Understanding MTG Color Identity: Complete Guide for Commander Deck Building
2025-10-05
Understanding MTG Color Identity: Complete Guide for Commander Deck Building
In Commander, your deck's color identity is determined by your commander's mana symbols. Understanding what each color (and color combination) does well is essential for building effective decks.
This guide breaks down:
- What each color excels at
- What each color struggles with
- Color combination synergies
- How to choose colors for your strategy
The Five Colors of Magic
White (Plains)
Philosophy: Order, protection, community
What White Does Best:
- ā Small creature removal (Swords to Plowshares, Path to Exile)
- ā Board wipes (Wrath of God, Day of Judgment)
- ā Life gain (easy and plentiful)
- ā Protection effects (indestructible, hexproof)
- ā Token creation (soldiers, angels, clerics)
- ā Enchantment synergies
- ā Tax effects (opponents pay more)
What White Struggles With:
- ā Card draw (worst color for it)
- ā Ramp (limited mana acceleration)
- ā Big creature removal (expensive effects)
- ā Direct damage (not white's thing)
Best White Cards Under $5:
- Swords to Plowshares ($1)
- Path to Exile ($2)
- Generous Gift ($0.50)
- Wrath of God ($5)
- Land Tax ($5)
White Archetypes:
- Tokens (go wide with small creatures)
- Lifegain (drain opponents, gain resources)
- Stax (slow opponents down)
- Enchantress (enchantment-matters)
Blue (Island)
Philosophy: Knowledge, manipulation, control
What Blue Does Best:
- ā Card draw (best color for it)
- ā Counterspells (interact with stack)
- ā Bounce (return to hand)
- ā Flying creatures (evasion)
- ā Extra turns (powerful but expensive)
- ā Artifact synergies
- ā Instant speed interaction
What Blue Struggles With:
- ā Creature removal (can't destroy, only bounce)
- ā Enchantment removal (almost impossible)
- ā Artifact removal (very limited)
- ā Going wide (prefers few big flyers)
Best Blue Cards Under $5:
- Counterspell ($1)
- Swan Song ($2)
- Brainstorm ($1)
- Ponder ($1)
- Fact or Fiction ($0.50)
Blue Archetypes:
- Control (counter everything, win late)
- Artifacts (artifact-matters payoffs)
- Spellslinger (instants/sorceries matter)
- Clones (copy opponent's best stuff)
Black (Swamp)
Philosophy: Ambition, death, sacrifice
What Black Does Best:
- ā Creature removal (best at it)
- ā Draw at cost (pay life for cards)
- ā Reanimation (return creatures from graveyard)
- ā Graveyard recursion (play from graveyard)
- ā Sacrifice synergies (aristocrats)
- ā Tutors (search library)
- ā Life drain (opponent loses, you gain)
What Black Struggles With:
- ā Artifact removal (very limited)
- ā Enchantment removal (very limited)
- ā Protection (usually sacrifices instead)
- ā Ramp (relies on artifacts)
Best Black Cards Under $5:
- Sign in Blood ($0.25)
- Night's Whisper ($0.50)
- Murder ($0.25)
- Feed the Swarm ($0.50)
- Animate Dead ($2)
Black Archetypes:
- Aristocrats (sacrifice creatures for value)
- Reanimator (cheat big creatures into play)
- Discard (make opponents discard)
- Voltron (suit up one big creature)
Red (Mountain)
Philosophy: Freedom, chaos, emotion
What Red Does Best:
- ā Direct damage (burn spells)
- ā Artifact removal (Vandalblast, Shattering Spree)
- ā Board wipes (damage-based)
- ā Haste (attack immediately)
- ā Temporary mana (rituals, treasures)
- ā Impulse draw (exile and play)
- ā Aggression (fast, aggressive creatures)
What Red Struggles With:
- ā Enchantment removal (Chaos Warp only)
- ā Card draw (worst after white)
- ā Ramp (relies on artifacts, treasures)
- ā Life gain (not red's thing)
Best Red Cards Under $5:
- Chaos Warp ($1)
- Blasphemous Act ($1)
- Lightning Bolt ($2)
- Reckless Impulse ($0.25)
- Impact Tremors ($1)
Red Archetypes:
- Goblins (tribal aggro)
- Dragons (big flying beaters)
- Burn (direct damage)
- Chaos (randomness, coin flips)
Green (Forest)
Philosophy: Growth, nature, strength
What Green Does Best:
- ā Ramp (best color for mana)
- ā Big creatures (largest and strongest)
- ā Artifact removal (Naturalize effects)
- ā Enchantment removal (plentiful)
