@@DiceTryIndeed. To further elaborate, my biggest issue with 4c is that the simplest way to define it (to me at least) is by defining it by the absense of a color. The problem with that is that defining anything by what its not way too expansive. If someone asked me what a banana is, I'd rather say that its yellow, rather than that it is not blue. You don't really get that privilege with 4c.
Yes there are just sadly so few 4 color cards and prob will always be. You could easily push all 4 color combinations in certain directions. Alsow fixing limited could easily be overcome with added colorless cards .
They’re not supposed to be competitive. 3-5 color combos were what originally made commanders with the elder dragons. I think the real issue is that we have commander in the standard competitive draft and it’s gumming up the competitive scene. I love them i see their relationship with their chaotic identities but if you’re competing then you pulled a dud.
I think 4 color is most identified by what it lacks. So all but black, should be the antithisis of black. The same goes for the other four combinations. It's reached the point of not being able to rumage through it's own bag to find anything solid, and must rummange through what it lacks to find what to not be, and not just not be, but to be actively antaganistic to.
But right there is the problem. If a four-color identity is only defined by what it _lacks_ , then it would be inherently impossible to create compelling four-color factions. For example, on Ravnica, the ten guilds are each defined by the combination of their unique pair of colors; they're not defined by the colors that they lack. By contrast, if a four-color faction is to be defined by what it _isn't_ , then what real conflict can there be been, e.g, a Yore (WUBR) faction and a Dune (WBRG) faction? They have more alike than different.
@@genius11433 So the answer could be to focus on color-aversions, instead of 4-color mixes. Like, multicolored cards that can use any mana to cast or activate abilities, except the aversed color. Try to imagine *Sphinx of the Guildpact* , but anti green. So _"Sphinx of the Guildpact is all colors, except Green."_ Next, create factions that got elements of all colors, except the aversed color, like an Chaos-driven cards that are a twisted mirrored version of white, or that could have all the elements that could complements the white weaknesses, but excluding any possibility of using white. It's not a perfect solution, and definitely could have elements that wouldn't be so distinct from other two color pairs, like Rakdos aversing white, but at least would opens space to focus the identity and philosophy on excluding any elements or ideals of an specific color. If anything, would at least count as a 4-color identity.
I feel like 4 color cards could work if they leaned really hard into the absent color, rather than pulling from the identity mud they have. Make them interact in interesting ways with the color missing from their identity. I dunno, maybe its just cope cuz i really like the nephilim for no real reason XD
The way I see it is, yes they lean into the color missing, but do it similar in the way they did the shards of Alarraa and have each be their own mini Plane
Exactly, this is the resson I don't use the Nephilim names to describe the combinations, I use the names of the original Commander Precons that actually refer to the absent color ( The deck that lacks Green is named Artifice for example)
I'd argue they definitely already do that, at least the legendary ones. The Gay Kings are sans-Black, and feel that way, helping the entire table to nurture and grow, antithesis to black. Saskia is sans-Blue, shown through a lack of perceived forethought and cunning, simply there to hit hard without fail. Atraxa is sans-Red, which I think hold's the most weight because of their intense code in the story and feeling of rigidity in gameplay. Yidris is sans-White, the least chaotic color, which is very much the opposite of what cascade ball does (usually). And Breya was excellently put by another person's comment, with sans-Green being a sort of antithesis to growth, natural progression, because everything is just a sacrificial means to an end.
@DiceTry This video has very high production value for the most surface level analysis. 4 color cards are defined by the absent color. From a weird "what does this casting cost say about the character?" perspective, it tells us what they eschew to differentiate them from 5 color cards. This video reflects a very shallow interpretation of the color pie and what it means in the wider context of Magic: the Gathering.
What I think your missing about 4 color combinations is that there is a meaningful difference between lacking a color and *opposing* a color. Breya makes a good example here. She makes new things and then breaks them dawn for temporary effects. You can frame this a few ways. Through black it can be the classic willingness to sacrifice for power. Through red it can be a representation of being impulsive. Through blue it can be a focus on progress and moving forward to learn more. Through white it can be a sacrifice made for a societal good (as in the flavor of selfless savior). Those, especially together, are all a bit flimsy, though. All for reasons you pointed out in this video. But, frame it through green, the color of growth and conservation, the color of tradition and faith in the old ways of life, the color of natural and slow growth and the pervasive permanence of the wild, and it becomes clear what Breya is. Anathema. Green can make sacrifices, bit never trivially, and never from producing mass amounts of disposable new things. Greater good requires the sacrifice of some significant and old, as represented with wanting to be used on thighs with high power. Survival of the fittest represent the natural rule of the powerful, an adherence to the ways of times long past the the preservation of such dynamics to this day. But the production of sacrificial, vapid, plastic things all for the sake of burning that away in search of a temporary and insubstantial benifit is *never* something green can do. Breya isn't allied with white, blue, black, or red. At least, not to the same level as she is *against* green. That's what a four color card should be. Defined not by what they lack, but by what they oppose. At least, that's how I'd handle it.
So, according to your reasoning, atraxa is the symbol of relentless and methodical expansion, assimilation, and homogeneity (proliferate enough, and a 1/1 and a 4/4are pretty much equally dangerous). Saskya is the embodiment of strength and conflict, cutting off the self-reflection of blue, and the kings are the emblem for selflessness and community, while Ydris is mostly chaos.
@@riccardocalosso5688 No, they are more defined by a strict opposition to the color they lack. You *can* look at Atraxa through that lens, but I think it gives less of a sense of her identity then saying she is the antithesis of Red. Her steady proliferation over time in a wide spread and predictable way is in opposition to the impulsive and immediately gratifying things Red represents. She's slow and consistent, not because her colors represent slow consistency, but because red is almost never slow or consistent. Same things with Saskia, The Kings, and Yidris. Saskia picks one person and stubbornly ensures everything she does also hits them, staying to a single course of action with no room for it to progress or improve is antithetical to blue. The Kings give away with great charity, never relenting to selfishness and helping all prosper even if it can be to their own detriment, something the self centered and pragmatic black mana would never allow. Yidris is a bit more subtle, affecting your deck building. Because he makes everything cascade he wants proactive spells that work in most boardstates and discount themselves, eschewing boardwipes more then most commanders and forcing the cards in your deck to work independently of one another fairly well, the opposite of what the fair and social minded white mana desires most. That's the framing I am proposing is the most useful for understanding 4 color identies, anyhow.
@@tylershannon9319 I just wanted to point out the irony of what you said when Proliferate Atraxa in Commander or Brawl is popular in aggro Poison strategies, even if there are other ways to take advantage of proliferate that are control or midrange.
Thank you! I was trying to find a way to put this as I was falling in love with Saskia's design within the ludo-narrative, as she perfectly embodies the antithesis of blue, with vigilance and haste, she gets on the field, goes right away, and simply does not stop; and-due to the wording of her other ability never specifying it ends when she leaves the field-the most efficient way to make use of her other ability in a commander setting is to let her die to recast her again and again so you can eventually have all of your opponents targeted at the same time, while doing your best to land as many big hits on any of them as possible to kill all of them. Her playstyle is anything but logical, relies entirely on creatures actually landing hits(so a no on the technology front), cares very little about knowing anything about what your opponents are actually doing, and easily dodges inaction by a wide margin. Boom. Every blue keyword dodged expertly by the game designers while maintaining genuinely easy to understand rules text. Might genuinely be one of the coolest card designs I've discovered recently, big W for the game designers in my opinion.
The Nephilim are one of those older, more unique creations from MTG's past that really made the planes in the game feel more creative and unique compared to standard generic fantasy worlds. Also just have a few more aspects of the plane that weren't directly tied into the "Main Plot" of each set is good for world building.
I agree you can't do a four color set, but I do think a set featuring 5 four-color villains, or even a story arch across multiple sets featuring four-color villains warring across the multiverse would be interesting. Less impersonal than the Eldrazi, but more impersonal than someone like Bolas. It would be impossible for any of them to come to terms with one another because they are defined by the absence of a color that all of the others possess. Make them apocalyptically powerful. Could be good stuff
I really like the idea of sneaking a handful of 4-colour cards into each set. Even if they're very powerful they'll almost certainly be a trap, but there will always be that temptation to try and make them work.
I think that hybrid mana symbols can give us a set based on four color fractions. So basically a creature for U/B G/W is quite easy to cast, easier than quite usual UG creature, for example, but it is four colored and it does not require to use complex lands to cast it.
I agree with this. Even if you're casting something like U/B,B/R,R/G,G/U, a 4 color card, you only NEED two opposing colors to get it into play. Hybrids make multi color cards much easier to cast with a weaker land base, and more deeply defined by what they are not rather than what they are.
The way I’d interpret making 4c cards in both philosophy and gameplay is identifying and playing with the missing colour. (It’s probably the only reasonable way you could, without making keyword soup cards) In the philosophy sense, being 4c means you’re almost willingly disregarding an important piece of the whole pie. Because if you’re strong enough to become almost perfectly balanced, why would you NOT be 5c? Unless, you chose not to be; 4c cards are in my mind, defined by their zealot-ous denial of the colour they’re missing. Omnath is the best example that they’ve made imo. In his prime form, he was missing black because being a locus of creation doesn’t lend itself to black very well. Only when corrupted by phyrexia did he become “balanced”, and in doing so became the locus of all. (Atraxa is also a good example, since she was designed by Elesh Norn to be the ideal phyrexian, without the rebellious-ness of Urabrasks influence) In the gameplay sense it’s significantly harder in my mind. The biggest issue with 4c cards that I see is their propensity to just be lumped in with other 5c cards. Similar to the arguement of “why not just be 5c”. The way I’d imagine you’d have to do a 4c set is to actively discourage using the 5th colour. Cards that have powerful effects, but only if you have the correct colours. The simplest way I could think is like Wild Nacatl or Kird Ape. Cards that have bonuses for having the correct lands, but tack on a massive downside if you have the incorrect ones. (ex. A green creature that gets +1/+1 for each of Plains, Mountain, and Swamp, but gets -3/-3 if you control an island) There are many issues and design challenges with that style of design, especially in limited, but that’s how I’d do it. (Stuff in brackets got edited in)
I feel like the new dominaria set actually set a good precedent for a 4 color set. It gives bonuses based on the number of basic land types, encouraging the use of more colors. Yes you would be handicapping yourself a bit to not splurge for the fifth color, but you’re still getting something out of additional colors
@@Poenasyeah, but main problem that OP rings with gameplay mechanics for 4c is that you want to create some way to reward for 4c decks to stay 4c (other than just a usual consistency that you gain with bringing less colors into the mix). Yeah, you could use domain in non-5c decks, bant control for example use leyline binding a lot. But still you get more bonuses from gaining all colors. And it would be cool to actualy see a mechanic that would work in 4c decks and not work in 5c and not only that but even punish you for using it in 5c, like in example from OP comment maybe creature would gain +1/+1 for each needed color but actualy gain -5/-5 or some drawback effect like defender when it get "affected" by 5 colors/opposite color. Or other interesting, but clunky effect that was mentioned in the comments is blocking one color at all, like a good UBRG creature that dissalow you to gain White mana at all.
@@Dreadnote-pf7of There's also some colorless creatures that get bonuses and penalties depending on which/how many colours you use to cast them. I can't remember any of the names, but one had the effect of gaining +1/+1 for each 2 (I think) G spent and giving your other creatures +1/+1 for each 2 W spent
That's actually not why Atraxa is 4 colours. Atraxa was *supposed* to be 5 colours, and Urabrask *refused* to participate in her compleation. Atraxa lacking red isn't a realization of perfection by rejecting red's desire for freedom and rebellion, it is the absence of perfection *caused* by red actually exercising its freedom and rebellion.
Do the four color combos lack an identity simply because they don't have the cards for one to form. I'm not saying that they should just make more four color cards, difficulty aside, but you can't fix something without working on it. Other colors and color combos formed an archetype because more cards were made and the parts of the identity that didn't fit were left behind. We have orzov mechanics because we have orzov cards. I don't think multiple factions of four color combos could exist in one set but maybe a set with one dominate four color faction and the lacking color being some sort of rebel/outsider faction. I have no idea just sharing my thoughts. I didn't even think about this till your video, thank you.
This is totally valid, I would love to see them make some more cards simply for the examples, but as someone who spends a lot of time making videos about the colors pie, even I have trouble locking down their identities, without simply looking at the color that is missing.
The enemy pairs feel, to me at least, like the guilds defined what they mean. You can look at the ally pairs and go "Oh, red and green, both make big creatures in the form of dragons and beasts. So Gruul is big aggressive stompy stuff." But green and blue didn't mean +1/+1 counters until the Simic guild was a thing. Why does Red and Blue immediately make people think spellslinger? Because that's Izzet. Personally I think 4 colour should be designed around Uncolor (So GWRB is based around being "Unblue", for example), but a set that gives each quad a keyword could really help.
While I more or less agree that a strict four color card is more effort than it’s worth, this is exactly why I wish they would stop being cowards about partner.
I don't think it needs to be fixed. The idea of 5 linked planes that are each missing one color sounds fascinating. The set could still be 5 colors, and aimed at 2 colour decks, but have 5 major factions. Sub factions that exist in two planes at once would be a way to help limit the keyword soup. It's almost infinite though, and way a color influences the others would need to be the focus.
@@StarkMaximumAlara doesn't own the idea of multiple linked planes. Whilst I think it's a really cool place (and really am excited for its return), you can definitely do another place with 4-colors as well (alternatively if you really want to keep it different, make it continents / countries on one plane)
i think the best 4-colored creature thinking about lore is Atraxa. She was created by the power of four Phyrexian Preators and who was the lacking Preator is obvious, when we see her colors.
She also falls into the antithesis catagory by the fact that the one color she is missing, Red is the color of freedom and chaos, which while her cards don't scream that the lore certianly does
Personally I believe the 4 colors can really embody a playstyle and a show a distainment cycle for what the missing color wants to do. For instance you could take a Dune Eye Color card missing blue, and make it a massive pain or enchantment penalty for drawing cards for everyone involved, attack what Blue holds dear, knowledge and buying time. Every turn this cost grows and grows until the desert dries up all resources and hopes. The Glint Eye one could parallel with life gain, a bit of a call back to your previous video where you could have this creature steal the life that would be gained from someone making it bigger and bigger. That along with protection from the missing card could pose a really really big scary threat. There are so many untapped potentials with the identity of vindicating and treating the missing color as the strongest identity rather than homonginizing the other colors for a single unity in their similarities or differences, its taking what is not inline with them and villainizing it.
I could imagine doing a four colour set in Ravnica as a post apocalypse survival set, focused on guild alliances, so two colour pairs that don't share a colour teaming up. You could do this with fun things like some new split cards with Fuse, with each side of the card having a guild mechanic and colour, and if you have the 4 Colours to play it it becomes a powerful value card. Split mana symbol cards, treasures, Quad lands could make it work, and to avoid 5 colour soup you can have colourless cards reward for playing exactly 4 Colours (4 colour adamant?). It might be the example of something that shouldn't be done just because you COULD for a designers ego, but something fun/playable that could invoke the feeling of Guilds working together like War of the Spark did for a cycle of uncommons.
Is intresting that people prefer to name the 4 color combinations from the Nephilim rather than the 2016 commander precons. Don't get it wrong, I understand that the Nephilim came before and they are iconic, but i Believe the precon names are better at describing the basics of the combo: {W}{U}{B}{R} "Artifice" {U}{B}{R}{G} "Chaos" {B}{R}{G}{W} "Aggression" {R}{G}{W}{U} "Altruism" {G}{W}{U}{B} "Growth" I think this is the case because they are named after the missing color, for example artifice is the absence of green, a color that respects nature despises unnatural creations and progress , so it makes sense that the absence of green would create a combo that is obsessed with artifacts, science and learning how to use them in all possible scenarios. If you think it like that, the 4 color combos can be as simple as the monocolor, they are defined by one simple idea and develop it to every possibility.
I really like the IDEA of 4-colour combinations and I think they can sometimes work well. I think Atraxa is a great example, embodying Phyrexia in such an effective way through being defined by a lack of red-mana. No individuality, no passion, no fire. Hard and cold and cruel. Breya's also good, embodying her own self-removal from the natural world (green) to the point where she's entirely hollow and mostly metal. With all this said, I don't think it always works out and it definitely seems very hard to make any kind of broader faction out of 4-colour combos, though I'm sure it'll be tried at some point.
Ever since they introduced 'party' as a mechanic, I wanted a yore (wbur) commmander for it. Each color representing a card type; white for clerics, blue for wizards, black for rogues, & red for warriors. It just seems so flavorful.
I have designed two sets of a block where two 4 color combinations feature as factions, you can find them easily (Wastes of Veldmar and Defense of Veldmar, the first set only has one 4 color faction). We could get into a discussion about how I tackled the problems of multicolor design and storytelling, if you like.
@@eightywight Veldmar was controlled by the Ancients a long time ago as a construct factory in their war with the Tolgath (connected to Homelands / Ulgrotha history). Much later after the Apocalypse Chime had rung and damaged Veldmar, a rift from Shandalar brought new life to Veldmar. Eventually, Nicol Bolas established a powerful branch of the Infinite Consortium on Veldmar, which survived even after Tezzeret took over and then Jace. Without any guidance or planeswalkers in recent years, the Consortium has depleted Veldmar's resources with pollution and war.
What’s going to end up happening is what always happens, and that is cards are just going to become so broken that you most likely will win in 3-4 turns. I can see four color combinations taking these ranks accidentally by attempting to make them unique mechanically and creatively.
Good video over all. I really liked that you pointed out at the end the difference between real world complicated humans (I tested Inkmaw on the quiz you've promoted in the past) and characters in media, who need to be somewhat simplified for the sake of processing and purpose in the story. I do wish we could do one more 4 color commander set with factions just so we could have better names for the combos (never been a fan of the nephilim names tbh). I do agree there's no way to do a regular set that could support four colors well.
