it can only accept). Black does not reject responsibility, but the exact opposite. It only rejects paying the worst parts of the price of its decisions if it can avoid it, or makes others pay for it.

It has to be noted that Black is one of the least fatalistic of colors, despite - or due to - its embracement of the most dark aspects of reality and humanity. Black believes people ought to do everything possible to improve their situations by their means available, and encourages them to do it. This does not means that Black wants everyone to succeed - something impossible and undesirable from its perspective -, but wants everyone to have a chance.

Misconceptions and Controversies[ | ]

Good and evil[ | ]

Maybe the most common misconception is to think that Black embodies Evil. Understandable, given the omnipresent horrific-malicious flavor in the majority of black cards in all editions. But Black is not inherently evil. No color has a monopoly on either good or evil, and malice, heinousness, and violence are neither inherent to nor exclusive to Black.

Why does Black appears to be most evil than the other colors? For two reasons: it's willing to doing evil, and is competent at it.

True, Black has no problem in doing evil to others—in horrific and scary ways—if it considers them to be the best and/or the only way to achieve its goals. And this means it's willing to overcome the inner barriers which would prevent it to do, such as remorse, compassion, decency or adherence to a moral code. But Black doesn't do this because it believes that Evil is inherently superior or desirable than Good, but because it considers it wrong to limit its options to get ahead. Black's Amorality must be understood as a way to legitimize the right to choose between Good and Evil, and to benefit from the power of both. Not as a devaluation of Good, or a glorification of Evil.

In the same way of thought, Black always chooses to be competent. Since it doesn't limit its ways to do evil, neither time nor place, Black is extremely dangerous when it has to do evil things. Since Black is responsible for itself at any moment, when Evil becomes the best or the only option, Black has to be able to do it, and do it well.

Power for power's sake[ | ]

Another common misconception is that Black pursues power for the power itself, trying to become the "number one" in a senseless race to omnipotence—or out from the abyss. While it's true that this is a negative way to express Black philosophy, and sadly a frequent one in MTG characters, it's not the only way to be Black-aligned. As we noted in the introduction, power is only a tool for the purpose of maximizing one's free will.

But what does one do with their free will? Whatever they want to do.

A Black individual is not forced to become a power-hungry monster, or to see the rest of the world as a trophy and/or a menace. Also, it doesn't need to pursue by default political dominance, goals harmful to others, monetary goals, nor even selfish goals. Of course Black encourages people to take care of themselves and discourages putting others first, but neither commands the former nor forbids the latter. Black does not provide a set of goals that black-aligned individuals have to pursue, only a method (not abiding by needless restrictions) and a worldview to face reality (the truth about power). One can choose any goal they desire, for whatever reasons; Black only reminds people that freedom of choice doesn't mean freedom from consequences, so choices have to be made in the proper way to succeed.

When fear, ego, pettiness and aversion to suffering are the main driving forces of the majority of individuals, it's no surprise that they fall into the consequences of their own poor decisions, driven by a poorer motivation. Black is aware that it can overcome almost anyone by giving them a bit of power which eventually will lead them to their destruction. Excellence is for a few, and doesn't reside in the power of an individual, but its will.

Egomania and selfishness[ | ]

In line with the former, Black is often represented with a monstrous ego. Once again, this is just one—sadly common—way to express Black, and not the only one. While Black certainly will defend its ego and try to reshape the world at its own convenience when it believes it's a viable and optimal choice, the supreme value Black wants to protect is not its ego, but its free will. Not the reasons why it makes its choices (which can lose their convenience or sense at a given moment), but the ability to make them in the first place. Black is not above being humble, or empathizing with others, or to radically change its own self-image and priorities when it's necessary. The only intolerable thing for Black is not being able to decide the course of its own life, and this includes why, when and how to die; either in a psychological or even literal way.