- ā Card draw (conditional on creatures)
- ā Fight effects (creature removal)
- ā Stompy (big creature beatdown)
What Green Struggles With:
- ā Flying (mostly ground creatures)
- ā Counterspells (not green's philosophy)
- ā Board wipes (limited options)
- ā Evasion (easily blocked)
Best Green Cards Under $5:
- Beast Within ($0.50)
- Rampant Growth ($0.25)
- Cultivate ($0.50)
- Harmonize ($0.50)
- Eternal Witness ($2)
Green Archetypes:
- Stompy (big creatures)
- Elves (tribal ramp)
- +1/+1 Counters (grow creatures)
- Landfall (lands matter)
Two-Color Combinations (Guilds)
Azorius (White + Blue)
- Strengths: Control, flying, blinking
- Strategy: Counter + board wipes + flyers
- Weaknesses: Ramp, artifact/enchantment removal
Dimir (Blue + Black)
- Strengths: Control, removal, graveyard
- Strategy: Mill, reanimation, control
- Weaknesses: Artifact removal, enchantment removal
Rakdos (Black + Red)
- Strengths: Removal, aggro, sacrifice
- Strategy: Fast damage, aristocrats
- Weaknesses: Enchantment removal, ramp
Gruul (Red + Green)
- Strengths: Ramp, big creatures, aggro
- Strategy: Ramp into threats, burn, trample
- Weaknesses: Flying, card draw
Selesnya (Green + White)
- Strengths: Tokens, life gain, enchantments
- Strategy: Go wide, anthems, value
- Weaknesses: Card draw, counterspells
Orzhov (White + Black)
- Strengths: Removal, life drain, recursion
- Strategy: Aristocrats, lifegain drain
- Weaknesses: Artifact removal, ramp
Izzet (Blue + Red)
- Strengths: Spells, artifacts, tempo
- Strategy: Spellslinger, artifacts matter
- Weaknesses: Enchantment removal, ramp
Golgari (Black + Green)
- Strengths: Graveyard, removal, ramp
- Strategy: Reanimation, dredge, value
- Weaknesses: Flying, enchantment removal
Boros (Red + White)
- Strengths: Aggro, removal, tokens
- Strategy: Fast damage, wide boards
- Weaknesses: Card draw, ramp
Simic (Green + Blue)
- Strengths: Ramp, draw, big creatures
- Strategy: Value, counters, tempo
- Weaknesses: Board wipes, removal
Three-Color Combinations
Esper (White + Blue + Black)
- Identity: Control, artifacts, flyers
- Playstyle: Slow, controlling, grindy
Grixis (Blue + Black + Red)
- Identity: Spells, graveyard, chaos
- Playstyle: Aggressive control, burn
Jund (Black + Red + Green)
- Identity: Midrange, value, sacrifice
- Playstyle: Resource denial, attrition
Naya (Red + Green + White)
- Identity: Big creatures, tokens, aggro
- Playstyle: Fast, wide, or tall
Bant (Green + White + Blue)
- Identity: Enchantments, flyers, value
- Playstyle: Controlling midrange
Abzan (White + Black + Green)
- Identity: Graveyard, removal, value
- Playstyle: Grindy midrange
Jeskai (Blue + Red + White)
- Identity: Spells, tempo, control
- Playstyle: Prowess, tokens, burn
Sultai (Black + Green + Blue)
- Identity: Graveyard, control, value
- Playstyle: Slow, grindy, recursion
Mardu (Red + White + Black)
- Identity: Aggro, removal, aristocrats
- Playstyle: Fast damage, sacrifice
Temur (Green + Blue + Red)
- Identity: Big creatures, ramp, tempo
- Playstyle: Midrange aggro
Choosing Colors for Your Strategy
"I want to play big creatures"
ā Green + Red (Gruul) or Green (Mono)
"I want to control the game"
ā Blue + White (Azorius) or Blue + Black (Dimir)
"I want tokens and going wide"
ā Green + White (Selesnya) or White + Red (Boros)
"I want graveyard shenanigans"
ā Black + Green (Golgari) or Black + Blue (Dimir)
"I want to play artifacts"
ā Blue + Red (Izzet) or Blue (Mono)
"I want aristocrats/sacrifice"
ā Black + Red (Rakdos) or Black + White (Orzhov)
"I want to cast lots of spells"
ā Blue + Red (Izzet) or Red (Mono storm)
Using Our Assistant for Color Queries
Our assistant understands color pie questions:
- "Red card draw effects" ā Impulse draw spells
- "White removal" ā Spot removal and wraths
- "Green ramp spells" ā Land fetch and mana dorks
- "Blue counterspells" ā Permission spells
- "Black reanimation" ā Graveyard recursion
Try it: Ask about what each color does for your strategy!
Building a deck? Use our deck builder to ensure proper color balance and mana base.