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MAGIC: THE GATHERING


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In Magic: the Gathering, mages have found out how to tap into certain lands to produce certain colors of mana, which can help, or destroy, depending on how used. You, yes you, are one of these mages. In the game, you must learn to master all 5 colors of mana: green (from forests); red (from mountains); blue (from islands); black (from swamps); and white (from plains). Each color has it's own strategy, whether it be total wipe out, or gain life, and it is up to you to harness the strategy, and use it for the good of you, and the bad for your opponent, another mage with the same know-how as you.


Green:
The lush, vibrant forests are teeming with green mana. Closely tied to the pulse of nature, green mana can provide power, growth, and life itself to both the mages that use it and the forces they command. Green mana and the natural balance it creates can provide creatures of every size and shape, from nimble forest elvesto voracious lions, to the massive, limbless, dragons called wurms. Green spellcaster and their creatures live and die according to the laws of the jungle: everything is either predator or prey, and only the strong survive.


Red:
Red mana comes from the mountains, the fiery heart of the world itself. It manifest is chaos, destruction, and war. Red spellcasters can crush the ground beneath their feet and can command furious volcanic activity to destroy their enemies, although that sometimes means they themselves are also destroyed. To choose red mana is to choose action over debate, directness over subtlety, physical force over mental manipulation. With its ability to call up such creatures as dragons, ogres, and goblins, red magic is unsurpassed in aggression and excels at inflicting harm.


Blue:
Islands provide blue mana, the color of both the bottomless sea and the endless sky. The strength in blue mana lies in trickery and manipulation. Less direct than the other colors, blue tampers with the fundamental order of things and thrives on controlling the invironment to create opportunities for you, and to eliminate them for your opponenets. Blue mana can also summon lesser wizards, who themselves possess magical abilities, as well as a host of ocean creatures and majestic birds. You can also use it to summon wind and water elements, and fierce, titanic, sea monsters.


Black:
The burbling swamps produce black mana. This magic of death, disease, and decay can consume its users as easily as it can consume their enemies. To use black mana, you must be willing to pay a price for power - and learn how to walk its razor edge. With black mana, you can conjure hideous nightstalkers, fearful scorpions and seas of rats as well as other bog horrors. You can also command the darkest, deadliest of monsters - provided you have the strenght of both body and mind to control them.


White
The tranquil plains provide white mana - the color of light, peace, healing, and above all, order. White mana can stop a single attacker dead in its tracks by crushing its will to fight, or killing it outright; it can also rain down global cotastrophes that eliminates all threats at once. White lends itself primarily to defense and preventing harm, but it also supports aggressive creatures, such as griffins, knights, and angels. It promotes strength through numbers in its army of creatures, but it's also capable of delivering the final blow through a single, devastating champion.


Questions and/or comments can be mailed to Molten13@aol.com or Shortie42086@aol.com



















Information about the mana colors came from the Wizards of the Coast website. Also, Wizards of the Coast is in now way supporting this website. The only portion they have seen is the description of each mana color, and have not given permission to us to use it.


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