I think a commander set might actually be the only way to do it. They wouldn't have to do a bunch of factions but rather 4color characters from different planes
@@DiceTry To add onto this idea, any defined character could then be given that extra 4th color based on them being corrupted/compleated (black) or being enraged (red) or enlightened (white), for ex. I was thinking of Nissa being given Simic and Golgari colors in different sets in regards to this. Or heck, they could even do more teamups like with March of the Machine. That's practically begging to be explored. Then you can easily have 2 characters from 2 color factions in one card for 4 colors. And then you add distinct effects based on each 2 color faction, almost like what they already did with teamup cards.
I've never taken a quiz about it, but I'm confident that I would be Witch. Red is the most difficult color for me conceptually, and I would have a lot of difficulty building a mono-red deck. Paradoxically, I really enjoy Dimir and Selesnya more than any other color pairs.
The reason why 4-color cards are a problem is because in Magic’s CURRENT design policy they are difficult to use. Magic changes all the time though; a great example was that Aragorn card. Back in the day Magic’s leadership would adamantly push against community requests for crossovers with other properties, something that has definitely changed. If someone postulated a design concept for 4 color cards that was satisfying enough, or, something changed within MTG’s color pie identity (something that happens very frequently) we would start seeing more 4 color legends with the quickness. In fact, as this video points out, we already are.
There's one major problem with true four color cards that people almost never mention: The problem of needing FOUR mana to even start playing the things. In most games, by the time you get to four mana, the game is almost over. Solutions to that require fiddling with the mana cost symbols: Hybrid is one way to do it. An "any mana except this color" casting cost is another. Then you add upsides if you have various mana types available. The problem with THAT is that it's almost that same as just having artifacts everywhere. So personally I think it's at its best when it's joining two pairs of colors together. Like Ravnica team up cards where you have a White and Green guy teaming up with a Red and Blue guy, or whatever. Meld is also an obvious way to go with this. It doesn't really have to be good or show up often (the mechanic itself is inherently weak), but it does have to be *cool*. Has to stand out.
Glad you covered this,cause while we may be a combo of 5 colors,the majority of people I think express 1-3 colors in how they come off in terms of philosophy,I have white and black in the quiz that shows off your color philosophy,but it's so small it's really insiginificant,and if i ask others they would be like i see the red,green,and blue in you,but as for white or black it's not really there even if I have like 1 trait from each of those colors
4 color can also be viewed as 2 color pairs combined. Each pair has mechanics that represent both sides simultaneously (especially in Ravnica). Two of those mechanics could be put on the same card. Likewise with creature types: an Ape Assassin, Bird Berserker, or Snake Samurai would demonstrate this well. 4 color's main problem is that it really needs mana fixing, but doesn't have access to it like 5- color decks do.
For me the 4 colours identities should be: Opression (green-less, the response of W, the obsession of control of U and the tiranny of B and R), Grotesque (white-less, chaos in body and mind without the order of W), Rebellion/Freedom (blue-less, freedom in all his form, W care for others, B selfishness, R emotional, G living), Awe/Wonder (black-less, the blinding light of W, understanding of U, expression of R and the natural wonders of G), Stoicism/Resilience (red-less, the protection of W and U, the persistence of B and the strenght of G)
Some of these choices are really odd. Why would Oppression include the color of freedom, spontaneity and choice, and not the color of "the natural order" and "fate"? Meanwhile Rebellion for some reason lacks the color of knowledge and study, rather than the color of order and society? Does red not being included in resilience imply that they lack the ability to make the meaningful change they try to institute?
@@Dieonceperday red can be the color of freedom but it's no it's only aspect, it is very aggresive, it can induce fear (can't block mechanics) and it's used by warlords. For rebel/freedom the biggest aspect of blue is control (over others?), W is che common colour of the good guys against the tyrants and oppressors, and rebels is a W tribe. I consider red-less a difensive combination, a lack of aggression so Stoicism: endure adversity and emerge untouched and unfazed so yes wubg would lack change. Resilience is synonymous of resistance/outlast not change.
@@umbertosambo6040 Except white is also the color of tyrants and oppressors, though. Religious Orthodoxy, and I mean, look at Elesh Norn. Green representing the natural order, the rule of the strong, and the power of fate make it way more pertinent to the themes of oppression than red, imo. If anything, being without green should be industry. Civilization unbound by concern for nature. Creativity, ambition, the pursuit of knowledge and creation, and the rule of man all flourish while the world withers away underfoot.
@@Dieonceperday I see wubr as such: W do x to an attacking or blocking creature, U tap/counter, B discard/duress and R oppression effect. I have taken this aspects of the colours and together seems to me to fit in the oppression theme, at the end of the day is arbitrary and subgetive, plus I would be displeased to tie a quadricolor identity to a colorless theme.
@@umbertosambo6040 So...they're oppression because of having control effects rather than anything to do with their actual colors? It feels quite clear that each color has within it the potential for tyranny, so linking that to just four of them is a bit odd. Why does lacking green somehow make everything else tyrannical?
I find it better to depict 4-Colored entities as less of individual characters and moreso forces of nature that, like most other commentors have pointed out, act to deny the color they're missing a place in their respective ideals of a perfect world - each of the nephilim focus in on this ideal to great effect, and every character (except Aragorn, Saskia, and the Meletis brothers) are shown as clearly being above natural order to some extent. Breya acts as a force of nature with complete disregard to nature (green mana) itself, seeking to convert everything into a metallic artifice world of perfection. Omnath in its Locus of Creation form is a titanic mana elemental that pulls from all corners of Zendikar's world, defending the land from turmoil and desecration (black mana). Atraxa is engineered to represent everything that New Phyrexia stands for, whom of which seek to destroy the freedom (red mana) of the other planes and assimilate all into one. Yidris achieves a Force of Nature status by very literally wielding chaos itself to destroy the foundations of order (white mana) across the multiverse. A Dune-Brood force of nature would likely seek to bring order in ruin to all things founded by human innovation (blue mana).
While not being great cards mechanically, I think the nephilim were some of the best creature designs in MTG history. The art was fascinating to stare at.
There's a bunch of comments on leaning into the missing color but in my opinion that doesn't really work because the colors share too much between eachother. It does work sometimes but it's very specific I think and there's not a lot of design space. Thinking about it when it comes to keywords most are shared across multiple colors. Flying in 3+red, lifelink in black and white, deathtouch in black and green, menace in black and red, trample in red and green +black. Other identifying mechanics like drawing cards is available to everyone in some way, discarding cards is red black +blue, gaining life is black white and green, dealing direct damage is red black +white, exiling cards is mostly white but everyone can do it every once in a while. Even counting cards is both blue and white. Tapping down creatures is blue and white. Artifact synergy is often blue and red. Enchantment synergy is mostly green and white. The most well defined things come down to blue counting cards and red dealing direct damage which i mentioned black also does. How do you design a card that specifically doesn't counter things? every non counter already does that. I think atraxa is fine because she's got 4 keywords that fit into black and white and I consider proliferation to be mostly a blue and green mechanic even though it's in every color in some form. She doesn't have any ways to deal direct damage or haste or trample or menace so she is missing any red adjacent flavor. Im not trying to say it's impossible to make a card that lacks any aspect of one color, but I'm saying it's very limiting. Very difficult to make something mechanical unique and interesting that way. I think absence is a great way to take the idea for sure but to me it's like a song that is too long with too little rest, it's too much all at once and it doesn't have the room to let the absence of sounds contextualize it.
It's just gotta be done more elegantly than the Nephilim, who focus too much on trying to do things that all of their colors do. The 4-color precon commanders absolutely show off what you can do by focusing on doing things their absent colors do NOT. Yidris selfishly causes destruction and chaos, simply to display their power - something the orderly and peace-striving white mana disdains. Saskia rushes forth and bullies everything in her path with sheer strength, never stopping twice to think about her actions - antithetical to the inner reflection of blue mana. Kynaios and Tiro act selflessly, giving unto others when they benefit themselves - black mana, who loves to exploit and betray for selfish benefit, is not represented. Breya creates small, expendable artifacts for small, short-term benefits - something that pure green mana avoids, preferring long, sustainable growth and meaningful sacrifice. OG Atraxa is arguably the weakest of the bunch in terms of anti-alignment, but her four classic keywords and proliferation represent a personal, selfish quest for her vision of growth taken slowly and patiently, over the course of multiple turns, while having a stable, hard to answer core in her solid creature body. Red mana's focus on big, flashy, short-lived effects and impulsive action are left out.
Mechanically 4 color has the massive problem of "well thats just going to develop into a 5 color deck". Philosophically though, I find 4 color fascinating. The big question with 4 color isn't going to be "what do these muddy 4 colors represent?", no the real question is "what is it that these colors lack?". A question I recall you yourself asking many times when going over the 3-colors, though it becomes even more pronounced in 4. I started thinking about 4 color when another question dawned on me: "If we have planes represented by 3 colors, then what would a plane without Black mana be like?". The answer I realized, is that it would be overwhelming. White and green dominating the world with red and blue having to bow to their whims. Its people's sense of self would be destroyed and all would be done for the sake of the whole. Creativity stiffed, passions and learning quashed for the sake of maintaining tradition and order. A world without Black wouldn't be a world without selfish horrors Black is well known for, it would be a world without rebels, a world without hope. 4-color planes are truly planes defined by what is missing, what pains the world. The thing it's starving for and needs desperately if it is to last.
But isn't red traditionally the color of rebellion (even the Phyrexians couldn't remove that aspect from it, Urbrask being the major rebel within the Praetors siding with the native Mirrodins) and mass destruction (of the cards that wipe out everything including lands only exist in red)? why would white and green be dominant? Worldfire, Apocalypse, Bearer of Heaven and Obliterate are all in Red mana with the only other one being colorless (worldslayer). Red is the one willing to push things far enough that it will glass the plane to reset everything back to zero if it means the downfall of a tyrant. Every other color removes everything *but* lands, Red removes the lands as well. Black isn't the color of rebellion, it's the color of treachery, of ambition, of sacrificing others, of death and decay (hence why it naturally pairs with green as it's the cycle of life and death, growth and decay). So yeah it makes no sense that missing black would result in that world, in fact it would be a world missing *red* that results in that. A world missing in black means that red becomes 'a rebel without a cause', there's no ambition behind it they are just rebelling because that is what they do. A world missing red is the one in stagnation, there is no free thinkers, nobody to question the order of things, nobody with the passions to rebel against the status quo.
@@luketfer Black is the color of selfishness by nature and it's direct opposites on the color chart in mtg are white and green, the colors of tradition, society, and nature. Red's nature is that of passion and strong emotion, which is why it's right next to Black. Selfishness has it's place in a world, as with it missing traditionalism and nature get to run wild with a "give yourself up for the whole" mentality. Passions and freedoms become quashed in a world without even so much as the good parts of selfishness. Studies and intelligence become restricted without the pursuit of the selfs knowledge, replaced instead with the doctrines of the ruling society. To denote Black as simply the evil parts of it you ignore the value of the individual, of rebellion, and it's ability to challenge the overwhelming light of an unchecked and dominate white and green. I highly recommend both looking at the color pie of mtg and watching this channel if you want to understand the whole nature of the game's philosophy.
I was thinking about this, the answer could be to focus on color-aversions, instead of 4-color mixes. Like, multicolored cards that can use any mana to cast or activate abilities, except the aversed color. Try to imagine Sphinx of the Guildpact , but anti green. So "Sphinx of the Guildpact is all colors, except Green." Next, create factions that got elements of all colors, except the aversed color, like an Chaos-driven cards that are a twisted mirrored version of white, or that could have all the elements that could complements the white weaknesses, but excluding any possibility of using white. It's not a perfect solution, and definitely could have elements that wouldn't be so distinct from other two color pairs, like Rakdos aversing white, but at least would opens space to focus the identity and philosophy on excluding any elements or ideals of an specific color. If anything, would at least count as a 4-color identity.
My view on 4 color is to ignore the missing color entirely and build the identity around two color pairs interacting. (UB)(RG) (BR)(GW) (WR)(UG) (WU)(BG) (WB)(UR) So instead of figuring out how 4 colors represent the absence of one, you figure out how two color pairs can interplay with one another. With the Nephilim from Ravnica, however, I always liked the idea of them basically being plagues that left behind worlds devoid of the missing color.
Another way to define them using the arrangement of the Nephilim's mana costs is to take something the missing color would despise, the inner allied pair would support, and the outer pair would opppose inflicted on themselves but would inflict on others (or would criticize in others while being guilty of it themselves) WUBR: Invasiveness UBRG: Myopia BRGW: Ignorance RGWU: Immutability GWUB: Passivity
From my experience, this is more complex to do than you think... it would be a lot of work to identify what those factors are, and then it also begs the question then, what about "inner-outter" so instead of your UBRG why not (U(BR)G)? There is no real difference between the two sides, which also gives breathe to more questions on how to work it, as you could even do (BG)(UR) as well.
@@AdderMoray your second one is onto something, I go in depth on my own comment on something which touches further on this, in a possible way MTG can do this better.
@fenrirsilver6441 The answer to "why not X instead of Y" is simply "because we went with X." As long as you represent all ten combinations, which pairs shows up in which set of four is not only irrelevant, but serves to demonstrate how you can not only differentiate 4 colors from other 4 colors, but 4 colors from other permutations of themselves. Because, using UBRG again, An information hoarding biotruther fundamentalist (UB RG) is much different from a Mad Science Death Cultist (UG BR)
I like your take on the problems with designing and even focusing a set on 4 color cards. A fair number of the cards that are 4 color do feel like they pushed an extra color into the identity becuase their was a demand for it rather then the card actually reflecting the color identities. You also show a good point of the trouble to making a card's colors really reflect having the 4 colots or lack of that 5th color without becoming "keyword soup".
I think a good way to make 4-color cards work is to put some of the colors on the card's mana cost and some on their abilities. I like the way you described how the color pie works on real people. About how some people could just be 5% of a color but it is still part of them. Going with that analogy to real life, a person for example may not identify themself as an athlete but if they can play sports, that's still part of their identity. This is already a thing with Kenrith, the Returned King. He identifies with white, but as High King of Eldraine, he has abilities that represent each court. Granted, his abilities are very similar to keyword soup, but this is a design space that could be refined and be applied to 4-color cards. Imagine a card with a Selesnya mana cost. A person that finds balance in civilization and nature. On its rules text are two abilities: one red and one blue. The red ability is the manifestation of when this character leans too hard on their green side. It represents the raw and uncaring power of natural calamities. The blue ability is the extreme version of this character's white side. It represents the reliance on ingenuity to augment oneself with creations that could only be achieved through studying and practice.
I don't think the complexity problem of 4 colour combinations can be fully solved, but there are two ways to make it a little easier for a specific faction or other entity: - Taking only 1 aspect of each colour and using that instead of everything the colour represents. This would make it not as much more complicated as a two colour combination, as each colour usually brings 2-3 aspects, from which 1 or 2 might be dropped in a combination with other colours. - Focussing on what colour the combination is lacking and instead of defining it by the combination of colours instead defining it by what it's opposing. Tho this might fall into the risk of being close to the combination of the two enemy colours of the missing colour.
This video has very high production value for the most surface level analysis. 4 color cards are defined by the absent color. From a weird "what does this casting cost say about the character?" perspective, it tells us what they eschew to differentiate them from 5 color cards. This video reflects a very shallow interpretation of the color pie and what it means in the wider context of Magic: the Gathering.
Aragorn as a multi-colour deck is cooperation , he utilises the many strengths of his allies to fight off a destructive power hungry force; a very black mana ideology. I would say that Chromanticore a five coloured creature is more befitting of the phrase "keyword soup" as Aragorn only uses one keyword in one of his effects.
You're spot on. One of the biggest issues you touched on is the lack of identity, mechanically and flavorfully. That's what really limits it. Four colour cards either feel like: Not one colour, three colours with one tacked on, or just a mess of everything. They also don't seem to have much in common. I do hope wizards will figure it out though. I think four colour cards are better in small quantities as you alluded to. The one area I disagree with is the idea that four colour lands would break eternal formats. Although I don't think they would be great for standard, eternal formats already have such powerful lands like the tricycle lands and mana confluence/city of brass. If made correctly they could be balanced. (I would suggest they not be fetchable though.)
I forget where I saw this, but I heard different names for the 4 color combos based on the color that is lacking. WUBR - Artifice WUBG - Growth WURG - Altruism WBRG - Aggression UBRG - Chaos This is really demonstrated well with those 4 color commander precons. Atraxa proliferating, Ydris making everything cascade, and Breya being everything an artifact deck needs. I really like the 4 color combos flavorfully because of this. Mechanically, though, this really only works for commander or really cool one-offs like Atraxa, the Grand Unifier. I think as time goes on we can get more robust definitions for these philosophies, and perhaps each will end up having multiple possible interpretations. Take Altruism, for example. Would we consider it through the lens of Naya+Bant, having the allied pair of green and white be the bridge between red and blue? Or would we think of it more as Temur+Jeskai and try to explore something there? Could this way of thinking even apply to color pairs and we think of it as Azorius+Gruul? Who knows. Glad you touched on this topic, one of my favorites.
I don't think you mentioned this in the video, but one of the main responses that Mark Rosewater gives when asked about the lack of 4-color cards is that it's hard to justify not doing 5 colors. You don't have to worry about the excluded color, you can fall back on past representations of 5 color, the card will do better as a standalone card (whereas a 4-color card mildly implies a cycle), and so on. 4-color cards *can* happen, but there has to be a good reason; 5-color cards can just happen.