Rules[ | ]

A black card is defined as any card that has {B} in its mana cost or any card that has a black color indicator {CI_B}. Black is oriented on obtaining power — ultimate power at any cost. In the game of Magic, this means that black cards sometimes use 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 access to temporary mana boosts, primarily in the form of Dark Ritual. This mechanic has since moved to the color Red.[10]

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 foremost color that causes a player to discard as an effect, not a cost, with Blue a far distant second (each color occasionally uses 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 do not allow regeneration, such as Terror, and this is a different way of avoiding Regeneration and Indestructible, in that a creature with 0 or less toughness is put directly into the graveyard. A similar method is forcing the opponent to sacrifice something, giving them the choice of losing it, instead of letting you choose. This usually bypasses creatures with hexproof and shroud, as the cards do not directly target the creatures, as well as Indestructible and Regeneration. It plays into Black's ability to capitalize on an opening, as since the choice remains in the hands of the affected player, these effects have to be reserved and planned for the right moment, where they can be devastating for a minimal amount of resources.

The following evergreen keywords are associated with the color black (as well as the colors they share it with):[11]

Mechanics[ | ]

Discarding[ | ]

With a few exceptions, Black is generally the only color that can look at the opponent's hand, choose a card from it, and force that player to discard it, e.g. Duress.[12] It is also the primary color to force the opponent to discard cards of his or her choice, though this mechanic has occasionally been bled to blue. Forcing the opponent to discard cards that are chosen at random is also a black ability, though some red cards can do that after having drawn additional cards.

This mechanic represents mostly coercion and inducing insanity into the opposition.

Reanimation (the primary strategy of Reanimator decks)[ | ]

Black is more than happy to ignore the cycle of life and death, using creatures in the graveyard with just as much, (if not more) ease as creatures in hand, with a variety of spells and abilities that can both revive your own dead and turn your opponent's fallen against them.

Reanimation has been proven to be a hyper-competitive strategy that has been inplemented successfully in Commander, Legacy and Modern. Reanimator decks also occasionally appear in Pioneer and Historic. It is a way to skip ahead cheating a big creature into play.

Although the most efficient Reanimation spells are seen as hyper-competitive, there are plenty of other cards with Reanimation effects that allow for health casual play.

Evasion[ | ]

Black is a color that values secrecy and doing a straightforward job without interference. As such, it is a color that uses evasion to get past the creatures of the opponent, such as flying or shadow.

One mechanic that was specific to black was fear. Some black creatures are too frightening to behold; they may be walking horrors, pestilent abominations, or powerful intimidators. As such, non-black creatures are too terrified to engage them in combat. Artifact creatures, being cold and artificial, do not have such a limitation. This mechanic has been supplanted by Intimidate and later, Menace.

First strike[ | ]

This creature deals combat damage before creatures without first strike.

Though this mechanic is primarily a red and white ability, a number of black creatures have the ability as well, such as Nekrataal and Black Knight. In black, first strike represents subterfuge, dirty tactics, and cunning quickness.

Regeneration[ | ]

The next time this creature would be destroyed this turn, it isn't. Instead, tap it, remove all damage from it, and remove it from combat.

Although this mechanic can also be found in green creatures, it demonstrates a basic black principle: the refusal to stay dead. Some black creatures, through necromancy or other unholy magic, are not alive but undead. Zombies, skeletons, specters and other living dead are just animated corpses forming the infantry of black magicians. In the wake of Regeneration being phased out, Black has been given the ability to temporarily give creatures Indestructible instead.

Lifelink[ | ]

Damage dealt by this creature also causes you to gain that much life.

Creatures, such as vampires, feed on the essence of others, thus strengthening themselves. Black uses this ability to restore itself to a healthy state while taking its toll on its opponents, much like its parasitic spells do. It shares this ability with white.

Sacrifice[ | ]

Black utilizes sacrifice differently from each other color. While white believes in self-sacrifice for the good of others, Black will sacrifice their own creatures and their own life to achieve power. Also, Black forces its enemies to sacrifice their resources through spells like Pox, Magus of the Abyss, Grave Pact, Cruel Edict, Diabolic Edict, and Smallpox.

