Well, since I love helping people with the game, I decided to put this section up. In this section lie my opinions on the 5 different colors, as well as which cards I think are worthwhile for each color. I've also included a short description of each color's weaknesses, so to help you in picking the right color(s) for your deck. ^_^
White Magic: In my opinion, White is THE most powerful color in Magic. With white, you can destroy creatures, lands, artifacts, enchantments, gain life, and have access to an endless horde of white weenie creatures. And don't forget, White has Crusades, which give all white creatures +1/+1 (heheheh). These are some of the cards I'm refering to...
White Weenies: Savannah Lions, White Knights, Longbow Archers
Land Destroying: Armaggedon (destroys ALL lands... how's that for landkill? *g*)
Destroying Enchantments: Disenchant, Disempower
Destroying Artifacts: Disenchant, Disempower, Divine Offering
Creature Destruction: Exile, Swords to Plowshares, Wrath of God, Retribution of the Meek
Life Gaining: Healing Salve, Mangara's Blessing
Weaknesses: Even with white's versatility, all-white decks will have trouble against creatures with protection from white. To help solve this dilemma, players should put in the ever-so-popular Yotian Soldier (3 casting, 1/4) or put in some artifacts such as the Icy Manipulator.
Blue Magic: Blue is the element of Water and Air, and the color of the Mind. Blue Magic is especially strong in controlling and countering spells. Though it can't get rid of artifacts, enchantments, or creatures, blue is an especially strong color in terms of controlling your opponent. With a big list of spell counters, blue is a good match against any deck. Here are some of the best blue cards...
Spell Counters: Counterspell, Arcane Denial, Force of Will, Power Sink
Controlling Cards: Control Magic, Binding Grasp, Desertion, Steal Artifact
Card Drawing: Brainstorm, Impulse, Prosperity
"Milling" Cards: Vision Charm, Foreshadow
Weaknesses: Though it's fun to play blue, the bane of all-blue decks are weenie creatures. If your opponent is playing a major weenie deck, then watch out; not even the best blue mage can counter all those little critters. Put in some big creatures (or once again, Yotian Soldiers) to protect yourself against weenies.
Black Magic: Black, the color of Death and Decay, is especially strong in creature and hand destruction. Like blue, Black cannot destroy enchantments and artifacts, with the exception of Phyrexian Tribute. Black has cards that gain life, and cards that take away life. Don't forget, Black is also a competitor against white weenies, with Bad Moons to pump your dark horde.
Discarding Cards: Hymn to Tourach, Coercion, Hypnotic Specters, Abyssal Specters
Mana Deprivation: Icequake, Blight, Choking Sands, Mole Worms
Anti-creature Cards: Dark Banishing, Pestilence, Ashes to Ashes
Weenie Creatures: Black Knight, Fallen Askari, Tar Pit Warrior, Undead Horror
Direct Damage and Life-gaining: Drain Life, Soul Burn
(to speed up your deck): Dark Ritual
Weaknesses: Just like white, all-black decks will have trouble against protection from Black. Unfortunately, while white has Wrath of God which isn't a targeted spell, all of black's anti-critter cards cannot get rid of a creature with protection from black. Use artifact creatures, or if you have enough weenies, you can force your opponent to keep his protection from black critter for defense.
Red Magic: Red is the color of Chaos and Destruction. Red is powerful in both Direct Damage and big creatures. Though it can't destroy enchantments, red is a menace when it comes to Land and Artifact destruction. As for creatures, just use direct damage (aka. "Cheese") to blow them straight to the Graveyard! Here are some cool Red cards...
Land Destruction: Stone Rain, Pillage, Orcish Mine
"Cheese" Cards: Fireball, Lightning Bolt, Incinerate, Thunderbolt, Distintegrate
Artifact Destruction: Shatter, Detonate, Shatterstorm
Creatures: Hulking Cyclops, Shivan Dragon, Ball Lightning
Weaknesses: Red, being a quick color with the cheesebolts, doesn't really have that much weaknesses. But, since red wins by cheezing your opponent to death, you will have problems against a land-destoying deck since mana is the driving force of a good reds deck. Use artifact mana sources, or if you're quick enough, bolt your opponent to death *g*. But when he puts down a COP: Red, you're dead meat.
Green Magic: Green is strong in big creatures with low cost. Since green has a lot of non-land mana sources such as Elves, You can bring out an 8/8 Force of Nature in around 3 or 4 turns. Green can destroy lands, artifacts, and enchantments, but unfortunately can't destroy creatures. But that's not a problem if you have your own creatures for the opponent to worry about, doesn't it? Here are some of the best green cards...
Mana Deprivation: Thermokarst, Creeping Mold
Mana-helping Cards: Llanowar Elves, Fyndhorn Elves, Wall of Roots, Early Harvest
Mean weenie critters: Force of Nature, Johtull Wurm, Jungle Wurm
Artifact Destuction: Creeping Mold, Crumble
Enchantment Destruction: Tranquil Domain, Tranquility, Creeping Mold
Life-Gaining: Ann-Havva Inn, Stream of LIfe, Taste of Paradise
Weaknesses: Though green has a lot of real wicked creatures, most of them don't fly. Therefore green has trouble with Serra Angels, Sengir Vampires, and the like. Put in one or two Hurricanes (or Tropical Storms) to get rid of those winged critters. In the case of a flying, PROTECTION FROM GREEN creature, you won't be able to kill them no matter what you do.
Theme Decks and Color Combinations
Blue/White Permission Deck: Use blue to counter the spells that will harm you the most, and use white for creatures such as Serra Angels. Other blue-white variations include Millstone, Stasis and Winter Orb decks.
Red/Black Land Destruction: Use red's Stone Rains and Black's Icequakes to deprive your opponent of precious mana. Dark Rituals will help you get out a first-turn Icequake which will slow down your opponent.
Green/Red Weenie Deck: With Green's ability to churn out mana, and Red's big creatures like the Orgg, Green/Red decks can kill a player in around 7 or 8 turns. Other Red/Green variations include Stormbind decks.
Black/White Weenie Deck: Since Black and White has a lot of 2 casting cost creatures, Black and white weenie decks are relatively quick and fun to use. A Righteous War would help your creatures in fighting other black/white decks.
All-Black Necropotence Deck: Necropotence, a black enchantment that virtually lets you draw a card for 1 life, is ideal in speeding up your deck. Some variations include a Cadaverous Bloom and 4 Drain Lifes.
If you know any more cool deck ideas, feel free to send them to me! E-mail me