After a couple of minutes thinking about what one can do for four color cards, I came up with this: use one pair of color's "theme" as the activator, and the other pair as the "Effect". For example, a card that when you cast an Instant or Sorcery, you put a 1/1 creature on the field, or put a +1/+1 counter on a creature; that would fit a Red/Blue/Green/White card. Additionally, one could closer hone in on its identity by what the "pay either or" of two kinds of Mana; a mechanic that's been around a long time, and has been described as "using the edges of the color pie for identity rather than the whole slices"; as such cutting much of the fat of its identity in favor of two very narrow themes within larger themes. One may even be able to build an "arc", where the four-colors groupings represent a nation with the missing color being a "Shared Taboo", but the nation is split into Two-Color factions that are each vying for power within their own nation even as war between the nations approaches... And to simplify things slightly, each of the factions within the nation would take one color from one side of the color wheel, and another color from the other. (For example, a Red/Blue/Green/White nation having a Red/Blue faction, a Green/White faction, a Blue/Green faction, and a Red/White faction... Or if you only want to have ten "factions" total to prevent doubling up, only bring out the Green/White and Red/Blue factions for that nation.)
One method that may not have been mentioned is utilising a cycle spread throughout multiple sets. Similar to the "one example from a plane", you could also lean into the mechanical emphasis of the set to distinguish each member of the cycle from each other. One could also use this as a way to explore the effect the multiversal invasion of the New Phyrexians had on the plane. For example, Etali got compleated by Phyrexia, which give us the opportunity to see a Witch-Maw card version of Zacama as it tries to make up for the loss in its Red mana rep. Granted, the main issue with using Zacama is that her base card is sort of a Nayan 'keyword/colour rep soup' of abilities.
I think it’s really about giving things unique identities using your own example a red, blue, green, and white card could represent the creation without destruction giving it a unique identity which isn’t necessarily present in the current setting.
One design space for the combination of WUBR is how it likes to fling spells and a focus on fire, ice, water, and lightning. My idea for a villain post-Nico would have been a archwizard that sacrificed his green mana for an artificial planeswalker spark, and would act as an overall neutral character, helping, hindering, or abstaining in events with the help of agents on differing planes. His focus could be summoning ice and meteorite golems, reducing color spell costs/channeling elements to create effects (cast a UW spell and make an ice token, cast a BR spell make a meteor token, etc.). It’d basically be the most wizard wizard to ever wizard and all specifically because wizards are seldom found in green, white is the runner up but has enough synergy with U as a spell-slinging/control color to fit thematically. So four colors could actually focus on combining the qualities of specific color pairs it’s made up of! One WUBR card could focus on UW/BR while another on UR/BW interaction!
Just today I was talking about how you were never going to make a video on four-color lol. But I still find this part of design extremely fascinating and while I agree with a lot of your points, I just can't help but feel there must be a way to make these work 😂
There is an option, but it revolves around identifying what removing one of the colors from the equation creates. Like if you remove Black from the equation, what do White, Blue, Red and Green create without its influence and how do you establish what is essentially 5 new archetypes for that exist only in a medium or higher range deck, as all cards in that series would be 4 mana minimum and couldn't rely on colorless mana without betraying the theme. So then it becomes a matter of shifting the color balance as 4 different colors become 3+2x, 2+2x+2y, 1+2x+2y+2z, 2w+2x+2y+2z, 3w+2x+2y+2z and so on, and that bleeds into 5 different thematic directions that have to be considered.
Split mana can be used to make 4 color cards cost less than 4 mana. The split mana can be used to represent many things - sub-factions within a whole nation, majority and minority color-alignment (split mana likely used to denote the minor theme), or usually-opposing ideologies married through a third/fourth party.
Others have already said this, but I feel like Quad-color really only holds relevance if we first talk about Penta-color, or "Full Pie". What does it _mean_ to be Full Pie? Is it the same as or one step removed from the Transcendence aspect of Colorless? Is it the full reality of human existence? I think that only after we talk about Full Pie can we talk about Quad-color. What does it mean to be all but one color of mana? What philosophies can we identify within the 4 colors used? What does that say about the view towards the missing color? While I strongly believe DiceTry is uniquely equipped with the knowledge to begin such a discussion, I also won't deny that it'd be a lot of hard work.
What I'd want to see more in 4 color cards in the future, is strong effects that are relatively similar in the 4 colors, with a strong downside or condition that must be met representing the missing 5th color. If Aragorn had "Whenever an opponent plays a black spell, (sacrifice, discard, something else that might be devastating or at least limiting)" then we have something interesting. Attraxa (any version) having "opponent's creatures have haste" or (for "baby" attraxa) "whenever you proliferate, opponent may deal damage equal to proliferation to a creature, planeswalker, or player without a counter". For commander at least, this encourages people to build decks to either minimize the downsides, or maximize upsides while being aware of the costs.
I take the view that you can look at any given 4-colour arrangement and still get at least 5 Philosophies from it. It's like with Shards and Wedges, the philosophies of a Quartet are defined by which subset of three colors the 4-color arrangement leans towards to avoid the fifth.
If we look at Yidris, that card only makes sense on that chaos is the opposite of order; white. However, when compared to cards like Maelstrom Wanderer, it still feels like its missing something else. Red is cascade, green is trample, but blue and black don't seem to be represented at all.
I have heard of / thought of a few ways to handle four color philosophy: * Focus on the color they lack/oppose, basing philosophy around some of the elements of the other colors geared towards something fundamentally antithetical to the missing color * A coming together of other philosophy combinations. Could be two pairs that don't share a color joining their philosophies or three pairs each sharing one central color (for instance, dimir, rakdos and golgari combining into one faction). The first presents a combination of viewpoint or variable viewpoint, while the second would have one color's philosophy at the root tainting or being tainted by the remaining three colors. It could also be a shard/wedge with an additional detail. * Closeness to real human experience. As you pointed out, humans are usually the five colors, but at different weights. While up to two colors you get a very singular focused identity, as you grow out of that you need to start adding nuance to get your remaining factions, and this is an outgrowth of that. In logic there's a statement that "something cannot be two things at the same time in the same way". A car can be green and blue but not simultaneously if referring to same piece of it, there'll be some parts which are blue and others green, no matter how thinly divided. I think this could support the approaches for four color philosophy, for instance often a character or card in magic will have a color not due to their way of thinking but due to their abilities or the kind of creature they are. So you could have, say, a fire elemental with an Abzan philosophy or a mardur mind mage. Furthermore, there's hybrid mana, which could be a way to have four colors without really having the full weight of four colors. After all, hybrid mana's philosophy exists entirely within the intersect of philosophies, meaning its range is about as limited if nor more limited, than single color philosophy, making it still distinct. This is kind of how I've come to see myself, actually, someone with blue, red and Orzhov. Not white or black, but specifically orzhov as a hybrid, with neither my white-aligned or black-aligned values being something I see as distinct or separable. To me the promotion of the individual is the defense of the many and the good of my group my own interests and well-being. I am blue and red by nature, and and orzhov hybrid by philosophy, all four colors existing in me in a sense, but applying to different aspects of who I am. Though I can see a fair amount of options to tackle it philosophy-wise, mechanically it's much more of a challenge. The main issue is that any set featuring heavily four colors would turn into a five color set instead, as I don't really see a way to make the mana work such that it wouldn't be extremely easy to move from four to five colors and just play whatever the best cards happen to be, making things far too homogenous. So far the only solution I've been able to identity is quite the clunky one, which is hard-ruling through card effects that you exclude a given color. I think companion might be an approach for this, but it would come with the challenge of balancing companion in a way that is useful but doesn't break the game as the previous iteration did.
Because singular four colour cards have this problem, I look to the partner mechanic when figuring out what four colour deck I want to build with what style of play.
Also, there have been MANY limited formats where four color decks were not only viable, but common place. Recreating such environments would not be nearly as game breaking as you seem to think as it has already been done time and again throughout Magic's history 🤦🤦🤦
@DiceTry first: super defensive response. Second: that's a distinction without a difference. The decks in said formats were routinely 4 colors, perfectly capable of running multiple 4 color spells, and the card sets used to construct them didn't break the game, or whatever melodramatic term you prefer, nor would a new set built to accommodate similar deck construction. You, by your own admission, simply lack sufficient knowledge of the game's history and the imagination required to comprehend the idea of people accomplishing feats beyond your personal limitations.
@@majinvegeta6364 "Oh my god they're clarifying what they mean, super defensive, chill out bro" also I'm pretty sure this is a lore discussion not what decks would be viable gameplay-wise.
I like the idea for identity and philosophy of the 4 colors being about the failings and flaws of otherwise almost complete ideas. Being about the fatal missing components to philosphies that feel like they should work.
A lot of people pointed out the whole "antithesis" concept. That WUBR, for example, is more about being not-green than any of their individual colors. I'd just like to add that there doesn't have to be just one philosophy to each four-color combination. Strixhaven gave us (somewhat successful) variations on the enemy color combinations with pretty wild variations like between Boros and Lorehold. So I think you could build around four-colors by giving them *a* philosophy that doesn't need to be perfect and could be morphed to mean something else in another set/plane. As for mechanics... yeah it's rough. I'd say you can build some four-color cards using hybrid mana to mitigate the mana base issue, but that's far from perfect. I'd love to see the design team take the risk with four-colors though.
One thing i think is missing is how 4 color separates itself from other 4 color combos. Its not a 1 color difference, it's actually a 2 color difference, Yore has red and not green where as Witch has green and not red; they share Esper, but they take it in different directions. Yore takes the recursion and focus on the past of Esper and tweaks it with the passion and agression of red, while Witch takes the growth and focus on creatures of green and adds the focus on spellcasting and domination of Esper. If you want to be specific, i think the nephilims exhibit a shard/wedge plus color design philosophy, Witch being green plus a little bit of Esper where as Yore is black plus Jeskai.
I think it's approach in the design exercise that helps here. In four color identities, it's not about what they have that defines them, but what is missing. What flaw does the lack of a color introduce? If they lack black, do they have no ambition? If the lack green, do they have no care for the natural? If they lack red, do they have no individuality? If they lack white, are they disorganized? If they lack blue, are they shortsighted? From a story and characterization standpoint I think this has a lot of depth that can be explored and give strong divisions between the factions. But I agree the mechanical design points are more nuanced. Any limited environment based on Nephilim would end up being trying to just make five color soup each time and most likely have green as the strongest color with easiest access to fixing. It may have to be saved for a Masters type environment or limited to a story told with a set of commander decks. I could see the combinations being given a broad stroke identity, like tokens, spell slinging, or interacts with exile and then fleshing out the factions to support those mechanics. Have a top level four color legend leader that does things like tripling the base mechanic, rare three color legendries with strong abilities that support an in identity ability, two color uncommons that provide minor support to an ability, and then mono color commons spread across those mechanics. Then you refine from there. Set your borders, then close in on the where the lines are drawn and where those lines blur. It sounds like a very fun challenge.
A few cool random ideas I had for how some 4 color spells could work: On 2-color planes, like Ravnica, you could have a "fusion" card, where it's maybe an incubator from simic and an orzhov angel. This would be four color, and some of the identity issue would be solved by having the guild identities (although, this obviously doesn't solve the color itself having identity problems) Another idea would be an existing card being "mutated" or "evolved" in a way. Think how Omnath kept gaining colors over the years. Or, you could have something like Gisath for example, getting "corrupted" by something, and adding black. Again, doesn't solve the color combos identity crisis, but it can add more four color unique commanders by taking the original card + the new color identity. Gisath as the example could be a dinosaur tribal, but it implements the elements of black like sacrifice/death triggers, or -1/-1. Could at least make for some cool commanders to play around with
I actually design custom four-color cards by defining their identity through the one color they lack or oppose - either by having the other four emulate it within the confines of their own color space, or by having them oppose or set themselves apart from it. Here's an example for the former: *Break the Shard* (from my blue-less four color "War for Ardu" custom set) Legendary Instant [M] 1BRGW Choose one or more - • Return up to three creatures you control to their owners’ hands. (white emulating blue) • Draw two cards and you lose 2 life. (black emulating blue) • Mill 4, then return target card from your graveyard to your hand. (green emulating blue) • Creatures your opponents control can’t block until the beginning of your next end step. (red emulating blue)
Honestly, A four color faction would focus on a mechanic that the missing color struggles with. For example, green often doesn’t have strong/consistent creature removal (fight/bite effects often require you to have a big enough creature, which isn’t consistent in my opinion), so a green-less faction might be a control strategy that buffs their creatures when an opponents creature leaves the field. Or a blue-less faction might be a creature matters deck, since blue is the color that cares the less about creatures.
From a lore perspective I think the only real way to do it would be to have two colors be dominant in the grouping, maybe using only slash mana and only tangentially dipping into the segments of the color pie, but as you also hit on perfectly, the bigger problem is mechanical with all the mana fixing and all that would be required to make it functional, if you're going through that much trouble you as well just throw the fifth color in too and get access to some powerful wubrg shenanigans for your trouble. Mechanically speaking, there's always an opportunity cost when you're adding a new color in. You gain versatility at the cost of specialization. Wubrg offers some powerful unique effects in exchange for that tradeoff that 4 colors don't, and if you're accepting all the drawbacks of 4, the drawback of adding in the 5th is relatively minor by comparison, but offers a lot more payoff. There's just no real way from a game design perspective to make 4 color appealing compared to anything else.
Regarding a theoretical four-color limited format: even if the fixing issues could somehow be minimized, the issue of "How do we make sure this isn't just a five-color format?" arises. Once the fixing is good enough that you can play four colors consistently, why not splash a fifth color too? In fact, I'd argue even four-color decks in this format would be hard to distinguish from three-color + splash because once your colors are so diluted, the difference become less substantial. The main thing I could think of is really ramping up the absence of a given color. Breya is every color but green and green is the one color that hates artifacts, so Breya's all about artifacts. Red is the one disloyal color among the New Phyrexians, so Atraxa has proliferate, the New Phyrexian mechanic. However, representing this absence mechanically is a bit harder. Atraxa's keywords could also fit on just a GW card, for instance, and Breya making two tokens is the blue part of her ability, though "make two tokens" (especially two fliers) really is more of a white ability than blue. There's 24 blue cards that can make an artifact creature token vs. 46 in white (counting the Fabricate mechanic). So how do you communicate an absence of a color mechanically? You could do color hate, but that's historically not a very popular mechanic, especially not one to extend to a whole set (especially especially one that's multicolor). For limited, punishing you for playing the absent color could work (though as a downside mechanic it's also not that great to focus on), but that'd then be totally irrelevant for Commander. Maybe something like Domain but for exactly 4 basic land types, but that just feels sort of clunky.
I would love to see your take on the 5 4 color combinations as defined by opposing the missing color. What forms that could take may be pretty interesting.
Honestly, the biggest problem with designing a 4 color set for limited isn't making sure there's enough color fixing to let people play 4 color decks, it's making sure there ISN'T so much mana fixing that every deck becomes a 5 color deck.
You could easily make a 4 color based set with 1. Treasure theme 2. Dual faced cards that are different colors/half and half cards. 3. Creatures that help support the mana issues.
I think a great place for this to have cropped up would have been in the March of the Machine set earlier this year: Specifically in the Partner mechanic. Seeing dual and triple colors coming together to form a (sometimes tenuous) alliance... Else, yeah, if you really zoom out many of the characters represented in 4 colors are just amalgams or demi-gods in their own rite, not the types of characters or beings we would generally gravitate toward. It makes sense to me that the wedges, shards, enemy and allied colors might come together for a common goal, but mechanically there's a great number of challenges to overcome. As to the issue of word soup: I think that lends to a larger conversation around game design in the past couple years. Im firmly in the camp of "there's only power creep because they're out of ideas"
I had an idea for an entire setting based around the sense that a 'four color' identity is somewhat neurotically evasive of one color - a place defined by cultures that frayed at the seams to avoid them. Amusingly enough, the idea for how to construct a card like this came about from Kaito of all people - he's a blue black ninja character, but he's hot-headed and impulsive, and it made me think: 'he's not UB in a way bound tightly together: his blue is closest to white, a sense of justice and order and progress, and his black is closest to red, a fiery passion to move forward for personal goals'. From there I sort of framed the idea that an 'anti-green' faction would be 'green's opposite and allied color pairs bundling together to avoid it', and the ideas are broadly that the Boros and Dimir cards of the set would share mechanically syncretous ideas (creature evasion? effects on direct combat damage?) - and at the same time, a concept for what they'd be styled as came together. Namely - a secretive band of vigilante 'superheroes' with the twist that they willingly mind-wipe themselves into their new identities, all as part of evading the 'difficult realities of the world (which is what green represents here)'. That immediately led into a sort of 'modern psychological horror' motif to try and think of everyone else: the 'anti-black' faction being a prosperity/purity cult neurotically evasive of any form of selfishness with a heavy token theme (i.e. 'indistinguishable individuals'), the 'anti-red' faction being this nightmarishly byzantine perfectly orderly dystopian city suppressing self-expression with a mechanical emphasis on 'never letting go of resources (like red often does)', and so on and so forth. It'd ultimately probably feel a decent bit like how New Capenna was built, though with actually functional two color pairs since it's just bundling an ally and enemy pair together.
they could make it factions focused on extinguishing the odd one out. Take anti black for example, red to create units, green to buff them, white to protect them, blue to fend off danger- a life based set that opposes black. It could have exclusive anti mill cards, cards that reduce graveyard size or prevent resurrection. An anti red would be based on preventing direct damage, an anti blue would prevent library exploration, anti white pierces through barriers and taps creatures, anti green preys on enchantments and buffs.
I think 4-color would be at its best when defined by what it is not. If they built Ink-Treader in a way where they were constantly thinking about reanimation, life-loss for resource-gain, and life-drain, they could operate in a space that is specifically counter to those strategies. The thing is, I think this is a restrictive, defensive style of design and play, so I doubt they'd ever do it, but... This could draw the Ink-Treader identity into something stax-y, like a creature that exiles all graveyards, but the creature's power and toughness are equal to those of the largest exiled by it, or maybe equal to half the number of cards exiled by it, rounded up (so it's always at least a 1/1). Alternatively, if you don't like the Rest in Peace style of that, you could just have it exile it's controller's graveyard. while increasing the power of its abilities. You could create a line of text that turns those cards exiled into impulse draw. If you had a way to make the creature enter under an opponent's control, it could still be used as graveyard hate. Or maybe you've got a creature that makes you lose life, but everyone else gains that much life (inverse life-drain), and if they have more than 60 life at the beginning of their end step they lose the game. I think there's fun design space in asking "what should this color combination not be able to do? Let's build specifically with it in mind and twist the concept in creative ways." Anyway, this was a really thought-provoking video. Sorry I didn't see it until it'd been out for nearly a year, but thanks for making it!
