Continuing my rant

Magic’s color philosophy probably breaks down with its core gameplay elements: the basic land and life points. Each planeswalker draws power from the land, which is natural, and therefore inherently green. I’m interested by the idea of the new Phyrexian mana, which can be paid for with life, but it’s been a long time coming.

You can see on the “color pie” how this is reflected in the other colors. Since the land is always growing, changing, developing, and so forth (even if it takes eons to do so) anything that doesn’t grow, change, or work together is considered unnatural and therefore, “colored differently.” Look at how Black is regularly characterized as being selfish and amoral for instance.

Honestly, I wouldn’t care how Black was characterized in the least, if it weren’t for the stance Wizards of the Coast took on the colors being fair and balanced (non-subtle comparison to Fox News), which is a load of hogwash.

Some more of the problem could be traced to some of the more intangible or arbitrary mechanics of the game. Life points can’t be felt or tapped and have no impact on the game other than to indicate when you’ve lost. They serve no other purpose. You don’t get a bonus for having more, so they aren’t a scoring mechanic.

Lands themselves serve no purpose other than to provide mana. They aren’t an actual battlefield, because battlefield is the keyword for “in play,” now. Lands are just part of the battlefield. They only matter when you don’t have enough, and whether you have enough depends on how good at math you are, and how well you shuffle.

“Life,” and “Land” being integral to the game makes it inherently slanted toward the color Green in terms of themes and gameplay. Discarded cards go to the “graveyard,” which suggests they were once “alive” when in play, and are now “dead.” There aren’t “unlife” mechanics for Black to utilize, even though one of its fundamental themes is death. They still tap lands for mana, and lose when they run out of life.