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Kyle Fisher Keyboarding Period 4 February 25, 2010.

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Presentation on theme: "Kyle Fisher Keyboarding Period 4 February 25, 2010."— Presentation transcript:

1 Kyle Fisher Keyboarding Period 4 February 25, 2010

2  Informative  Mana Colors

3  Inform about the Trading Card Game; Magic: The Gathering.

4 White(Plains)Blue(Islands)Black(Swamps)Red(Mountains)Green(Forests) order, equality, righteousness, healing, law, community, peace, absolutism/totalitarianism, and light intellect, reason, illusion, logic, knowledge, manipulation, and trickery power, ambition, greed, death, corruption, and amorality freedom, chaos, passion, creativity, impulse, fury, warfare, lightning, the classical element of fire, and the non-living geological aspects of the classical element earth life, instinct, nature, reality, evolution, ecology and interdependence strengths are a roster of small creatures that are strong if used together in groups; protecting those creatures with enchantments; gaining life; preventing damage to creatures or players; imposing restrictions on players; destroying artifacts and enchantments; and the ability to "equalize" the playing field best at letting a player draw additional cards; permanently taking control of an opponent's cards; returning cards to their owner's hands; and countering spells best at destroying creatures, forcing players to discard cards from their hand, making players lose life, and returning creatures from the dead strengths include destroying opposing lands and artifacts, sacrificing permanent resources for temporary but great power, and playing spells that deal damage to creatures or players has a large number of creatures, which tend to be the largest in the game for their cost. Many of its spells make them stronger temporarily. It can also destroy artifacts and enchantments, increase a player's life total, get extra mana sources into play, and produce the other four colors of mana known for their "Protection" from various other colors or even types of card, rendering them nearly impervious to harm from those colors or cards. Numerous white creatures also have "First Strike," "Lifelink," and "Vigilance". commonly have abilities and traits which make them difficult to damage or block, particularly "Flying" and to a lesser extent "Shroud". seeks to win at all costs, it has limited access to many abilities or effects that are normally available only to one of the other colors; but these abilities are disproportionately expensive, often requiring the sacrifice of life, creatures, or other resources. Black is known for having creatures with the ability "Fear", making them difficult to block. Lesser black abilities include "Deathtouch" and "Regeneration". shares the trickery theme with Blue and can temporarily steal opponents' creatures or divert spells, although generally not permanently. Many of Red's most famous creatures have the "Haste" trait, which lets them attack and use many abilities earlier. The ability to raise a creature's power temporarily is also common among Red's creatures often have "Trample," an ability which lets them deal attack damage to an opponent if blocked by a weaker creature and some of its creatures have “Reach” weaknesses include a focus on creatures and the fact that many of its most powerful spells affect all players equally. weaknesses include having trouble permanently dealing with spells that have already been played, the reactive nature of most of its spells, and the fact that its creatures tend to be comparatively inefficient. main weaknesses are an almost complete inability to deal with enchantments and artifacts, its tendency to hurt itself almost as badly as it hurts the opponent, and difficulties in removing other Black creatures. Furthermore, because Black seeks to win at all costs, it has limited access to many abilities or effects that are normally available only to one of the other colors; but these abilities are disproportionately expensive, often requiring the sacrifice of life, creatures, or other resources Red has a wide array of creatures, but with the exception of the extremely powerful dragons, most of them are fast and weak, or unbalanced with strong power and weak toughness, rendering them more easily destroyed. Some of Red's cards can turn against or hurt their owner in return for being more powerful for their cost. include its inability to destroy enchantments, the self- destructive nature of many of its spells, and the way in which it trades early-game speed at the cost of late-game staying power. Red also has the vast majority of cards that involve random chance. weaknesses include its difficulty destroying creatures directly; a distinct shortage of flying creatures (though some of its creatures have "Reach", making them able to block flying creatures), and having few strategic options besides overwhelming the opponent with large and numerous creatures.

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6  https://www.wizards.com/magic/images/mt gcom/arcana1000/ask021408_white.jpg https://www.wizards.com/magic/images/mt gcom/arcana1000/ask021408_white.jpg

7  "Magic: The Gathering World Championship - Wikipedia, the free encyclopedia." Wikipedia, the free encyclopedia. N.p., n.d. Web. 2 Mar. 2010..  tournament, winning a yearly Invitational, and Jon Finkel. "Magic: The Gathering - Wikipedia, the free encyclopedia." Wikipedia, the free encyclopedia. N.p., n.d. Web. 2 Mar. 2010. <http://en.wikipedia.org/wiki/Magic


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