This might be an oversimplistic view of things, but I came up with an idea I have for how the lore of four color combinations can work. Like you said, the thing that really separates the different 4 color combinations is the one color that is missing from each. So my idea for how a world/story/setting about 4 colored combinations would be about lands/societies/characters who used to have all 5 colors but then lost one of them (or lacks the ability to gain it). When I think about it in terms of characters, what I think of is a handful of powerful mages of some kind like the 5 elder dragons, they have some kind of link or relationship to each other, masters of the 4 types of magic in their colors but dreadfully lacking in one area. But the idea that I find it easier to consider is a setting like a Alara where there are 5 different worlds on one plane that each represent one of the 4 color combinations and they are each insane and alien to most other planes because they are all worlds that lack one of the vital features of life in the multiverse. There would be a 4 color world that had no death or parasitism (white-blue-green-red), a 4 color world that had no chaos or passion (white-green-blue-black), a world that had no natural life (white-blue-red-black), a world that had no logic or higher thinking (white-green-red-black), and a world that had no structure (green-blue-red-black). -The world with no death would be full of immortal beings that are totally warped and unrecognizable from the creatures they were at birth due to living lives that should never have gone on as long as they have. I imagine this would be populated by mutants and zombies and a few monks. Mutants are creatures that have gone mad and deformed from living through so many things that altered them too much, zombies that aren't zombies because they are undead but because they've totally lost their minds from unnatural long life, and monks who have managed to actually achieve some enlightenment from their immortality. -The world with no chaos or passion would be alien, computerized and apathetic to anything and everything. I imagine this world would be inhabited by creatures that don't look anything like real animals, more like slivers or eldrazi, as well as robotic artifact creatures, unfeeling tree-folk and perhaps elementals/weirds. -The world with no natural life would be just mechanical and clockwork, where even organic life is grown in petri dishes with their genes mapped out and all of the factors of their lives planned before they are born. Aside from artifact creatures and constructs I think creatures like the Aetherborn would fit here, and possibly weirds and elements. -The world with no logic or higher thinking would be primordial, devoid of thought and have something that made it impossible or dangerous to try to learn or remember anything and it might possibly defy conventional causality altogether, things happen without rhyme or reason and things just go on totally illogically. This could also be a place for things like Weirds and Elementals, as well as possibly Slivers or creatures like them, Baloths, Lhurgoyfs, Zombies, Fungus, anything that doesn't seem like it displays much outward intelligence. -The world with no structure would have everything is kind of blending together and has no definite form of its own, from creatures that are all inseparable from the ground they walk on, rocks and grass that's one with the dirt it sits on, and creatures that don't even know that they're creatures, and nothing has a definitive solid shape. This would be a place populated by Nightmares, Horrors, Weirds and Elementals (they seem like they fit a few of these), Changelings/Shapeshifters, Nephilim, and Oozes
I think a 5 color set that focused on a theme of stripping colors away, maybe with cards that give protection from a color, could have a 5 color hero and villian and some side characters that had a color or colors stripped. Say a character was caught in a trap that changed its color identity so you create an artifact that changes the color of a permanent, maybe you even make painters servant tier 0 lol. Then you can show different characters that were effected, maybe they get reduced to colorless or just mono colored. Best way I'd do it is a colorless or 5 color villian leading the charge over 4 color generals. Then pick 2 colors to have those generals be in common, that's your main villian colors, then mirror that design space with a hero some rebels and maybe a tri color faction.
Some 4-color creatures make thematic sense to be 4-color, like how Atraxa is missing red because she's meant to be the physical representation of the unity of the factions of New Phyrexia but the red-aligned faction was more individualistic than the rest and refused to take part in her creation, of how Omnath keeps getting a new color every time it gets a new card so there was bound to be a 4-color one at some point. For the most part, however, 4 colors differs so little thematically from 5 that you might as well go with all 5 colors.
I think there is space in Magic for cards that are less rigidly defined by their colors. The subtle notes that differentiate a 4-color character from their 5-color contemporaries are a welcome change of pace compared to the less than subtle symbolism sometimes found in Magic. There is value in having cards about which people might disagree as to whether their colors are correct, and whether a different combination might suit them better, the same way we might not fully understand a real person's identity.
fun idea after a rewatch: what about, when designing nephilim cards, you give them a attribute, or thing that is associated with the missing colour. i imagine this as a you need the powers from all other colours of mana, to do the thing of the fifth, basically showing, what montrosities you have to create and commit, just to get something you normally wouldnt have access to. like a ramp spell, that lets you ramp for lets say three, if you pay x life, sac a creature, and another 2 permanents of two different types, and that spell then costs yore tiller.
I have went through all the possible color combinations and tried to think of one word or two words that fit them. And when I came to the four color combinations, the following words are what I came up with. Not White: Raw Power Not Blue: Combat Oriented Not Black: Unity Not Red: Resources Not Green: Efficiency/Versatility
I think the problem with 4 color card combo's. is the colors are blurred by secondary identities. What is black defined by. Single target removal, that is also white's domain, sacrifice, that is red's domain, draw, that is blues domain, big creatures for cheap is green's domain. Paying life? This is the one that is most exclusively black, but it doesn't detail what it does merely what it costs, but if redefined as short cuts red and green both supply short cuts to play cards for cheaper than they should. When compared to all 4 of the other colors working in consort no individual color has an identity, except blue and counter spells because the number of non blue counters can be counted on one hand. 4 color and 5 color have virtually no identity differential except 4 color is easier to play.
I really like the first set of 4 color face commanders, the ones with atraxa, those focus on the things that unite all those colors, counters and keyword soup for atraxa, hug for the non black, aggression for the nonblue, artifacts for non green, which is good because green at the time was the artifact destroyer, black was the spend life to hurt people, etc, basically focus on the one thing that the color they aren't hates most and take it to the extreme
I had a passing idea for a cycle of legends that have a 2 color casting cost, basic abilities that match them, an activated ability with hybrid mana of 2 other colors, and etb abilities that match those.
I feel like 4 color cards should be 3 color cards, with one pip being hybrid. For instance, Aragorn would be RGW/U instead of RGWU. This could lean into some interesting design space. For instance, the card could say "If White was spent to cast this card, X effect happens. If Blue was spent to cast this card, Y effect happens." This would give players flexibility and choice while also providing a bit more detail on the card and its character. Not all people are as black and white as the color pie would have us believe. Look at Planeswalkers, whose colors often change based on several factors. Elspeth was mono white, then Orzhov, then mono white again.
My take away is that a 4-colour faction set would have to based around soometing like the Nephilem, eldredge primordial elementals from the dawn of time when the colours of mana first began to separate and establish themselves. Each of these primordials -- for lack of a better term -- would have to embody an unifying concept for the four colours comprising it, but cannot be applied to the fifth absent colour. They would also have to comand unique versions of all lesser combinations of their colours. Let's use Omnath as an example. Omnath represents creation (RGWU), all subsequent lesser colour combinations belonging to Omnath would then have to reprisent diferent aspects of creation. With each aspect under creation being distinct from the corresponding combinations serving the other primordials. This would mean different incarnations of the same combination would exist. The Bant (GWU) searving creation (RGWU) would be distinct from the Bant searving order (GWUB). This would be similar to how Boros is different from Lorehold despite both being the RW combination. As for the mana issue, it could be mitigated somewhat by utilizing hybrid mana for added flexibility. To pull this concept off would require a considerable undertaking, but I do think the developers of Magic could pull it off. They have a vast library of cards built up from Magic's long history to draw inspiration from. Given enough time, trial & error, the developers would certainly conjure up enough unique mechanics and colour combination relationships to build a truly fascinating set. It could evan redifine how we see colour combinations as there would then be two sides to every tri colour, three sides to ever dual colour and four sides to every mono colour.
I think a feasible way to make more four color commanders(if wizards even wanted to do that) would be be to revisit Ravnica and do paired cards like how they did "Hidetsugu and Kairi" but make the pairs be between established guild leaders. You could staple a specific mechanic onto the new card from each of the characters previous cards. Storywise you frame it as a series of uneasy alliances. Something has forced Golgari/Izzit or Boros/Dimir teamups for instance.
Maybe it’s been stated by someone already, but, i call it a copout when MaRo (who i respect a good bit) says they can’t design 4c. An easy avenue would be in each case to select one to three mechanics and build a commander (when relevant) that functions explicitly around the chosen mechanic (s). For example; a UBRG Energy commander; a WUBR Food/Clue/Treasure Commander; are at least a couple I’ve thought of recently.
4-color seems more limited than 2 or 3, but there's still some fun ideas in there if approached from the opposite direction (as in, going from 5 down to 4 instead of 1 up to 4). Like, 5-color comes with the implication of immense power and the closest anything in MTG can come to perfection. From that angle, taking away one color still leaves much of that power, but with a gap in its nature that makes it...off in some way. Making that flaw what makes a 4-color group distinct could have interesting results.
The problem with defining by lack is that it's essentially the enemy colour pair - "no black" looks like Selesnya, "no red" looks like Azorius, etc. It's almost always going to be more elegant design to simply use the opposed pair rather than 4 colour. The other thing mechanically especially in EDH if you're running 4 colour there's very little cost to run 5 colour instead and you gain a lot of power. If you're already running fixing to play 4 colours a lot of it is going to be the same fixing for 5 colour. The flip side is that 4 colour cards are unplayable in most EDH decks other than 5 colour - whereas single or 2 colour cards are playable in most decks. I would go further to say that the ONLY reason most 4 colour cards exist these days is to be Legendary commanders for EDH, especially for certain themes. Atraxa is #1 commander but the only other card with her colour combination in the deck is... also Atraxa.
I disagree on Aragorn, the Uniter. This card has become one of my recent favorites for Commander because I like the fact that he has access to almost all colors, but the lack of black is such an interesting choice. And the effects that it gives are strong but also fair, none of them go too far. But I do think the card lacks some distinction by itself, which is why I imposed another restriction on myself. The deck only runs gold cards, with the exception of the relevant talismans so that it has some ramp. I like it because this gives me more triggers on Aragorn, and the deck is a mix of gold charms and mostly legendary creatures, and I've never won the same way with it twice. The lack of black and mono-colored cards means it's not just a 5-color goodstuff pile and I can't play most of the best staples of the format. It's a ton of fun, and I like that it is 4 colors because I have to dig deep for playables (and I even have an ultra-jank version that is mostly Alara and Khans creatures, but is even better for low-power games).
As others are saying, emphasizing what is lacking seems the only way to forge a distinct identity in the four colour combinations. Makes it interesting that the creature type associated with it are Nephilim; I don't know what role they play in the lore, but the name literally means "Fallen Ones", and it might point to how they have "fallen" from a hollistic view that incorporates all five colours in perfect harmony, and instead are now thrown out of balance by a key factor they now lack. Like i said, no idea if that gels with the lore of nephilim in Ravnica, but an interesting idea that could be followed up on if they wanted to revive the idea in other projects.
Getting a 5 color manabase is just a tiny little more difficult, than one with 4. Missing the fifth color is the bigger pain. So most who considers a 4 color deck for 5 minutes quickly „upgrades“ to 5 colors.
You can define 4 color by what the combonation is lacking -whiteless: independence, chaos -blueless: tradition -blackless: selflessness -redless: calculating control -greenless: disgregard for what was I think they could definitely print more 4 color cards but they wouldnt be factions. They need to print it as a hero or villain of the set. Showing their extremist pov emphasized their lack of completeness (lack of a 5th color). The same cards they print 5 color they can print 4. They did this with aragorn in the lotr set
I think a viable way to represent 4 colors mechanically on a card would be to have triggered abilities where the condition represents 1-3 of the colors and the effect represents the remainder. These can vary in strength as well, from simple boons to parts in unique and powerful combo engines. For example let’s take a creature in WUBR. The ability could be “this creature gains lifelink until end of turn whenever a spell is copied.” A somewhat generic Orzhov effect with a very Izzet trigger. Let’s take another example, this time in RGWU. The ability could be something like “whenever a creature enters the battlefield from exile (something found mostly in Azorius, sometimes Bant), it gets +N/+0 and it fights target creature an opponent controls (something very Gruul)”. These might make cards hard to synergize unless they all follow a similar pattern in a color set, but there are so many MTG cards that I’m sure there is enough that you could make archetypes out of them.
Using what is absent as an identifier for the 4 color factions does seem a bit too vague and the in-game cost restrictions of a 4 color card makes things rather difficult. One approach could be to narrow down the overlapping focus of the 4 colors, like how the wedge and shard cards have a dominant color and support colors. One could even integrate hybrid mana symbols into their costs / abilities to further support the idea of 1 or 2 colors having more influence.
Well because the 4 color combos are defined by what they are not, so you could make a story line about them coming in contact with the last color, for instance and ink based faction could be shocked by a black individual not wanting to be a part of what they would call an ideal system And a dune faction might be confused with a blue individual that wants to be all knowing and isn’t satisfied with what it is given or what it can take Or something like that But I see your point Edit: and I mostly think of the 4 color combos as a more well rounded version of the 2 color combos that are opposites to the missing one So: Witch: azorius but with a respect of nature and power Ink: selesnya but with individual freedom and progress in mind Glint: rakdos but with respect for long term sustainability Dune: gruul but with structure and deceit Yore: dimir but with passion and hierarchies
Other then that as far as I am aware the general theme of them are: Witch = growth at the expense of the individual Ink = altruism at the expense of personal glory Yore = artifice at the expense of kinship Dune = aggression at the expense of forethought Glint = chaos at the expense of peace
Thematically the anti-missing-color-ness would do well to represent a core identity for the four color sets, as others have stated. WotC has been smart to avoid dipping into this because there are fundamental caps to how many distinct and interesting options that would fit these areas exist mechanically. On mechanics, hybrid mana can salvage a lot of the fixing issues for limited, though it would be a hard design challenge to make cards that fit potentially several factions in distinct ways. The “if you paid {N}” effects from Shadowmoor (IIRC) would work well on that front. Kicker effects that show color pair merges work well.
I think the other thing that greatly harms 4 color is all the color breaks and cracks that have shown up over the many years. If the single color identities were even stronger the lack of a single color could be more defining. This is also where I really like in commander the partners, because the partners make it feel like you're having those 2 separate identities team up. Say you have a Boros and a Dimir character in your command zone, to me it feels like those guilds teamed up VS a single entity definitely feels like ... a thing.
I would like to see WotC attempt to make a set of 4 color factions where different ideologies within the faction can be represented with hybrid mana costs (ex. a version of Yore Tiller mana could be U-R-W/B). From a thematic perspective, this could open 4 color combinations to be defined by three things: the dominant dual color, the color they lack as well as a conflict/balance point (the hybrid mana) within the faction. Using U-R-W/B, there could be a faction that prefers to augment themselves using new and creative technology, magic or some other unnatural means (to represent the lack of green and a focus on blue/red). The choice of W vs B could be the choice to use this knowledge to benefit society (ex. lifelink, protection from X/shield counters, -1/-0 counters, etc.) or to benefit the individual (ex. deathtouch, removal of protection, -0/-1 counters, etc.). While this would lead to some tricolors being represented more than once in a set (the split of UR-WB, UG-B/R, WR-B/G, WG-U/R and WU-B/G would have Sultai and Naya show up twice), this can be used to focus on the combination through the eyes of the dual color. For example, Naya from a WR standpoint could lean towards order (through unity) and passion leading to growth, strength and the protection of nature/home/etc. vs Naya from WG perspective could skew towards harmony with the natural world, but can be wild and destructive if the need arises. There are several ways that they could play around with each sub-faction and how the dual colors react without the influence of one color or changed after going through the filter of another. As far as mechanics, the hybrid mana could be used to limit what mechanics each card has active at any time (ex. "if W was paid, [card] gets [lifelink/insert white card effect]", "if B was paid, [card] gets [deathtouch/insert black card effect]). Alternatively, this could open up the option to use cards like the Khans/Dragons enchantments from Tarkir (let's call it "balance/conflict") to allow specific effects to be activated for each permanent. I will admit that internal color balance (i.e. too much blue and white mana representation as shown in my example for a split) could be an issue if it's not planned properly and not split between 2 sets, but I believe it could be done. I definitely agree that the current use of 4 colors can get muddy (as it's being combined on one layer), but we can have several awesome options if we adjust it at 3 different layers (much like paint with the concepts of color/hue, value/luminosity and saturation/chroma).
Do you think this is an issue that can be overcome?
Not really, no
@analyticalj8687 honestly I feel the same way, I mean I made the video, but I just think there are too many factors that go against the combo.
@@DiceTryIndeed. To further elaborate, my biggest issue with 4c is that the simplest way to define it (to me at least) is by defining it by the absense of a color. The problem with that is that defining anything by what its not way too expansive. If someone asked me what a banana is, I'd rather say that its yellow, rather than that it is not blue. You don't really get that privilege with 4c.
Yes there are just sadly so few 4 color cards and prob will always be. You could easily push all 4 color combinations in certain directions. Alsow fixing limited could easily be overcome with added colorless cards .
They’re not supposed to be competitive. 3-5 color combos were what originally made commanders with the elder dragons. I think the real issue is that we have commander in the standard competitive draft and it’s gumming up the competitive scene. I love them i see their relationship with their chaotic identities but if you’re competing then you pulled a dud.
I think 4 color is most identified by what it lacks. So all but black, should be the antithisis of black. The same goes for the other four combinations. It's reached the point of not being able to rumage through it's own bag to find anything solid, and must rummange through what it lacks to find what to not be, and not just not be, but to be actively antaganistic to.
I feel that the lack of one color is the only way to use 4 color. I agree.
I think MaRo said something along these lines on Tumblr too. It makes sense to me.
But right there is the problem. If a four-color identity is only defined by what it _lacks_ , then it would be inherently impossible to create compelling four-color factions.