Black also deals with Demons, the ultimate evil which heeds to no one, creatures of great power and hunger who demand great personal sacrifice. Examples of demons who need continuous sacrifice are Lord of The Pit, Grinning Demon, and Yawgmoth Demon.

Life loss[ | ]

Nearly all cards that have an opponent lose a given amount of life directly appear in black. Examples of these include Blood Tribute, Burden of Greed, and Shadow Slice. Other black cards force one or more players to lose half their life total, or for a spell's caster to pay life as part of the cost of a spell or ability. Black also has numerous cards, such as Disciple of the Vault, that triggers life loss if a given action happens. R&D was shifting away from life loss, in favor of direct damage, to trim out unnecessary complexity.[13][14][15] However, due to the unpopular reception from the players, the templating being longer, and damage overlapping too much with red, this has been reversed.[16]

Creature destruction[ | ]

Black is homicidal, and will destroy anyone in its path through different methods; frightening its enemies to death (Terror), killing them in their sleep (Royal Assassin, Assassinate), or by mere presence (Avatar of Woe, Visara the Dreadful).

Note that in normal circumstances, black spells and/or effects spare black's own creatures (e.g. Doom Blade, Dark Banishing), though spells like Death Rattle and Murder break that limitation.

Weakness[ | ]

Target creature gets -X/-X until end of turn

Black is the color of disease and infection. Debilitating ailments afflict any particular creature touched. Effects that cause weakness are sometimes depicted as a result of plague or pestilence; other times, they are depicted as some sort of asphyxia, causing opponents' creatures to gasp for air.

All creatures get -X/-X until end of turn

Black can also provoke engineered epidemics. Even resilient creatures with regeneration, shroud, or protection from black cannot escape such plagues. Bane of the Living, Mutilate, and Kagemaro, First to Suffer are examples of mass removal spells through weakness.

Besides having temporary -X/-X effects, black is the strongest color for -1/-1 counters.

Parasitism[ | ]

Target opponent loses X life and you gain X life

Black's primary source of life gain, parasitism literally siphons the life out of others, allowing the mage to feed on their life force. This has been an ability of black consistently over the course of the game, with cards like Drain Life and Syphon Soul.

Removing counters[ | ]

Remove a counter from target permanent

Black has built a niche for cards that remove counters, like Thrull Parasite, Vampire Hexmage, and AEther Snap.

Interactions with other colors[ | ]

Agreements[ | ]

Black and White[ | ]

While the rivalry between White and Black is the most iconic of the game, they agree in important and fundamental values like Free Will (for Black is quintessential, for White is the element which gives its value to moral choices), Responsibility (for Black is a duty to itself, for White is a duty to the world), Hard effort and sacrifice (even though Black is willing to make others effort and sacrifice if it have the choice, while White will do the opposite) and Religiousness (for both this world and the next, religions offer a way of salvation; and Black's respect for truth doesn't allow it to deny the spiritual dimension of the reality). At a practical scale, they're the embodiment of machiavellism and merit-based aristocracy, whether they are an elite genuinely concerned about the fate of their people or mere mobster leeches in power devoted to luxury and good life.

Black and Blue[ | ]

In Blue, Black sees a color that doesn't shy away from the ugliness of the world and values quality and competence. Blue's quest for omniscience matches perfectly with Black's desire for omnipotence, leading to a color pair that wants absolute dominion over reality. Blue/Black doesn't make excuses, but looks for solutions to problems, being the most rational-optimist combination of colors. They're also extremely cold and calculating, which can lead to a total lack of humanity towards others, or to a refined self-consciousness able to fit gracefully in any occupation, environment or circumstance.

