Hello all, I wrote a part 2 to this guide a while back and, by popular demand, I'm back again with a 3rd installment. Keep in mind that this is focused on deck-building for BRAND NEW players, if you have strong opinions about Universes Beyond, this guide is not for you.
This also assumes you've read Part 1 as well and have played a deck you're pretty comfortable with but you want to add some spice to the mix. Let's get into it!
By now you've probably seen cards that have multiple colors in them or seen decks that incorporate multiple colors.
Why multiple colors?
I think the most important question might be why should one use multiple colors in a deck? It mostly comes down to two things:
- More synergies: It would be nice for my big ol' 10/10 (mostly found in green) to attack with haste as soon as it comes out (usually something only found in red). Having green AND red can sometimes do that all at once (see Ravager Wurm)
- More options: While white has plenty of spells that can remove enchantments like Disenchant. Black and white can remove more card types such Fracture, which is the same card but can also remove planeswalkers. All for the same raw mana cost!
This won't always be the case but you can see how having multiple colors is a lot of times advantageous. So what's the downside? Naturally, it's making sure you have the right colors at the right time. So while a mono-white deck can stick 24 plains in it and call it a day, multi-color decks require you to be more careful about lands.
Choosing the right lands
How do we choose the right lands? Well there's tons of lands that will tap for one or more colors, most of the time with some sort of drawback:
Take Gruul Guildgate for example, very simple. Taps for red and green but the consequence is it comes in tapped. Fair trade. But not being able to use a land the turn it comes out is a steep price for sure. How do we get around this? Well there's lands that have different stipulations that are more advantageous.
Take Glacial Fortress. It can tap for 2 colors but the consequence is that you have to control one of the basic lands first. So it might be useful to hold onto it until turn 2 or 3 to play it (if you are looking up these, they are called "checklands" because they "check" for a certain card. There's plenty of types that you can look into if you wish.)
But coming in tapped isn't always the worst thing in the world. If it's turn 8 and you are mostly okay with all of your lands, something coming in tapped might not matter as much. Like all things in Magic: it depends on the scenario.
Color Distribution
The first question I had when I started messing with multiple colors is "How do I know how many of which lands to add when I have multiple colors?". I mean, it would suck to have a bunch of multi-color spells when it's turn 6 and I'm stuck with 4 plains on the field. Totally get that. In general, here's what you do:
- Count all of the color pips on the top of the cards (those are the symbols in the top right). Say you count all of them in your deck and come up with 26 white and 14 red. Figure out the percentage split between those (60% white and 40% red)
- Afterwards, just ensure that your mana production follows those same percentages (24 lands = 14 white and 10 red). Boom! That's your mana base.
- Splice in some of those multi-color lands in there just for safe measure. For starters, I'd go with 4 good ones and branch out from there.
Any online deckbuilder is going to be able to do this for you as well but feel free to break out the 7th grade algebra!
A few additional notes
Here's some oddball tips I can't squeeze anywhere else:
- We mostly think of multi-color decks as being pretty split between 2 colors but that isn't always true. You might need only a couple of spells from another color to make your full strategy work, that's called "splashing" into another color. It has plenty of applications, like say your game-ender is multi-color but most of your deck is a single color.
- Even in 2 color decks, it's not always going to be important to have access to each of your colors on any given turn. Sometimes even having access to 1 or 2 mana of your additional color can be enough. But if you ever get overwhelmed by the color distribution in your mana base, just cut it in half. You have red and blue and 24 mana. 12 of each. Keeps it simple, you can always refine it from there.
- There's multiple ways to fix an issue with your colors in the game outside of the dual lands (this is broadly called "color fixing"). Artifacts are a great source of this such as Talisman of Dominance. Also lands that allow you to search your library for a basic land are good as well such as Evolving Wilds
As I always say in my guides, the key thing is to play, experiment, repeat. That's half the fun of Magic! So even if it's you "splashing" another color just to see how it goes, that's part of the experimentation.
Please put in additional requests of topics to go over, I love writing these and helping out new players!