For example, on Ravnica, the ten guilds are each defined by the combination of their unique pair of colors; they're not defined by the colors that they lack.
By contrast, if a four-color faction is to be defined by what it _isn't_ , then what real conflict can there be been, e.g, a Yore (WUBR) faction and a Dune (WBRG) faction? They have more alike than different.
That’s why 4 color cards aren’t a good idea. The game doesn’t need them and they don’t make sense and they are impossible to fit into a draft format.
@@genius11433 So the answer could be to focus on color-aversions, instead of 4-color mixes. Like, multicolored cards that can use any mana to cast or activate abilities, except the aversed color. Try to imagine *Sphinx of the Guildpact* , but anti green. So _"Sphinx of the Guildpact is all colors, except Green."_ Next, create factions that got elements of all colors, except the aversed color, like an Chaos-driven cards that are a twisted mirrored version of white, or that could have all the elements that could complements the white weaknesses, but excluding any possibility of using white.
It's not a perfect solution, and definitely could have elements that wouldn't be so distinct from other two color pairs, like Rakdos aversing white, but at least would opens space to focus the identity and philosophy on excluding any elements or ideals of an specific color. If anything, would at least count as a 4-color identity.
I feel like 4 color cards could work if they leaned really hard into the absent color, rather than pulling from the identity mud they have. Make them interact in interesting ways with the color missing from their identity. I dunno, maybe its just cope cuz i really like the nephilim for no real reason XD
The way I see it is, yes they lean into the color missing, but do it similar in the way they did the shards of Alarraa and have each be their own mini Plane
Yes, it's super easy, and these people act like it's some impossible task.
Exactly,
this is the resson I don't use the Nephilim names to describe the combinations, I use the names of the original Commander Precons that actually refer to the absent color ( The deck that lacks Green is named Artifice for example)
I'd argue they definitely already do that, at least the legendary ones. The Gay Kings are sans-Black, and feel that way, helping the entire table to nurture and grow, antithesis to black. Saskia is sans-Blue, shown through a lack of perceived forethought and cunning, simply there to hit hard without fail. Atraxa is sans-Red, which I think hold's the most weight because of their intense code in the story and feeling of rigidity in gameplay. Yidris is sans-White, the least chaotic color, which is very much the opposite of what cascade ball does (usually). And Breya was excellently put by another person's comment, with sans-Green being a sort of antithesis to growth, natural progression, because everything is just a sacrificial means to an end.
@DiceTry This video has very high production value for the most surface level analysis. 4 color cards are defined by the absent color. From a weird "what does this casting cost say about the character?" perspective, it tells us what they eschew to differentiate them from 5 color cards. This video reflects a very shallow interpretation of the color pie and what it means in the wider context of Magic: the Gathering.
What I think your missing about 4 color combinations is that there is a meaningful difference between lacking a color and *opposing* a color.
Breya makes a good example here. She makes new things and then breaks them dawn for temporary effects. You can frame this a few ways. Through black it can be the classic willingness to sacrifice for power. Through red it can be a representation of being impulsive. Through blue it can be a focus on progress and moving forward to learn more. Through white it can be a sacrifice made for a societal good (as in the flavor of selfless savior). Those, especially together, are all a bit flimsy, though. All for reasons you pointed out in this video.
But, frame it through green, the color of growth and conservation, the color of tradition and faith in the old ways of life, the color of natural and slow growth and the pervasive permanence of the wild, and it becomes clear what Breya is. Anathema.
Green can make sacrifices, bit never trivially, and never from producing mass amounts of disposable new things. Greater good requires the sacrifice of some significant and old, as represented with wanting to be used on thighs with high power. Survival of the fittest represent the natural rule of the powerful, an adherence to the ways of times long past the the preservation of such dynamics to this day. But the production of sacrificial, vapid, plastic things all for the sake of burning that away in search of a temporary and insubstantial benifit is *never* something green can do.
Breya isn't allied with white, blue, black, or red. At least, not to the same level as she is *against* green.
That's what a four color card should be. Defined not by what they lack, but by what they oppose.
At least, that's how I'd handle it.
That is a very interesting way to look at it.
So, according to your reasoning, atraxa is the symbol of relentless and methodical expansion, assimilation, and homogeneity (proliferate enough, and a 1/1 and a 4/4are pretty much equally dangerous).
Saskya is the embodiment of strength and conflict, cutting off the self-reflection of blue, and the kings are the emblem for selflessness and community, while Ydris is mostly chaos.
@@riccardocalosso5688 No, they are more defined by a strict opposition to the color they lack. You *can* look at Atraxa through that lens, but I think it gives less of a sense of her identity then saying she is the antithesis of Red. Her steady proliferation over time in a wide spread and predictable way is in opposition to the impulsive and immediately gratifying things Red represents. She's slow and consistent, not because her colors represent slow consistency, but because red is almost never slow or consistent.
Same things with Saskia, The Kings, and Yidris. Saskia picks one person and stubbornly ensures everything she does also hits them, staying to a single course of action with no room for it to progress or improve is antithetical to blue. The Kings give away with great charity, never relenting to selfishness and helping all prosper even if it can be to their own detriment, something the self centered and pragmatic black mana would never allow. Yidris is a bit more subtle, affecting your deck building. Because he makes everything cascade he wants proactive spells that work in most boardstates and discount themselves, eschewing boardwipes more then most commanders and forcing the cards in your deck to work independently of one another fairly well, the opposite of what the fair and social minded white mana desires most.
That's the framing I am proposing is the most useful for understanding 4 color identies, anyhow.
@@tylershannon9319 I just wanted to point out the irony of what you said when Proliferate Atraxa in Commander or Brawl is popular in aggro Poison strategies, even if there are other ways to take advantage of proliferate that are control or midrange.
Thank you! I was trying to find a way to put this as I was falling in love with Saskia's design within the ludo-narrative, as she perfectly embodies the antithesis of blue, with vigilance and haste, she gets on the field, goes right away, and simply does not stop; and-due to the wording of her other ability never specifying it ends when she leaves the field-the most efficient way to make use of her other ability in a commander setting is to let her die to recast her again and again so you can eventually have all of your opponents targeted at the same time, while doing your best to land as many big hits on any of them as possible to kill all of them.
Her playstyle is anything but logical, relies entirely on creatures actually landing hits(so a no on the technology front), cares very little about knowing anything about what your opponents are actually doing, and easily dodges inaction by a wide margin. Boom. Every blue keyword dodged expertly by the game designers while maintaining genuinely easy to understand rules text.
Might genuinely be one of the coolest card designs I've discovered recently, big W for the game designers in my opinion.
The Nephilim are one of those older, more unique creations from MTG's past that really made the planes in the game feel more creative and unique compared to standard generic fantasy worlds.
Also just have a few more aspects of the plane that weren't directly tied into the "Main Plot" of each set is good for world building.
I agree you can't do a four color set, but I do think a set featuring 5 four-color villains, or even a story arch across multiple sets featuring four-color villains warring across the multiverse would be interesting. Less impersonal than the Eldrazi, but more impersonal than someone like Bolas. It would be impossible for any of them to come to terms with one another because they are defined by the absence of a color that all of the others possess. Make them apocalyptically powerful. Could be good stuff
I really like the idea of sneaking a handful of 4-colour cards into each set. Even if they're very powerful they'll almost certainly be a trap, but there will always be that temptation to try and make them work.
This requires wizards to start using their own IP again
I think that hybrid mana symbols can give us a set based on four color fractions. So basically a creature for U/B G/W is quite easy to cast, easier than quite usual UG creature, for example, but it is four colored and it does not require to use complex lands to cast it.
This fits so well with the idea that 4colors are more about the lacking color, and that the present colors being somewhat interchangable
I agree with this. Even if you're casting something like U/B,B/R,R/G,G/U, a 4 color card, you only NEED two opposing colors to get it into play. Hybrids make multi color cards much easier to cast with a weaker land base, and more deeply defined by what they are not rather than what they are.
Or doing 2/3 of the colors in the cost and the remaining in activated abilities.
The way I’d interpret making 4c cards in both philosophy and gameplay is identifying and playing with the missing colour. (It’s probably the only reasonable way you could, without making keyword soup cards)
In the philosophy sense, being 4c means you’re almost willingly disregarding an important piece of the whole pie. Because if you’re strong enough to become almost perfectly balanced, why would you NOT be 5c? Unless, you chose not to be; 4c cards are in my mind, defined by their zealot-ous denial of the colour they’re missing. Omnath is the best example that they’ve made imo. In his prime form, he was missing black because being a locus of creation doesn’t lend itself to black very well. Only when corrupted by phyrexia did he become “balanced”, and in doing so became the locus of all. (Atraxa is also a good example, since she was designed by Elesh Norn to be the ideal phyrexian, without the rebellious-ness of Urabrasks influence)
In the gameplay sense it’s significantly harder in my mind. The biggest issue with 4c cards that I see is their propensity to just be lumped in with other 5c cards. Similar to the arguement of “why not just be 5c”. The way I’d imagine you’d have to do a 4c set is to actively discourage using the 5th colour. Cards that have powerful effects, but only if you have the correct colours. The simplest way I could think is like Wild Nacatl or Kird Ape. Cards that have bonuses for having the correct lands, but tack on a massive downside if you have the incorrect ones. (ex. A green creature that gets +1/+1 for each of Plains, Mountain, and Swamp, but gets -3/-3 if you control an island)
There are many issues and design challenges with that style of design, especially in limited, but that’s how I’d do it.
(Stuff in brackets got edited in)
The lore explanation of Elesh Norn creating Atraxa for that reason was news to me, and that was pretty sweet to learn.
I feel like the new dominaria set actually set a good precedent for a 4 color set. It gives bonuses based on the number of basic land types, encouraging the use of more colors. Yes you would be handicapping yourself a bit to not splurge for the fifth color, but you’re still getting something out of additional colors
@@Poenasyeah, but main problem that OP rings with gameplay mechanics for 4c is that you want to create some way to reward for 4c decks to stay 4c (other than just a usual consistency that you gain with bringing less colors into the mix). Yeah, you could use domain in non-5c decks, bant control for example use leyline binding a lot. But still you get more bonuses from gaining all colors. And it would be cool to actualy see a mechanic that would work in 4c decks and not work in 5c and not only that but even punish you for using it in 5c, like in example from OP comment maybe creature would gain +1/+1 for each needed color but actualy gain -5/-5 or some drawback effect like defender when it get "affected" by 5 colors/opposite color. Or other interesting, but clunky effect that was mentioned in the comments is blocking one color at all, like a good UBRG creature that dissalow you to gain White mana at all.
@@Dreadnote-pf7of There's also some colorless creatures that get bonuses and penalties depending on which/how many colours you use to cast them. I can't remember any of the names, but one had the effect of gaining +1/+1 for each 2 (I think) G spent and giving your other creatures +1/+1 for each 2 W spent
That's actually not why Atraxa is 4 colours. Atraxa was *supposed* to be 5 colours, and Urabrask *refused* to participate in her compleation. Atraxa lacking red isn't a realization of perfection by rejecting red's desire for freedom and rebellion, it is the absence of perfection *caused* by red actually exercising its freedom and rebellion.
Do the four color combos lack an identity simply because they don't have the cards for one to form. I'm not saying that they should just make more four color cards, difficulty aside, but you can't fix something without working on it. Other colors and color combos formed an archetype because more cards were made and the parts of the identity that didn't fit were left behind. We have orzov mechanics because we have orzov cards. I don't think multiple factions of four color combos could exist in one set but maybe a set with one dominate four color faction and the lacking color being some sort of rebel/outsider faction. I have no idea just sharing my thoughts. I didn't even think about this till your video, thank you.
This is totally valid, I would love to see them make some more cards simply for the examples, but as someone who spends a lot of time making videos about the colors pie, even I have trouble locking down their identities, without simply looking at the color that is missing.
The enemy pairs feel, to me at least, like the guilds defined what they mean.
You can look at the ally pairs and go "Oh, red and green, both make big creatures in the form of dragons and beasts. So Gruul is big aggressive stompy stuff."
But green and blue didn't mean +1/+1 counters until the Simic guild was a thing. Why does Red and Blue immediately make people think spellslinger? Because that's Izzet.
Personally I think 4 colour should be designed around Uncolor (So GWRB is based around being "Unblue", for example), but a set that gives each quad a keyword could really help.
While I more or less agree that a strict four color card is more effort than it’s worth, this is exactly why I wish they would stop being cowards about partner.
I don't think it needs to be fixed. The idea of 5 linked planes that are each missing one color sounds fascinating. The set could still be 5 colors, and aimed at 2 colour decks, but have 5 major factions. Sub factions that exist in two planes at once would be a way to help limit the keyword soup. It's almost infinite though, and way a color influences the others would need to be the focus.
"The idea of 5 linked planes that are each missing one color sounds fascinating."
So, Alara, but probably worse. Got it. Genius.
@@StarkMaximumAlara doesn't own the idea of multiple linked planes. Whilst I think it's a really cool place (and really am excited for its return), you can definitely do another place with 4-colors as well (alternatively if you really want to keep it different, make it continents / countries on one plane)
i think the best 4-colored creature thinking about lore is Atraxa. She was created by the power of four Phyrexian Preators and who was the lacking Preator is obvious, when we see her colors.
Shame she was just a glorified miniboss who got killed by a falling building in the actual story.
@@DarkinBladeGamingBeing impaled by a girder is a good way to die. It's a warriors death.
She also falls into the antithesis catagory by the fact that the one color she is missing, Red is the color of freedom and chaos, which while her cards don't scream that the lore certianly does
@@lunermist4039 Umberask betrays the praetors as well. (The mono red praetor)
Atraxa is just a generic good stuff card tho
Personally I believe the 4 colors can really embody a playstyle and a show a distainment cycle for what the missing color wants to do. For instance you could take a Dune Eye Color card missing blue, and make it a massive pain or enchantment penalty for drawing cards for everyone involved, attack what Blue holds dear, knowledge and buying time. Every turn this cost grows and grows until the desert dries up all resources and hopes.
The Glint Eye one could parallel with life gain, a bit of a call back to your previous video where you could have this creature steal the life that would be gained from someone making it bigger and bigger. That along with protection from the missing card could pose a really really big scary threat. There are so many untapped potentials with the identity of vindicating and treating the missing color as the strongest identity rather than homonginizing the other colors for a single unity in their similarities or differences, its taking what is not inline with them and villainizing it.
I could imagine doing a four colour set in Ravnica as a post apocalypse survival set, focused on guild alliances, so two colour pairs that don't share a colour teaming up. You could do this with fun things like some new split cards with Fuse, with each side of the card having a guild mechanic and colour, and if you have the 4 Colours to play it it becomes a powerful value card.
Split mana symbol cards, treasures, Quad lands could make it work, and to avoid 5 colour soup you can have colourless cards reward for playing exactly 4 Colours (4 colour adamant?). It might be the example of something that shouldn't be done just because you COULD for a designers ego, but something fun/playable that could invoke the feeling of Guilds working together like War of the Spark did for a cycle of uncommons.
9:12 there is a lore reason why atraxa was 4 color and it was supposed to be because urabrask defected from elesh norns leadership.
Was going to just put this in the background, but your arguments were so compelling that I stopped what I was doing and listened. Great video man.
Is intresting that people prefer to name the 4 color combinations from the Nephilim rather than the 2016 commander precons.
Don't get it wrong, I understand that the Nephilim came before and they are iconic, but i Believe the precon names are better at describing the basics of the combo:
{W}{U}{B}{R} "Artifice"
{U}{B}{R}{G} "Chaos"
{B}{R}{G}{W} "Aggression"
{R}{G}{W}{U} "Altruism"
{G}{W}{U}{B} "Growth"
I think this is the case because they are named after the missing color, for example artifice is the absence of green, a color that respects nature despises unnatural creations and progress , so it makes sense that the absence of green would create a combo that is obsessed with artifacts, science and learning how to use them in all possible scenarios.
If you think it like that, the 4 color combos can be as simple as the monocolor, they are defined by one simple idea and develop it to every possibility.
I really like the IDEA of 4-colour combinations and I think they can sometimes work well. I think Atraxa is a great example, embodying Phyrexia in such an effective way through being defined by a lack of red-mana. No individuality, no passion, no fire. Hard and cold and cruel. Breya's also good, embodying her own self-removal from the natural world (green) to the point where she's entirely hollow and mostly metal.
With all this said, I don't think it always works out and it definitely seems very hard to make any kind of broader faction out of 4-colour combos, though I'm sure it'll be tried at some point.
Ever since they introduced 'party' as a mechanic, I wanted a yore (wbur) commmander for it. Each color representing a card type; white for clerics, blue for wizards, black for rogues, & red for warriors. It just seems so flavorful.
I have designed two sets of a block where two 4 color combinations feature as factions, you can find them easily (Wastes of Veldmar and Defense of Veldmar, the first set only has one 4 color faction).
We could get into a discussion about how I tackled the problems of multicolor design and storytelling, if you like.
Sounds cool.
What's the story/lore of the plane?
@@eightywight Veldmar was controlled by the Ancients a long time ago as a construct factory in their war with the Tolgath (connected to Homelands / Ulgrotha history). Much later after the Apocalypse Chime had rung and damaged Veldmar, a rift from Shandalar brought new life to Veldmar. Eventually, Nicol Bolas established a powerful branch of the Infinite Consortium on Veldmar, which survived even after Tezzeret took over and then Jace. Without any guidance or planeswalkers in recent years, the Consortium has depleted Veldmar's resources with pollution and war.
What’s going to end up happening is what always happens, and that is cards are just going to become so broken that you most likely will win in 3-4 turns. I can see four color combinations taking these ranks accidentally by attempting to make them unique mechanically and creatively.
Good video over all. I really liked that you pointed out at the end the difference between real world complicated humans (I tested Inkmaw on the quiz you've promoted in the past) and characters in media, who need to be somewhat simplified for the sake of processing and purpose in the story. I do wish we could do one more 4 color commander set with factions just so we could have better names for the combos (never been a fan of the nephilim names tbh). I do agree there's no way to do a regular set that could support four colors well.
