Pages

Monday, June 27, 2011

Schools of Magic: Commander; Gold

In case you don't know much about Magic: the Gathering (and if so, why are you reading this entry?) cards that require multiple colors to cast are known as Gold cards. Each Commander deck is based around the wedge combinations a color and its two enemies; a color's enemies are the ones that aren't adjacent to it on the color wheel. Besides the Lorwyn and Shadowmoor articles, I've done the Magic Theory series in order around the circle, making it fairly easy to see which colors are enemies.

Of course, that isn't entirely relevant right now. Today I get to look at a bunch of Gold spells to examine what happens when you combine different colors. By their very nature, almost all of these spells will belong to multiple schools, but some of the schools can exist in more colors than I initially said. Therefore, first I'll be looking at the schools and seeing if any can belong to multiple schools. Also, I'm not looking at any of the legendary creatures - they deserve their own post, which will happen tomorrow.

Æther: The iconic Blue school, no other color gets access to this school. It is related to Red Chaos magic, but only in the way that a scalpel is related to a sword.
Beast: While all the colors get access to summoning magic, Green is the only one that really specializes in it. Thus, the Beast school is mono-green.
Chaos: Mostly found in the Red school, there are sometimes examples in other colors. However, I doubt if we'll see any today.
Divine: Almost exclusively White, Black does get a few examples but only when a Divine spell is corrupted.
Elemental: This is found mostly in Red and Blue, but other colors occasionally get access - in particular, White sometimes has wind spells.
Emotion: Primarily Red, all the other colors have been known to have spells in this school. It is also often thought of as a subset of Mind magic, but it is different enough that I treat it as its own school.
Hieromancy: Much like Divine, Black does get the occasional Hieromantic spell.
Lethemancy: As it deals with the mind, this is considered a subset of Mind magic, and I'll be treating it like that today.
Mind: Primarily Blue, but White, Black and Red are known to use it on occasion.
Necromancy: Only Black.
Sangromancy: Again, only Black.
Soul: Primarily White with some Green.
Tranquility: White has the occasional Tranquil spell.
Umbramancy: Exclusively Black.

Angel of Despair: First I have to say that I love the art. Second, this is one of those rare multicolor spells that belongs to a single school; in this case, Divine.
Aura Shards: This is an odd spell because it could have been mono-Green without any major changes, in which case it would be a Tranquility spell with a Beast trigger. However, I feel like there has been a bit of Divine magic added to make it more powerful.
Azorius Guildmage: Mmmm, hybrid mana. Also my favorite Vedalken art. In any case, this creature has a Hieromancy effect and an Æther effect, meaning it belongs to both schools.
Boros Guildmage: Hybrid mana is strange because the spell can be cast with either color mana. Therefore they occupy a strange middle ground where they belong to multiple schools without actually requiring one to have studied all those schools. In this case it belongs to the Emotion and Hieromancy schools and can be summoned by either type of mage, though in this case the effects are slightly different depending on the color used.
Call the Skybreaker: This is a fairly straightforward spell, clearly belonging to the Elemental school.
Colossal Might: The first time I saw Colossal Girl! With that out of the way, this is primarily a Beast spell with some Emotion magic powering it up.
Death Mutation: Necromancy and Growth is probably the most common combination of schools, as it represents the conflict between Black and Green very well.
Desecrator Hag: As a hybrid spell, this can be cast as part of either the Growth or Necromancy schools.
Dominus of Fealty: Another hybrid spell, this is part of both the Mind and Emotion schools.
Duergar Hedge-Mage: Like the Guildmages, the schools this one belongs to changes depending on how you cast it. If you have enough Mountains it is part of the Red Elemental school, and if you have enough Plains it is part of the White Divine school.
Electrolyze: This is clearly an Elemental spell.
Firespout: The Red half is Elemental while the Green half is Tranquility.
Golgari Guildmage: The Black effect is Necromancy, while the Green effect is Growth magic.
Gwyllion Hedge-Mage: Much like the Guildmages and Hedge-mages, this one belongs to different schools depending on how it is cast. In this case, it could be Hieromancy or Necromancy.
Hull Breach: This is an example of a spell where the colors expand the available targets. In this case, Red's Elemental school and Green's Tranquility school combine to make this potent effect.
Izzet Cronarch: This is pure Æther magic; the Red mana simply makes the effect more potent.
Master Warcraft: Hieromancy and Emotion magic combine for this neat effect.
Mortify: This is Necromancy and Divine magic mixing in an odd way.
Necrogenesis: I told you that Necromancy and Growth are common partners.
Nucklavee: A mix of Æther and Chaos magic is attached to this creature.
Orzhov Guildmage: Healing is Soul magic, while this kind of life loss is Necromancy.
Plumeveil: This looks like Divine and Elemental magic.
Prophetic Bolt: The Red part brings an Elemental effect while the Blue part is Mind magic.
Savage Twister: Just like Firespout, this is Elemental and Tranquility magic.
Selesnya Evangel: This is clearly Growth magic; I think the White mana is just there to boost its power.
Selesnya Guildmage: Growth and Soul magic!
Sigil Captain: Feels like a mix of Growth and Hieromancy to me.
Simic Sky Swallower: This is the most complex spell we've come across in terms of schools. Leviathans are Elemental, as is Flying, while Shroud is both Æther and Tranquility. The sheer size of the creature combined with its ability to trample indicates some Beast magic. So we have a spell that is Elemental, Æther, Tranquility and Beast!
Terminate: Necromancy and Elemental magic!
Valley Rannet: This is Elemental and Growth magic because of its landcycling abilities.
Vengeful Rebirth: Elemental and Growth magic, once again.
Vulturous Zombie: I shouldn't have to point this out, but this is clearly another example of how well Necromancy and Growth magic work together.
Wall of Denial: Feels like Hieromancy and Æther to me.
Wrecking Ball: I like the flavor of this card; the "ball" is referring to a party. In any case, this is a combination of Necromancy and Elemental magic.

No comments:

Post a Comment