Black and Red[ | ]

In Red, Black sees a color willing to live its own life under its own terms, overcoming any obstacles in the process. Black's emphasis on Free Will mixed to Red's emphasis in its own Sensitivity leads to a combination that stands for the most deep and true desires of the human heart - be those sublime or abhorrent. Black/Red is the chain-breaker par excellence, which defends its own importance and dignity against everything and everyone else, no matter other considerations. They're fearless, resolutive, independent and able to express true triumph and joy of life - or total dehumanizing nihilism - more than any other combination.

Black and Green[ | ]

While it could appear that Black and Green only can agree in basic notions of survival and necessity, this is simply not true. They both share important and deep values like respect for reality and truth (Black focuses in what is and what can be from it, while Green most in the former), the acceptation of death and predation as necessary for life (with Black more being proactive and Green more letting them happen), the celebration of strength and beauty as inherently good things, unyielding determination in everything they do, and a full immersion on themselves and their circumstances as an existential answer; since nature is the first and only environment in which free will can truly be, and nature acquires its essence and value when their creatures not only live, but they choose to.

Disagreements[ | ]

Black versus White[ | ]

In White, Black sees a color that wants to legitimate and perpetuate weakness in the world, and which tries to force everyone to live under an arbitrary set of rules. Black rejects to be restrained to only one set of tools labeled as "good" (which, to make it worse, aren't even utterly good under Black's view), as it defines the goodness of an act by the result it provides, not its nature. On the other hand, White encourages people to put their trust in a force external to them (being God, the State, their group of peers, etc.) and to entrust their fates to it, which is anathema for Black as it sees it as a perpetuation of dependence and naiveness. Of course, the fact that White is not vulnerable to fear, blackmail or bribes, and is willing to receive pain in order to enforce its believes and serve as inspiration to others, are no good news for Black when it needs to corrupt or submit those others.

Black versus Blue[ | ]

Occasionally, Black sees Blue as being too focused on the method of accomplish things. For Black, while the method can certainly be important in determining a desirable outcome, it'll always be secondary, and isn't relevant enough to delay or suspend plans by sticking to it. Black also doesn't understand the mutual exclusion Blue establish between planning and getting rid of threats: to replan from zero won't be as terrible as risking to a complete game over. Finally, their most important conflict is the value of the very acts of learning and teaching. Black doesn't value learning for its own sake, only for the advantages it provides. This is sad and deplorable for the truth-seeker Blue, which willingly assumes a mentoring role for both to increase its own knowledge through its pupils and to transmit it to the next generations. Black will take pupils only as a tool to accomplish its goals, throwing them away when they accomplish their purpose, and will keep hidden the most advantageous information and secrets in order to surpass others and protect itself.

Black versus Red[ | ]

Occasionally, Black sees Red as being far too chaotic in its search for thrill and freedom. While Black certainly supports destruction for an objective, Red can sometimes be far too reckless, destroying things simply because they can be destroyed. Also, since Black rarely lets its feelings get in the way of its plans, it tends to perceive Red's intense focus on emotion as foolish. When they both get their hands on a new toy or weapon, Black is at least willing to read the instructions first. But the most important conflict between Black and Red is the importance of emotional bonds with others: Red will happily sacrifice itself for its loved ones, putting their welfare above itself without coercion, and won't hesitate to help a complete stranger if it feels right. Black sees such behavior as the height of stupidity, since such a decision doesn't allow to make new ones in the future, and a loved one today could be irrelevant or even an enemy tomorrow. Not to mention the obvious and proved risks to trust a stranger!

Black versus Green[ | ]

In Green, Black sees a color which promotes laziness, conformism and mindlessness. Black believes it's licit to exploit the natural resources (both inorganic and organic) even beyond the renovation point, since it only gives them instrumental value, which opposes Green's belief in the intrinsic value and dignity of nature. Black also believes that, since unfettered life leads to trouble, its okay to kill living beings in order to avoid a major ecological disaster, while Green would not interfere with such a thing, letting it happen organically. Green's tune with nature is obnoxiously passive and frustrating for Black, which sees it as an abdication of the true natural gift of being able to change things. Finally, Green strictly believes in essence-based predestination, which not only implies Black's quest for power is pointless, but also that an individual's own identity core is utterly given by an external force. Losing its free will under the rhythm of the web of life, as Green does, is unacceptable for Black.