I think a commander set might actually be the only way to do it. They wouldn't have to do a bunch of factions but rather 4color characters from different planes
I mostly just want the factions for names 😂
@@DiceTry To add onto this idea, any defined character could then be given that extra 4th color based on them being corrupted/compleated (black) or being enraged (red) or enlightened (white), for ex.
I was thinking of Nissa being given Simic and Golgari colors in different sets in regards to this.
Or heck, they could even do more teamups like with March of the Machine. That's practically begging to be explored. Then you can easily have 2 characters from 2 color factions in one card for 4 colors. And then you add distinct effects based on each 2 color faction, almost like what they already did with teamup cards.
I've never taken a quiz about it, but I'm confident that I would be Witch. Red is the most difficult color for me conceptually, and I would have a lot of difficulty building a mono-red deck. Paradoxically, I really enjoy Dimir and Selesnya more than any other color pairs.
The reason why 4-color cards are a problem is because in Magic’s CURRENT design policy they are difficult to use. Magic changes all the time though; a great example was that Aragorn card. Back in the day Magic’s leadership would adamantly push against community requests for crossovers with other properties, something that has definitely changed. If someone postulated a design concept for 4 color cards that was satisfying enough, or, something changed within MTG’s color pie identity (something that happens very frequently) we would start seeing more 4 color legends with the quickness. In fact, as this video points out, we already are.
There's one major problem with true four color cards that people almost never mention: The problem of needing FOUR mana to even start playing the things. In most games, by the time you get to four mana, the game is almost over.
Solutions to that require fiddling with the mana cost symbols: Hybrid is one way to do it.
An "any mana except this color" casting cost is another. Then you add upsides if you have various mana types available. The problem with THAT is that it's almost that same as just having artifacts everywhere.
So personally I think it's at its best when it's joining two pairs of colors together. Like Ravnica team up cards where you have a White and Green guy teaming up with a Red and Blue guy, or whatever. Meld is also an obvious way to go with this. It doesn't really have to be good or show up often (the mechanic itself is inherently weak), but it does have to be *cool*. Has to stand out.
Glad you covered this,cause while we may be a combo of 5 colors,the majority of people I think express 1-3 colors in how they come off in terms of philosophy,I have white and black in the quiz that shows off your color philosophy,but it's so small it's really insiginificant,and if i ask others they would be like i see the red,green,and blue in you,but as for white or black it's not really there even if I have like 1 trait from each of those colors
4 color can also be viewed as 2 color pairs combined. Each pair has mechanics that represent both sides simultaneously (especially in Ravnica). Two of those mechanics could be put on the same card. Likewise with creature types: an Ape Assassin, Bird Berserker, or Snake Samurai would demonstrate this well. 4 color's main problem is that it really needs mana fixing, but doesn't have access to it like 5- color decks do.
Nice examples bro
For me the 4 colours identities should be: Opression (green-less, the response of W, the obsession of control of U and the tiranny of B and R), Grotesque (white-less, chaos in body and mind without the order of W), Rebellion/Freedom (blue-less, freedom in all his form, W care for others, B selfishness, R emotional, G living), Awe/Wonder (black-less, the blinding light of W, understanding of U, expression of R and the natural wonders of G), Stoicism/Resilience (red-less, the protection of W and U, the persistence of B and the strenght of G)
Some of these choices are really odd. Why would Oppression include the color of freedom, spontaneity and choice, and not the color of "the natural order" and "fate"? Meanwhile Rebellion for some reason lacks the color of knowledge and study, rather than the color of order and society? Does red not being included in resilience imply that they lack the ability to make the meaningful change they try to institute?
@@Dieonceperday red can be the color of freedom but it's no it's only aspect, it is very aggresive, it can induce fear (can't block mechanics) and it's used by warlords. For rebel/freedom the biggest aspect of blue is control (over others?), W is che common colour of the good guys against the tyrants and oppressors, and rebels is a W tribe. I consider red-less a difensive combination, a lack of aggression so Stoicism: endure adversity and emerge untouched and unfazed so yes wubg would lack change. Resilience is synonymous of resistance/outlast not change.
@@umbertosambo6040 Except white is also the color of tyrants and oppressors, though. Religious Orthodoxy, and I mean, look at Elesh Norn. Green representing the natural order, the rule of the strong, and the power of fate make it way more pertinent to the themes of oppression than red, imo. If anything, being without green should be industry. Civilization unbound by concern for nature. Creativity, ambition, the pursuit of knowledge and creation, and the rule of man all flourish while the world withers away underfoot.
@@Dieonceperday I see wubr as such: W do x to an attacking or blocking creature, U tap/counter, B discard/duress and R oppression effect. I have taken this aspects of the colours and together seems to me to fit in the oppression theme, at the end of the day is arbitrary and subgetive, plus I would be displeased to tie a quadricolor identity to a colorless theme.
@@umbertosambo6040 So...they're oppression because of having control effects rather than anything to do with their actual colors? It feels quite clear that each color has within it the potential for tyranny, so linking that to just four of them is a bit odd. Why does lacking green somehow make everything else tyrannical?
I find it better to depict 4-Colored entities as less of individual characters and moreso forces of nature that, like most other commentors have pointed out, act to deny the color they're missing a place in their respective ideals of a perfect world - each of the nephilim focus in on this ideal to great effect, and every character (except Aragorn, Saskia, and the Meletis brothers) are shown as clearly being above natural order to some extent.
Breya acts as a force of nature with complete disregard to nature (green mana) itself, seeking to convert everything into a metallic artifice world of perfection.
Omnath in its Locus of Creation form is a titanic mana elemental that pulls from all corners of Zendikar's world, defending the land from turmoil and desecration (black mana).
Atraxa is engineered to represent everything that New Phyrexia stands for, whom of which seek to destroy the freedom (red mana) of the other planes and assimilate all into one.
Yidris achieves a Force of Nature status by very literally wielding chaos itself to destroy the foundations of order (white mana) across the multiverse.
A Dune-Brood force of nature would likely seek to bring order in ruin to all things founded by human innovation (blue mana).
While not being great cards mechanically, I think the nephilim were some of the best creature designs in MTG history. The art was fascinating to stare at.
There's a bunch of comments on leaning into the missing color but in my opinion that doesn't really work because the colors share too much between eachother. It does work sometimes but it's very specific I think and there's not a lot of design space. Thinking about it when it comes to keywords most are shared across multiple colors. Flying in 3+red, lifelink in black and white, deathtouch in black and green, menace in black and red, trample in red and green +black. Other identifying mechanics like drawing cards is available to everyone in some way, discarding cards is red black +blue, gaining life is black white and green, dealing direct damage is red black +white, exiling cards is mostly white but everyone can do it every once in a while. Even counting cards is both blue and white. Tapping down creatures is blue and white. Artifact synergy is often blue and red. Enchantment synergy is mostly green and white. The most well defined things come down to blue counting cards and red dealing direct damage which i mentioned black also does. How do you design a card that specifically doesn't counter things? every non counter already does that.
I think atraxa is fine because she's got 4 keywords that fit into black and white and I consider proliferation to be mostly a blue and green mechanic even though it's in every color in some form. She doesn't have any ways to deal direct damage or haste or trample or menace so she is missing any red adjacent flavor. Im not trying to say it's impossible to make a card that lacks any aspect of one color, but I'm saying it's very limiting. Very difficult to make something mechanical unique and interesting that way. I think absence is a great way to take the idea for sure but to me it's like a song that is too long with too little rest, it's too much all at once and it doesn't have the room to let the absence of sounds contextualize it.
It's just gotta be done more elegantly than the Nephilim, who focus too much on trying to do things that all of their colors do. The 4-color precon commanders absolutely show off what you can do by focusing on doing things their absent colors do NOT.
Yidris selfishly causes destruction and chaos, simply to display their power - something the orderly and peace-striving white mana disdains.
Saskia rushes forth and bullies everything in her path with sheer strength, never stopping twice to think about her actions - antithetical to the inner reflection of blue mana.
Kynaios and Tiro act selflessly, giving unto others when they benefit themselves - black mana, who loves to exploit and betray for selfish benefit, is not represented.
Breya creates small, expendable artifacts for small, short-term benefits - something that pure green mana avoids, preferring long, sustainable growth and meaningful sacrifice.
OG Atraxa is arguably the weakest of the bunch in terms of anti-alignment, but her four classic keywords and proliferation represent a personal, selfish quest for her vision of growth taken slowly and patiently, over the course of multiple turns, while having a stable, hard to answer core in her solid creature body. Red mana's focus on big, flashy, short-lived effects and impulsive action are left out.
Mechanically 4 color has the massive problem of "well thats just going to develop into a 5 color deck". Philosophically though, I find 4 color fascinating. The big question with 4 color isn't going to be "what do these muddy 4 colors represent?", no the real question is "what is it that these colors lack?". A question I recall you yourself asking many times when going over the 3-colors, though it becomes even more pronounced in 4. I started thinking about 4 color when another question dawned on me: "If we have planes represented by 3 colors, then what would a plane without Black mana be like?". The answer I realized, is that it would be overwhelming. White and green dominating the world with red and blue having to bow to their whims. Its people's sense of self would be destroyed and all would be done for the sake of the whole. Creativity stiffed, passions and learning quashed for the sake of maintaining tradition and order. A world without Black wouldn't be a world without selfish horrors Black is well known for, it would be a world without rebels, a world without hope. 4-color planes are truly planes defined by what is missing, what pains the world. The thing it's starving for and needs desperately if it is to last.
But isn't red traditionally the color of rebellion (even the Phyrexians couldn't remove that aspect from it, Urbrask being the major rebel within the Praetors siding with the native Mirrodins) and mass destruction (of the cards that wipe out everything including lands only exist in red)? why would white and green be dominant? Worldfire, Apocalypse, Bearer of Heaven and Obliterate are all in Red mana with the only other one being colorless (worldslayer). Red is the one willing to push things far enough that it will glass the plane to reset everything back to zero if it means the downfall of a tyrant. Every other color removes everything *but* lands, Red removes the lands as well.
Black isn't the color of rebellion, it's the color of treachery, of ambition, of sacrificing others, of death and decay (hence why it naturally pairs with green as it's the cycle of life and death, growth and decay).
So yeah it makes no sense that missing black would result in that world, in fact it would be a world missing *red* that results in that. A world missing in black means that red becomes 'a rebel without a cause', there's no ambition behind it they are just rebelling because that is what they do.
A world missing red is the one in stagnation, there is no free thinkers, nobody to question the order of things, nobody with the passions to rebel against the status quo.
@@luketfer Black is the color of selfishness by nature and it's direct opposites on the color chart in mtg are white and green, the colors of tradition, society, and nature. Red's nature is that of passion and strong emotion, which is why it's right next to Black. Selfishness has it's place in a world, as with it missing traditionalism and nature get to run wild with a "give yourself up for the whole" mentality. Passions and freedoms become quashed in a world without even so much as the good parts of selfishness. Studies and intelligence become restricted without the pursuit of the selfs knowledge, replaced instead with the doctrines of the ruling society. To denote Black as simply the evil parts of it you ignore the value of the individual, of rebellion, and it's ability to challenge the overwhelming light of an unchecked and dominate white and green. I highly recommend both looking at the color pie of mtg and watching this channel if you want to understand the whole nature of the game's philosophy.
I was thinking about this, the answer could be to focus on color-aversions, instead of 4-color mixes. Like, multicolored cards that can use any mana to cast or activate abilities, except the aversed color. Try to imagine Sphinx of the Guildpact , but anti green. So "Sphinx of the Guildpact is all colors, except Green." Next, create factions that got elements of all colors, except the aversed color, like an Chaos-driven cards that are a twisted mirrored version of white, or that could have all the elements that could complements the white weaknesses, but excluding any possibility of using white.
It's not a perfect solution, and definitely could have elements that wouldn't be so distinct from other two color pairs, like Rakdos aversing white, but at least would opens space to focus the identity and philosophy on excluding any elements or ideals of an specific color. If anything, would at least count as a 4-color identity.
My view on 4 color is to ignore the missing color entirely and build the identity around two color pairs interacting.
(UB)(RG)
(BR)(GW)
(WR)(UG)
(WU)(BG)
(WB)(UR)
So instead of figuring out how 4 colors represent the absence of one, you figure out how two color pairs can interplay with one another.
With the Nephilim from Ravnica, however, I always liked the idea of them basically being plagues that left behind worlds devoid of the missing color.
Another way to define them using the arrangement of the Nephilim's mana costs is to take something the missing color would despise, the inner allied pair would support, and the outer pair would opppose inflicted on themselves but would inflict on others (or would criticize in others while being guilty of it themselves)
WUBR: Invasiveness
UBRG: Myopia
BRGW: Ignorance
RGWU: Immutability
GWUB: Passivity
Honestly that is a valid way to go about it
From my experience, this is more complex to do than you think... it would be a lot of work to identify what those factors are, and then it also begs the question then, what about "inner-outter" so instead of your UBRG why not (U(BR)G)? There is no real difference between the two sides, which also gives breathe to more questions on how to work it, as you could even do (BG)(UR) as well.
@@AdderMoray your second one is onto something, I go in depth on my own comment on something which touches further on this, in a possible way MTG can do this better.
@fenrirsilver6441 The answer to "why not X instead of Y" is simply "because we went with X." As long as you represent all ten combinations, which pairs shows up in which set of four is not only irrelevant, but serves to demonstrate how you can not only differentiate 4 colors from other 4 colors, but 4 colors from other permutations of themselves. Because, using UBRG again, An information hoarding biotruther fundamentalist (UB RG) is much different from a Mad Science Death Cultist (UG BR)
I like your take on the problems with designing and even focusing a set on 4 color cards. A fair number of the cards that are 4 color do feel like they pushed an extra color into the identity becuase their was a demand for it rather then the card actually reflecting the color identities. You also show a good point of the trouble to making a card's colors really reflect having the 4 colots or lack of that 5th color without becoming "keyword soup".
I think a good way to make 4-color cards work is to put some of the colors on the card's mana cost and some on their abilities.
I like the way you described how the color pie works on real people. About how some people could just be 5% of a color but it is still part of them. Going with that analogy to real life, a person for example may not identify themself as an athlete but if they can play sports, that's still part of their identity.
This is already a thing with Kenrith, the Returned King. He identifies with white, but as High King of Eldraine, he has abilities that represent each court. Granted, his abilities are very similar to keyword soup, but this is a design space that could be refined and be applied to 4-color cards.
Imagine a card with a Selesnya mana cost. A person that finds balance in civilization and nature. On its rules text are two abilities: one red and one blue. The red ability is the manifestation of when this character leans too hard on their green side. It represents the raw and uncaring power of natural calamities. The blue ability is the extreme version of this character's white side. It represents the reliance on ingenuity to augment oneself with creations that could only be achieved through studying and practice.
I don't think the complexity problem of 4 colour combinations can be fully solved, but there are two ways to make it a little easier for a specific faction or other entity:
- Taking only 1 aspect of each colour and using that instead of everything the colour represents. This would make it not as much more complicated as a two colour combination, as each colour usually brings 2-3 aspects, from which 1 or 2 might be dropped in a combination with other colours.
- Focussing on what colour the combination is lacking and instead of defining it by the combination of colours instead defining it by what it's opposing. Tho this might fall into the risk of being close to the combination of the two enemy colours of the missing colour.
Really nice job. I had kind of felt like this but had never put it into words and you did so remarkably.
Aragorn is actually 5 colors. (They made him black)
This video has very high production value for the most surface level analysis. 4 color cards are defined by the absent color. From a weird "what does this casting cost say about the character?" perspective, it tells us what they eschew to differentiate them from 5 color cards. This video reflects a very shallow interpretation of the color pie and what it means in the wider context of Magic: the Gathering.
Aragorn as a multi-colour deck is cooperation , he utilises the many strengths of his allies to fight off a destructive power hungry force; a very black mana ideology. I would say that Chromanticore a five coloured creature is more befitting of the phrase "keyword soup" as Aragorn only uses one keyword in one of his effects.
You're spot on. One of the biggest issues you touched on is the lack of identity, mechanically and flavorfully. That's what really limits it. Four colour cards either feel like: Not one colour, three colours with one tacked on, or just a mess of everything. They also don't seem to have much in common. I do hope wizards will figure it out though. I think four colour cards are better in small quantities as you alluded to. The one area I disagree with is the idea that four colour lands would break eternal formats. Although I don't think they would be great for standard, eternal formats already have such powerful lands like the tricycle lands and mana confluence/city of brass. If made correctly they could be balanced. (I would suggest they not be fetchable though.)
I forget where I saw this, but I heard different names for the 4 color combos based on the color that is lacking.
WUBR - Artifice
WUBG - Growth
WURG - Altruism
WBRG - Aggression
UBRG - Chaos
This is really demonstrated well with those 4 color commander precons. Atraxa proliferating, Ydris making everything cascade, and Breya being everything an artifact deck needs.
I really like the 4 color combos flavorfully because of this.
Mechanically, though, this really only works for commander or really cool one-offs like Atraxa, the Grand Unifier.
I think as time goes on we can get more robust definitions for these philosophies, and perhaps each will end up having multiple possible interpretations. Take Altruism, for example. Would we consider it through the lens of Naya+Bant, having the allied pair of green and white be the bridge between red and blue? Or would we think of it more as Temur+Jeskai and try to explore something there? Could this way of thinking even apply to color pairs and we think of it as Azorius+Gruul? Who knows.
Glad you touched on this topic, one of my favorites.
I don't think you mentioned this in the video, but one of the main responses that Mark Rosewater gives when asked about the lack of 4-color cards is that it's hard to justify not doing 5 colors. You don't have to worry about the excluded color, you can fall back on past representations of 5 color, the card will do better as a standalone card (whereas a 4-color card mildly implies a cycle), and so on. 4-color cards *can* happen, but there has to be a good reason; 5-color cards can just happen.
