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Wit

Elke kleur heeft zijn sterke en zwakke punten. In onderstaand plaatje zie je voor elke kleur waar ze voor staan:



Onderstaande tekst is van Wikipedia geplukt en moet nog deels vertaald, deels herschreven worden.

Wit

White puts value in the group, the community, and its civilization as a whole. White's ultimate goal is peace, harmony, and perfection — a world where everyone gets along and no one seeks to disturb the bonds of unity that White had worked so long to forge. To govern and protect its community, White makes use of and puts value in a number of broad concepts; morality (ethics, grace, truth), order (law, discipline, duty), uniformity (conformity, religion), and structure (government, planning, reason).

Mechanics

Damage prevention and life gain: White is a protector first; it has many cards that prevent damage to itself and/or its creatures. In addition, White places great emphasis on the continuity of life, and endurance. It can restore life to a player, allowing that player to shake off the attacks of the opponent. To contrast, whereas Green life gain cards always have life gain as the main effect, there are White cards whose principal effect is not life gain but have that as an added bonus, making White the best choice for keeping up a life total while fighting off the opponent. Note the lifelink keyword ability, primary in White. Examples: Angel of Salvation, Ancestor's Chosen, Reverse Damage

Small creatures (Weenies): White uses the strength of cooperation and discipline to assemble a powerful army out of small creatures. Often these creatures have abilities that make the whole group stronger. Examples: Knight of Meadowgrain, Steadfast Guard, Veteran Armorer

Rules-setting and "Taxing": White values order and law, and so it has ways of restricting the actions of players so that they do not do anything which White considers unnecessary or unfair. This can be outright denial of privileges (rules), or an imposition of some form of "cost" on a regular part of game play (taxing). Rules-setting on players is commonly symmetric, while taxation is asymmetric. Examples: Rule of Law, Windborn Muse, Recumbent Bliss, Land Tax

Artifact and enchantment destruction: Although White is attached to both these types, it sees vice in their excess. White mana has the ability to purge what is false, to take away the vestments in which wickedness hides. Recently (with the rotation of Disenchant from Standard), White is able to destroy enchantments with much less effort (less mana) than for artifacts. Examples: Demystify, Tempest of Light, Dispeller's Capsule

Balance and uniformity: White has a sense of honor and fair play, which is seen in its use of mass destruction effects, and other 'equality' spells. "Mass destruction" spells reduce all players to possessing no more of any resource than that of the player with the least, and oftentimes, they set that quantity to zero. In addition, White believes in making the world uniform. Differences cause individuals to dissent and dislike one another. Differences only allow for unrest. In sameness, there is fairness, and the way to consider a person justly is clearer. Examples: Wrath of God, Balance, Mirror Entity

Combat superiority: Ultimately, White wants to create peace. It has no interest in prolonging warfare and hates to kill even its enemies. As a result, White emphasizes the need for strong, effective methods to bring an engagement to a close - or at least bring the enemies offensives, and resistance, to an end. In addition to spells which banish or utterly destroy attackers or blockers, White has creatures with abilities representing skills (e.g., archery) that allow White's team to break up stalemates, protect each other from the enemy, and in general, facilitate the end of the hostilities. Examples: Neck Snap, Ballista Squad, Loxodon Mystic

Total defense: Above and beyond the degree to which White seeks options to expedite combat, it has every ability to stop attackers and other aggressors in their tracks. It will punish anything which causes - or even threatens to cause - pain. In this way, White magic sends a clear message, and it is that those who dare to inflict harm, will soon meet their maker. Examples: Hail of Arrows, Reciprocate, Retaliate

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