Black-aligned tribes[ | ]

Humanoid/intelligent races

Monstrous/subservient types

Classes:

Trivia[ | ]

  • Black spell with the highest converted mana cost (legal): Shadow of Mortality (15)
  • Strongest Black Creature (legal/non-token): Yargle and Multani (18/6)
  • Toughest Black Creature (legal/non-token): Withengar Unbound. (13/13)
  • Strongest and toughest Black Creature: Marit Lage (20/20 Flying, Indestructible)
  • Strongest and toughest Black Creature (any): B.F.M. (Big Furry Monster) (99/99)
  • Most cost-efficient Black creature (The lowest cost for the biggest creature): Death's Shadow
  • Most expensive Black card: Arabian Nights Juzam Djinn ($2,500.00 U.S. as valued by Starcity Games)
    • Heavily played versions go for about $1,400
  • Most expensive Black card from early core sets: Alpha edition Mind Twist ($1,500.00 U.S. as valued by Starcity Games)
  • Most unusual expensive Black card: Portal Three Kingdoms Imperial Seal ($500.00 U.S. as valued by Starcity Games)
    • Portal sets were meant for new players, and, aside from Three Kingdoms, generally considered devoid of powerful cards.

See also[ | ]

References[ | ]

  1. Mark Rosewater (July 14, 2023). "Drive to Work #1051: Blue-Black-Red"
  2. a b Mark Rosewater (February 2, 2004). "In the Black". magicthegathering.com. Wizards of the Coast.
  3. Randy Buehler (February 06, 2004). "Defining Black". magicthegathering.com. Wizards of the Coast.
  4. Mark Rosewater (July 27, 2015). "In the Black Revisited". magicthegathering.com. Wizards of the Coast.
  5. Mark Rosewater (August 13, 2014). "I'm a bit confused on the actual ideologies of the five colors. Is there any way I could get a quick summary of them?". Blogatog. Tumblr.
  6. Mark Rosewater (October 20, 2008). "Looking Out For Number One". magicthegathering.com. Wizards of the Coast.
  7. Mark Rosewater (July 14, 2023). "Drive to Work #1051: Blue-Black-Red"
  8. Wizards of the Coast (Accessed April 3, 2024). "Where to Start". magicthegathering.com. Wizards of the Coast.
  9. Mark Rosewater (January 8, 2022). "Who is currently on the Council of Colors?". Blogatog. Tumblr.
  10. Mark Rosewater (May 23, 2017). "Are rituals still in black or is that only red now?". Blogatog. Tumblr.
  11. Mark Rosewater (February 19, 2019). "How big an issue is it if three colors all shared...". Blogatog. Tumblr.
  12. Mark Rosewater (June 5, 2017). "Mechanical Color Pie 2017". magicthegathering.com. Wizards of the Coast.
  13. Mark Rosewater (March 11, 2018). "Is the change from "you lose 2 life" to "[cardname] deals 2 damage to you" going to be a permanent change?". Blogatog. Tumblr.
  14. Mark Rosewater (March 12, 2018). "Why are you shifting away from life loss as an effect?". Blogatog. Tumblr.
  15. Mark Rosewater (March 13, 2018). "I'm very unhappy about black moving away from loss of life.". Blogatog. Tumblr.
  16. Mark Rosewater (February 8, 2018). ""Drive to Work #609 - Designing Direct Damage" (Explanation begins at 11:04)". Blogatog. Tumblr.
  17. Mark Rosewater (March 15, 2015). "Characteristic and iconic creatures for each color?". Blogatog. Tumblr.