I’ve never seen those four color lands before but immediately the first thing I notice is how each mana drawback is reflective of the color
After a couple of minutes thinking about what one can do for four color cards, I came up with this: use one pair of color's "theme" as the activator, and the other pair as the "Effect". For example, a card that when you cast an Instant or Sorcery, you put a 1/1 creature on the field, or put a +1/+1 counter on a creature; that would fit a Red/Blue/Green/White card.
Additionally, one could closer hone in on its identity by what the "pay either or" of two kinds of Mana; a mechanic that's been around a long time, and has been described as "using the edges of the color pie for identity rather than the whole slices"; as such cutting much of the fat of its identity in favor of two very narrow themes within larger themes.
One may even be able to build an "arc", where the four-colors groupings represent a nation with the missing color being a "Shared Taboo", but the nation is split into Two-Color factions that are each vying for power within their own nation even as war between the nations approaches... And to simplify things slightly, each of the factions within the nation would take one color from one side of the color wheel, and another color from the other. (For example, a Red/Blue/Green/White nation having a Red/Blue faction, a Green/White faction, a Blue/Green faction, and a Red/White faction... Or if you only want to have ten "factions" total to prevent doubling up, only bring out the Green/White and Red/Blue factions for that nation.)
One method that may not have been mentioned is utilising a cycle spread throughout multiple sets. Similar to the "one example from a plane", you could also lean into the mechanical emphasis of the set to distinguish each member of the cycle from each other. One could also use this as a way to explore the effect the multiversal invasion of the New Phyrexians had on the plane.
For example, Etali got compleated by Phyrexia, which give us the opportunity to see a Witch-Maw card version of Zacama as it tries to make up for the loss in its Red mana rep. Granted, the main issue with using Zacama is that her base card is sort of a Nayan 'keyword/colour rep soup' of abilities.
I think it’s really about giving things unique identities using your own example a red, blue, green, and white card could represent the creation without destruction giving it a unique identity which isn’t necessarily present in the current setting.
One design space for the combination of WUBR is how it likes to fling spells and a focus on fire, ice, water, and lightning. My idea for a villain post-Nico would have been a archwizard that sacrificed his green mana for an artificial planeswalker spark, and would act as an overall neutral character, helping, hindering, or abstaining in events with the help of agents on differing planes. His focus could be summoning ice and meteorite golems, reducing color spell costs/channeling elements to create effects (cast a UW spell and make an ice token, cast a BR spell make a meteor token, etc.). It’d basically be the most wizard wizard to ever wizard and all specifically because wizards are seldom found in green, white is the runner up but has enough synergy with U as a spell-slinging/control color to fit thematically.
So four colors could actually focus on combining the qualities of specific color pairs it’s made up of! One WUBR card could focus on UW/BR while another on UR/BW interaction!
Just today I was talking about how you were never going to make a video on four-color lol. But I still find this part of design extremely fascinating and while I agree with a lot of your points, I just can't help but feel there must be a way to make these work 😂
There will be and I have an idea of how I might tackle it, just not quite there yet
There is an option, but it revolves around identifying what removing one of the colors from the equation creates. Like if you remove Black from the equation, what do White, Blue, Red and Green create without its influence and how do you establish what is essentially 5 new archetypes for that exist only in a medium or higher range deck, as all cards in that series would be 4 mana minimum and couldn't rely on colorless mana without betraying the theme. So then it becomes a matter of shifting the color balance as 4 different colors become 3+2x, 2+2x+2y, 1+2x+2y+2z, 2w+2x+2y+2z, 3w+2x+2y+2z and so on, and that bleeds into 5 different thematic directions that have to be considered.
Split mana can be used to make 4 color cards cost less than 4 mana. The split mana can be used to represent many things - sub-factions within a whole nation, majority and minority color-alignment (split mana likely used to denote the minor theme), or usually-opposing ideologies married through a third/fourth party.
Others have already said this, but I feel like Quad-color really only holds relevance if we first talk about Penta-color, or "Full Pie". What does it _mean_ to be Full Pie? Is it the same as or one step removed from the Transcendence aspect of Colorless? Is it the full reality of human existence?
I think that only after we talk about Full Pie can we talk about Quad-color. What does it mean to be all but one color of mana? What philosophies can we identify within the 4 colors used? What does that say about the view towards the missing color? While I strongly believe DiceTry is uniquely equipped with the knowledge to begin such a discussion, I also won't deny that it'd be a lot of hard work.
Part of the solution IMO is hybrid mana. We can keep the colour identity while making mana fixing a lot easier.
What I'd want to see more in 4 color cards in the future, is strong effects that are relatively similar in the 4 colors, with a strong downside or condition that must be met representing the missing 5th color. If Aragorn had "Whenever an opponent plays a black spell, (sacrifice, discard, something else that might be devastating or at least limiting)" then we have something interesting. Attraxa (any version) having "opponent's creatures have haste" or (for "baby" attraxa) "whenever you proliferate, opponent may deal damage equal to proliferation to a creature, planeswalker, or player without a counter". For commander at least, this encourages people to build decks to either minimize the downsides, or maximize upsides while being aware of the costs.
I take the view that you can look at any given 4-colour arrangement and still get at least 5 Philosophies from it.
It's like with Shards and Wedges, the philosophies of a Quartet are defined by which subset of three colors the 4-color arrangement leans towards to avoid the fifth.
If we look at Yidris, that card only makes sense on that chaos is the opposite of order; white. However, when compared to cards like Maelstrom Wanderer, it still feels like its missing something else. Red is cascade, green is trample, but blue and black don't seem to be represented at all.
I have heard of / thought of a few ways to handle four color philosophy:
* Focus on the color they lack/oppose, basing philosophy around some of the elements of the other colors geared towards something fundamentally antithetical to the missing color
* A coming together of other philosophy combinations. Could be two pairs that don't share a color joining their philosophies or three pairs each sharing one central color (for instance, dimir, rakdos and golgari combining into one faction). The first presents a combination of viewpoint or variable viewpoint, while the second would have one color's philosophy at the root tainting or being tainted by the remaining three colors. It could also be a shard/wedge with an additional detail.
* Closeness to real human experience. As you pointed out, humans are usually the five colors, but at different weights. While up to two colors you get a very singular focused identity, as you grow out of that you need to start adding nuance to get your remaining factions, and this is an outgrowth of that.
In logic there's a statement that "something cannot be two things at the same time in the same way". A car can be green and blue but not simultaneously if referring to same piece of it, there'll be some parts which are blue and others green, no matter how thinly divided. I think this could support the approaches for four color philosophy, for instance often a character or card in magic will have a color not due to their way of thinking but due to their abilities or the kind of creature they are. So you could have, say, a fire elemental with an Abzan philosophy or a mardur mind mage.
Furthermore, there's hybrid mana, which could be a way to have four colors without really having the full weight of four colors. After all, hybrid mana's philosophy exists entirely within the intersect of philosophies, meaning its range is about as limited if nor more limited, than single color philosophy, making it still distinct. This is kind of how I've come to see myself, actually, someone with blue, red and Orzhov. Not white or black, but specifically orzhov as a hybrid, with neither my white-aligned or black-aligned values being something I see as distinct or separable. To me the promotion of the individual is the defense of the many and the good of my group my own interests and well-being. I am blue and red by nature, and and orzhov hybrid by philosophy, all four colors existing in me in a sense, but applying to different aspects of who I am.
Though I can see a fair amount of options to tackle it philosophy-wise, mechanically it's much more of a challenge. The main issue is that any set featuring heavily four colors would turn into a five color set instead, as I don't really see a way to make the mana work such that it wouldn't be extremely easy to move from four to five colors and just play whatever the best cards happen to be, making things far too homogenous. So far the only solution I've been able to identity is quite the clunky one, which is hard-ruling through card effects that you exclude a given color. I think companion might be an approach for this, but it would come with the challenge of balancing companion in a way that is useful but doesn't break the game as the previous iteration did.
Because singular four colour cards have this problem, I look to the partner mechanic when figuring out what four colour deck I want to build with what style of play.
Also, there have been MANY limited formats where four color decks were not only viable, but common place. Recreating such environments would not be nearly as game breaking as you seem to think as it has already been done time and again throughout Magic's history 🤦🤦🤦
I am talking about factions of the set based around those colors, if you watch the whole video I say it's fine as single cards
@DiceTry first: super defensive response. Second: that's a distinction without a difference. The decks in said formats were routinely 4 colors, perfectly capable of running multiple 4 color spells, and the card sets used to construct them didn't break the game, or whatever melodramatic term you prefer, nor would a new set built to accommodate similar deck construction. You, by your own admission, simply lack sufficient knowledge of the game's history and the imagination required to comprehend the idea of people accomplishing feats beyond your personal limitations.
@@majinvegeta6364 "Oh my god they're clarifying what they mean, super defensive, chill out bro" also I'm pretty sure this is a lore discussion not what decks would be viable gameplay-wise.
Or at least, how to weave the lore and gameplay together in an interesting and satisfying way.
@@crowfadeclaw8568 not what I said. You are attacking strawmen. Do better
I like the idea for identity and philosophy of the 4 colors being about the failings and flaws of otherwise almost complete ideas. Being about the fatal missing components to philosphies that feel like they should work.
A lot of people pointed out the whole "antithesis" concept. That WUBR, for example, is more about being not-green than any of their individual colors. I'd just like to add that there doesn't have to be just one philosophy to each four-color combination. Strixhaven gave us (somewhat successful) variations on the enemy color combinations with pretty wild variations like between Boros and Lorehold. So I think you could build around four-colors by giving them *a* philosophy that doesn't need to be perfect and could be morphed to mean something else in another set/plane.
As for mechanics... yeah it's rough. I'd say you can build some four-color cards using hybrid mana to mitigate the mana base issue, but that's far from perfect. I'd love to see the design team take the risk with four-colors though.
One thing i think is missing is how 4 color separates itself from other 4 color combos. Its not a 1 color difference, it's actually a 2 color difference, Yore has red and not green where as Witch has green and not red; they share Esper, but they take it in different directions.
Yore takes the recursion and focus on the past of Esper and tweaks it with the passion and agression of red, while Witch takes the growth and focus on creatures of green and adds the focus on spellcasting and domination of Esper.
If you want to be specific, i think the nephilims exhibit a shard/wedge plus color design philosophy, Witch being green plus a little bit of Esper where as Yore is black plus Jeskai.
I think it's approach in the design exercise that helps here. In four color identities, it's not about what they have that defines them, but what is missing. What flaw does the lack of a color introduce? If they lack black, do they have no ambition? If the lack green, do they have no care for the natural? If they lack red, do they have no individuality? If they lack white, are they disorganized? If they lack blue, are they shortsighted? From a story and characterization standpoint I think this has a lot of depth that can be explored and give strong divisions between the factions.
But I agree the mechanical design points are more nuanced. Any limited environment based on Nephilim would end up being trying to just make five color soup each time and most likely have green as the strongest color with easiest access to fixing. It may have to be saved for a Masters type environment or limited to a story told with a set of commander decks.
I could see the combinations being given a broad stroke identity, like tokens, spell slinging, or interacts with exile and then fleshing out the factions to support those mechanics. Have a top level four color legend leader that does things like tripling the base mechanic, rare three color legendries with strong abilities that support an in identity ability, two color uncommons that provide minor support to an ability, and then mono color commons spread across those mechanics. Then you refine from there. Set your borders, then close in on the where the lines are drawn and where those lines blur. It sounds like a very fun challenge.
A few cool random ideas I had for how some 4 color spells could work:
On 2-color planes, like Ravnica, you could have a "fusion" card, where it's maybe an incubator from simic and an orzhov angel. This would be four color, and some of the identity issue would be solved by having the guild identities (although, this obviously doesn't solve the color itself having identity problems)
Another idea would be an existing card being "mutated" or "evolved" in a way. Think how Omnath kept gaining colors over the years. Or, you could have something like Gisath for example, getting "corrupted" by something, and adding black. Again, doesn't solve the color combos identity crisis, but it can add more four color unique commanders by taking the original card + the new color identity. Gisath as the example could be a dinosaur tribal, but it implements the elements of black like sacrifice/death triggers, or -1/-1. Could at least make for some cool commanders to play around with
I actually design custom four-color cards by defining their identity through the one color they lack or oppose - either by having the other four emulate it within the confines of their own color space, or by having them oppose or set themselves apart from it. Here's an example for the former:
*Break the Shard* (from my blue-less four color "War for Ardu" custom set)
Legendary Instant [M] 1BRGW
Choose one or more -
• Return up to three creatures you control to their owners’ hands. (white emulating blue)
• Draw two cards and you lose 2 life. (black emulating blue)
• Mill 4, then return target card from your graveyard to your hand. (green emulating blue)
• Creatures your opponents control can’t block until the beginning of your next end step. (red emulating blue)
Honestly, A four color faction would focus on a mechanic that the missing color struggles with. For example, green often doesn’t have strong/consistent creature removal (fight/bite effects often require you to have a big enough creature, which isn’t consistent in my opinion), so a green-less faction might be a control strategy that buffs their creatures when an opponents creature leaves the field. Or a blue-less faction might be a creature matters deck, since blue is the color that cares the less about creatures.
From a lore perspective I think the only real way to do it would be to have two colors be dominant in the grouping, maybe using only slash mana and only tangentially dipping into the segments of the color pie, but as you also hit on perfectly, the bigger problem is mechanical with all the mana fixing and all that would be required to make it functional, if you're going through that much trouble you as well just throw the fifth color in too and get access to some powerful wubrg shenanigans for your trouble. Mechanically speaking, there's always an opportunity cost when you're adding a new color in. You gain versatility at the cost of specialization. Wubrg offers some powerful unique effects in exchange for that tradeoff that 4 colors don't, and if you're accepting all the drawbacks of 4, the drawback of adding in the 5th is relatively minor by comparison, but offers a lot more payoff. There's just no real way from a game design perspective to make 4 color appealing compared to anything else.
Regarding a theoretical four-color limited format: even if the fixing issues could somehow be minimized, the issue of "How do we make sure this isn't just a five-color format?" arises. Once the fixing is good enough that you can play four colors consistently, why not splash a fifth color too? In fact, I'd argue even four-color decks in this format would be hard to distinguish from three-color + splash because once your colors are so diluted, the difference become less substantial.
The main thing I could think of is really ramping up the absence of a given color. Breya is every color but green and green is the one color that hates artifacts, so Breya's all about artifacts. Red is the one disloyal color among the New Phyrexians, so Atraxa has proliferate, the New Phyrexian mechanic. However, representing this absence mechanically is a bit harder. Atraxa's keywords could also fit on just a GW card, for instance, and Breya making two tokens is the blue part of her ability, though "make two tokens" (especially two fliers) really is more of a white ability than blue. There's 24 blue cards that can make an artifact creature token vs. 46 in white (counting the Fabricate mechanic).
So how do you communicate an absence of a color mechanically? You could do color hate, but that's historically not a very popular mechanic, especially not one to extend to a whole set (especially especially one that's multicolor). For limited, punishing you for playing the absent color could work (though as a downside mechanic it's also not that great to focus on), but that'd then be totally irrelevant for Commander. Maybe something like Domain but for exactly 4 basic land types, but that just feels sort of clunky.
I would love to see your take on the 5 4 color combinations as defined by opposing the missing color. What forms that could take may be pretty interesting.
Honestly, the biggest problem with designing a 4 color set for limited isn't making sure there's enough color fixing to let people play 4 color decks, it's making sure there ISN'T so much mana fixing that every deck becomes a 5 color deck.
You could easily make a 4 color based set with
1. Treasure theme
2. Dual faced cards that are different colors/half and half cards.
3. Creatures that help support the mana issues.
I think a great place for this to have cropped up would have been in the March of the Machine set earlier this year: Specifically in the Partner mechanic. Seeing dual and triple colors coming together to form a (sometimes tenuous) alliance... Else, yeah, if you really zoom out many of the characters represented in 4 colors are just amalgams or demi-gods in their own rite, not the types of characters or beings we would generally gravitate toward.
It makes sense to me that the wedges, shards, enemy and allied colors might come together for a common goal, but mechanically there's a great number of challenges to overcome.
As to the issue of word soup: I think that lends to a larger conversation around game design in the past couple years. Im firmly in the camp of "there's only power creep because they're out of ideas"
I had an idea for an entire setting based around the sense that a 'four color' identity is somewhat neurotically evasive of one color - a place defined by cultures that frayed at the seams to avoid them. Amusingly enough, the idea for how to construct a card like this came about from Kaito of all people - he's a blue black ninja character, but he's hot-headed and impulsive, and it made me think: 'he's not UB in a way bound tightly together: his blue is closest to white, a sense of justice and order and progress, and his black is closest to red, a fiery passion to move forward for personal goals'.
From there I sort of framed the idea that an 'anti-green' faction would be 'green's opposite and allied color pairs bundling together to avoid it', and the ideas are broadly that the Boros and Dimir cards of the set would share mechanically syncretous ideas (creature evasion? effects on direct combat damage?) - and at the same time, a concept for what they'd be styled as came together. Namely - a secretive band of vigilante 'superheroes' with the twist that they willingly mind-wipe themselves into their new identities, all as part of evading the 'difficult realities of the world (which is what green represents here)'. That immediately led into a sort of 'modern psychological horror' motif to try and think of everyone else: the 'anti-black' faction being a prosperity/purity cult neurotically evasive of any form of selfishness with a heavy token theme (i.e. 'indistinguishable individuals'), the 'anti-red' faction being this nightmarishly byzantine perfectly orderly dystopian city suppressing self-expression with a mechanical emphasis on 'never letting go of resources (like red often does)', and so on and so forth.
It'd ultimately probably feel a decent bit like how New Capenna was built, though with actually functional two color pairs since it's just bundling an ally and enemy pair together.
they could make it factions focused on extinguishing the odd one out. Take anti black for example, red to create units, green to buff them, white to protect them, blue to fend off danger- a life based set that opposes black. It could have exclusive anti mill cards, cards that reduce graveyard size or prevent resurrection. An anti red would be based on preventing direct damage, an anti blue would prevent library exploration, anti white pierces through barriers and taps creatures, anti green preys on enchantments and buffs.
I think 4-color would be at its best when defined by what it is not. If they built Ink-Treader in a way where they were constantly thinking about reanimation, life-loss for resource-gain, and life-drain, they could operate in a space that is specifically counter to those strategies. The thing is, I think this is a restrictive, defensive style of design and play, so I doubt they'd ever do it, but...
This could draw the Ink-Treader identity into something stax-y, like a creature that exiles all graveyards, but the creature's power and toughness are equal to those of the largest exiled by it, or maybe equal to half the number of cards exiled by it, rounded up (so it's always at least a 1/1). Alternatively, if you don't like the Rest in Peace style of that, you could just have it exile it's controller's graveyard. while increasing the power of its abilities. You could create a line of text that turns those cards exiled into impulse draw. If you had a way to make the creature enter under an opponent's control, it could still be used as graveyard hate.
Or maybe you've got a creature that makes you lose life, but everyone else gains that much life (inverse life-drain), and if they have more than 60 life at the beginning of their end step they lose the game. I think there's fun design space in asking "what should this color combination not be able to do? Let's build specifically with it in mind and twist the concept in creative ways."
Anyway, this was a really thought-provoking video. Sorry I didn't see it until it'd been out for nearly a year, but thanks for making it!
This might be an oversimplistic view of things, but I came up with an idea I have for how the lore of four color combinations can work.
Like you said, the thing that really separates the different 4 color combinations is the one color that is missing from each. So my idea for how a world/story/setting about 4 colored combinations would be about lands/societies/characters who used to have all 5 colors but then lost one of them (or lacks the ability to gain it). When I think about it in terms of characters, what I think of is a handful of powerful mages of some kind like the 5 elder dragons, they have some kind of link or relationship to each other, masters of the 4 types of magic in their colors but dreadfully lacking in one area.
But the idea that I find it easier to consider is a setting like a Alara where there are 5 different worlds on one plane that each represent one of the 4 color combinations and they are each insane and alien to most other planes because they are all worlds that lack one of the vital features of life in the multiverse.
There would be a 4 color world that had no death or parasitism (white-blue-green-red), a 4 color world that had no chaos or passion (white-green-blue-black), a world that had no natural life (white-blue-red-black), a world that had no logic or higher thinking (white-green-red-black), and a world that had no structure (green-blue-red-black).
-The world with no death would be full of immortal beings that are totally warped and unrecognizable from the creatures they were at birth due to living lives that should never have gone on as long as they have. I imagine this would be populated by mutants and zombies and a few monks. Mutants are creatures that have gone mad and deformed from living through so many things that altered them too much, zombies that aren't zombies because they are undead but because they've totally lost their minds from unnatural long life, and monks who have managed to actually achieve some enlightenment from their immortality.
-The world with no chaos or passion would be alien, computerized and apathetic to anything and everything. I imagine this world would be inhabited by creatures that don't look anything like real animals, more like slivers or eldrazi, as well as robotic artifact creatures, unfeeling tree-folk and perhaps elementals/weirds.
-The world with no natural life would be just mechanical and clockwork, where even organic life is grown in petri dishes with their genes mapped out and all of the factors of their lives planned before they are born. Aside from artifact creatures and constructs I think creatures like the Aetherborn would fit here, and possibly weirds and elements.
-The world with no logic or higher thinking would be primordial, devoid of thought and have something that made it impossible or dangerous to try to learn or remember anything and it might possibly defy conventional causality altogether, things happen without rhyme or reason and things just go on totally illogically. This could also be a place for things like Weirds and Elementals, as well as possibly Slivers or creatures like them, Baloths, Lhurgoyfs, Zombies, Fungus, anything that doesn't seem like it displays much outward intelligence.
-The world with no structure would have everything is kind of blending together and has no definite form of its own, from creatures that are all inseparable from the ground they walk on, rocks and grass that's one with the dirt it sits on, and creatures that don't even know that they're creatures, and nothing has a definitive solid shape. This would be a place populated by Nightmares, Horrors, Weirds and Elementals (they seem like they fit a few of these), Changelings/Shapeshifters, Nephilim, and Oozes
I think a 5 color set that focused on a theme of stripping colors away, maybe with cards that give protection from a color, could have a 5 color hero and villian and some side characters that had a color or colors stripped. Say a character was caught in a trap that changed its color identity so you create an artifact that changes the color of a permanent, maybe you even make painters servant tier 0 lol. Then you can show different characters that were effected, maybe they get reduced to colorless or just mono colored. Best way I'd do it is a colorless or 5 color villian leading the charge over 4 color generals. Then pick 2 colors to have those generals be in common, that's your main villian colors, then mirror that design space with a hero some rebels and maybe a tri color faction.
Some 4-color creatures make thematic sense to be 4-color, like how Atraxa is missing red because she's meant to be the physical representation of the unity of the factions of New Phyrexia but the red-aligned faction was more individualistic than the rest and refused to take part in her creation, of how Omnath keeps getting a new color every time it gets a new card so there was bound to be a 4-color one at some point. For the most part, however, 4 colors differs so little thematically from 5 that you might as well go with all 5 colors.
I think there is space in Magic for cards that are less rigidly defined by their colors.
The subtle notes that differentiate a 4-color character from their 5-color contemporaries are a welcome change of pace compared to the less than subtle symbolism sometimes found in Magic. There is value in having cards about which people might disagree as to whether their colors are correct, and whether a different combination might suit them better, the same way we might not fully understand a real person's identity.
fun idea after a rewatch: what about, when designing nephilim cards, you give them a attribute, or thing that is associated with the missing colour. i imagine this as a you need the powers from all other colours of mana, to do the thing of the fifth, basically showing, what montrosities you have to create and commit, just to get something you normally wouldnt have access to. like a ramp spell, that lets you ramp for lets say three, if you pay x life, sac a creature, and another 2 permanents of two different types, and that spell then costs yore tiller.
I have went through all the possible color combinations and tried to think of one word or two words that fit them. And when I came to the four color combinations, the following words are what I came up with.
Not White: Raw Power Not Blue: Combat Oriented Not Black: Unity Not Red: Resources Not Green: Efficiency/Versatility
Partner cards were the basic fix for this but they made them to unbalanced and little cohesion
I think the problem with 4 color card combo's. is the colors are blurred by secondary identities. What is black defined by. Single target removal, that is also white's domain, sacrifice, that is red's domain, draw, that is blues domain, big creatures for cheap is green's domain. Paying life? This is the one that is most exclusively black, but it doesn't detail what it does merely what it costs, but if redefined as short cuts red and green both supply short cuts to play cards for cheaper than they should. When compared to all 4 of the other colors working in consort no individual color has an identity, except blue and counter spells because the number of non blue counters can be counted on one hand.
4 color and 5 color have virtually no identity differential except 4 color is easier to play.
I really like the first set of 4 color face commanders, the ones with atraxa, those focus on the things that unite all those colors, counters and keyword soup for atraxa, hug for the non black, aggression for the nonblue, artifacts for non green, which is good because green at the time was the artifact destroyer, black was the spend life to hurt people, etc, basically focus on the one thing that the color they aren't hates most and take it to the extreme
I had a passing idea for a cycle of legends that have a 2 color casting cost, basic abilities that match them, an activated ability with hybrid mana of 2 other colors, and etb abilities that match those.
That is one way to go about it for sure
I feel like 4 color cards should be 3 color cards, with one pip being hybrid. For instance, Aragorn would be RGW/U instead of RGWU. This could lean into some interesting design space. For instance, the card could say "If White was spent to cast this card, X effect happens. If Blue was spent to cast this card, Y effect happens." This would give players flexibility and choice while also providing a bit more detail on the card and its character. Not all people are as black and white as the color pie would have us believe. Look at Planeswalkers, whose colors often change based on several factors. Elspeth was mono white, then Orzhov, then mono white again.
My take away is that a 4-colour faction set would have to based around soometing like the Nephilem, eldredge primordial elementals from the dawn of time when the colours of mana first began to separate and establish themselves. Each of these primordials -- for lack of a better term -- would have to embody an unifying concept for the four colours comprising it, but cannot be applied to the fifth absent colour. They would also have to comand unique versions of all lesser combinations of their colours. Let's use Omnath as an example. Omnath represents creation (RGWU), all subsequent lesser colour combinations belonging to Omnath would then have to reprisent diferent aspects of creation. With each aspect under creation being distinct from the corresponding combinations serving the other primordials. This would mean different incarnations of the same combination would exist. The Bant (GWU) searving creation (RGWU) would be distinct from the Bant searving order (GWUB). This would be similar to how Boros is different from Lorehold despite both being the RW combination.
As for the mana issue, it could be mitigated somewhat by utilizing hybrid mana for added flexibility.
To pull this concept off would require a considerable undertaking, but I do think the developers of Magic could pull it off. They have a vast library of cards built up from Magic's long history to draw inspiration from. Given enough time, trial & error, the developers would certainly conjure up enough unique mechanics and colour combination relationships to build a truly fascinating set. It could evan redifine how we see colour combinations as there would then be two sides to every tri colour, three sides to ever dual colour and four sides to every mono colour.
I think a feasible way to make more four color commanders(if wizards even wanted to do that) would be be to revisit Ravnica and do paired cards like how they did "Hidetsugu and Kairi" but make the pairs be between established guild leaders. You could staple a specific mechanic onto the new card from each of the characters previous cards. Storywise you frame it as a series of uneasy alliances. Something has forced Golgari/Izzit or Boros/Dimir teamups for instance.
Maybe it’s been stated by someone already, but, i call it a copout when MaRo (who i respect a good bit) says they can’t design 4c. An easy avenue would be in each case to select one to three mechanics and build a commander (when relevant) that functions explicitly around the chosen mechanic (s). For example; a UBRG Energy commander; a WUBR Food/Clue/Treasure Commander; are at least a couple I’ve thought of recently.
4-color seems more limited than 2 or 3, but there's still some fun ideas in there if approached from the opposite direction (as in, going from 5 down to 4 instead of 1 up to 4). Like, 5-color comes with the implication of immense power and the closest anything in MTG can come to perfection. From that angle, taking away one color still leaves much of that power, but with a gap in its nature that makes it...off in some way. Making that flaw what makes a 4-color group distinct could have interesting results.
The problem with defining by lack is that it's essentially the enemy colour pair - "no black" looks like Selesnya, "no red" looks like Azorius, etc. It's almost always going to be more elegant design to simply use the opposed pair rather than 4 colour.
The other thing mechanically especially in EDH if you're running 4 colour there's very little cost to run 5 colour instead and you gain a lot of power. If you're already running fixing to play 4 colours a lot of it is going to be the same fixing for 5 colour.
The flip side is that 4 colour cards are unplayable in most EDH decks other than 5 colour - whereas single or 2 colour cards are playable in most decks.
I would go further to say that the ONLY reason most 4 colour cards exist these days is to be Legendary commanders for EDH, especially for certain themes. Atraxa is #1 commander but the only other card with her colour combination in the deck is... also Atraxa.
I disagree on Aragorn, the Uniter. This card has become one of my recent favorites for Commander because I like the fact that he has access to almost all colors, but the lack of black is such an interesting choice. And the effects that it gives are strong but also fair, none of them go too far. But I do think the card lacks some distinction by itself, which is why I imposed another restriction on myself. The deck only runs gold cards, with the exception of the relevant talismans so that it has some ramp. I like it because this gives me more triggers on Aragorn, and the deck is a mix of gold charms and mostly legendary creatures, and I've never won the same way with it twice. The lack of black and mono-colored cards means it's not just a 5-color goodstuff pile and I can't play most of the best staples of the format. It's a ton of fun, and I like that it is 4 colors because I have to dig deep for playables (and I even have an ultra-jank version that is mostly Alara and Khans creatures, but is even better for low-power games).
As others are saying, emphasizing what is lacking seems the only way to forge a distinct identity in the four colour combinations. Makes it interesting that the creature type associated with it are Nephilim; I don't know what role they play in the lore, but the name literally means "Fallen Ones", and it might point to how they have "fallen" from a hollistic view that incorporates all five colours in perfect harmony, and instead are now thrown out of balance by a key factor they now lack. Like i said, no idea if that gels with the lore of nephilim in Ravnica, but an interesting idea that could be followed up on if they wanted to revive the idea in other projects.
Getting a 5 color manabase is just a tiny little more difficult, than one with 4. Missing the fifth color is the bigger pain.
So most who considers a 4 color deck for 5 minutes quickly „upgrades“ to 5 colors.
You can define 4 color by what the combonation is lacking
-whiteless: independence, chaos
-blueless: tradition
-blackless: selflessness
-redless: calculating control
-greenless: disgregard for what was
I think they could definitely print more 4 color cards but they wouldnt be factions. They need to print it as a hero or villain of the set. Showing their extremist pov emphasized their lack of completeness (lack of a 5th color).
The same cards they print 5 color they can print 4. They did this with aragorn in the lotr set
I think a viable way to represent 4 colors mechanically on a card would be to have triggered abilities where the condition represents 1-3 of the colors and the effect represents the remainder. These can vary in strength as well, from simple boons to parts in unique and powerful combo engines.
For example let’s take a creature in WUBR.
The ability could be “this creature gains lifelink until end of turn whenever a spell is copied.” A somewhat generic Orzhov effect with a very Izzet trigger.
Let’s take another example, this time in RGWU. The ability could be something like “whenever a creature enters the battlefield from exile (something found mostly in Azorius, sometimes Bant), it gets +N/+0 and it fights target creature an opponent controls (something very Gruul)”.
These might make cards hard to synergize unless they all follow a similar pattern in a color set, but there are so many MTG cards that I’m sure there is enough that you could make archetypes out of them.
Using what is absent as an identifier for the 4 color factions does seem a bit too vague and the in-game cost restrictions of a 4 color card makes things rather difficult. One approach could be to narrow down the overlapping focus of the 4 colors, like how the wedge and shard cards have a dominant color and support colors. One could even integrate hybrid mana symbols into their costs / abilities to further support the idea of 1 or 2 colors having more influence.
Well because the 4 color combos are defined by what they are not, so you could make a story line about them coming in contact with the last color, for instance and ink based faction could be shocked by a black individual not wanting to be a part of what they would call an ideal system
And a dune faction might be confused with a blue individual that wants to be all knowing and isn’t satisfied with what it is given or what it can take
Or something like that
But I see your point
Edit: and I mostly think of the 4 color combos as a more well rounded version of the 2 color combos that are opposites to the missing one
So:
Witch: azorius but with a respect of nature and power
Ink: selesnya but with individual freedom and progress in mind
Glint: rakdos but with respect for long term sustainability
Dune: gruul but with structure and deceit
Yore: dimir but with passion and hierarchies
New phyrexia is kind of already witch + red
Other then that as far as I am aware the general theme of them are:
Witch = growth at the expense of the individual
Ink = altruism at the expense of personal glory
Yore = artifice at the expense of kinship
Dune = aggression at the expense of forethought
Glint = chaos at the expense of peace
Thematically the anti-missing-color-ness would do well to represent a core identity for the four color sets, as others have stated. WotC has been smart to avoid dipping into this because there are fundamental caps to how many distinct and interesting options that would fit these areas exist mechanically.
On mechanics, hybrid mana can salvage a lot of the fixing issues for limited, though it would be a hard design challenge to make cards that fit potentially several factions in distinct ways. The “if you paid {N}” effects from Shadowmoor (IIRC) would work well on that front. Kicker effects that show color pair merges work well.
I think the other thing that greatly harms 4 color is all the color breaks and cracks that have shown up over the many years. If the single color identities were even stronger the lack of a single color could be more defining. This is also where I really like in commander the partners, because the partners make it feel like you're having those 2 separate identities team up. Say you have a Boros and a Dimir character in your command zone, to me it feels like those guilds teamed up VS a single entity definitely feels like ... a thing.
I would like to see WotC attempt to make a set of 4 color factions where different ideologies within the faction can be represented with hybrid mana costs (ex. a version of Yore Tiller mana could be U-R-W/B).
From a thematic perspective, this could open 4 color combinations to be defined by three things: the dominant dual color, the color they lack as well as a conflict/balance point (the hybrid mana) within the faction. Using U-R-W/B, there could be a faction that prefers to augment themselves using new and creative technology, magic or some other unnatural means (to represent the lack of green and a focus on blue/red). The choice of W vs B could be the choice to use this knowledge to benefit society (ex. lifelink, protection from X/shield counters, -1/-0 counters, etc.) or to benefit the individual (ex. deathtouch, removal of protection, -0/-1 counters, etc.). While this would lead to some tricolors being represented more than once in a set (the split of UR-WB, UG-B/R, WR-B/G, WG-U/R and WU-B/G would have Sultai and Naya show up twice), this can be used to focus on the combination through the eyes of the dual color. For example, Naya from a WR standpoint could lean towards order (through unity) and passion leading to growth, strength and the protection of nature/home/etc. vs Naya from WG perspective could skew towards harmony with the natural world, but can be wild and destructive if the need arises. There are several ways that they could play around with each sub-faction and how the dual colors react without the influence of one color or changed after going through the filter of another.
As far as mechanics, the hybrid mana could be used to limit what mechanics each card has active at any time (ex. "if W was paid, [card] gets [lifelink/insert white card effect]", "if B was paid, [card] gets [deathtouch/insert black card effect]). Alternatively, this could open up the option to use cards like the Khans/Dragons enchantments from Tarkir (let's call it "balance/conflict") to allow specific effects to be activated for each permanent. I will admit that internal color balance (i.e. too much blue and white mana representation as shown in my example for a split) could be an issue if it's not planned properly and not split between 2 sets, but I believe it could be done.
I definitely agree that the current use of 4 colors can get muddy (as it's being combined on one layer), but we can have several awesome options if we adjust it at 3 different layers (much like paint with the concepts of color/hue, value/luminosity and saturation/chroma).