The most effective approach follows the traditional color pie that defines both identity and gameplay mechanics: White - The color of order and protection that focuses on efficient creatures, removal spells, and defensive strategies Blue - The color of knowledge and control that emphasizes card draw, counterspells, and manipulating the game state Black - The color of power and ambition that utilizes life as a resource, creature removal, and graveyard interactions Red - The color of freedom and emotion that delivers fast aggression, direct damage, and chaotic effects Green - The color of nature and growth that ramps mana, plays large creatures, and destroys artifacts and enchantments Colorless/Multicolor - Cards that either require no specific mana or combine multiple colors for hybrid strategies and flexible deck-building options This sets up a very simple organization system: color

The idea is generally that it cant be broken if both players do it, but Upheavals banning in most formats disagrees
Rad counters don't go away as steps, phases, or turns end
This means if your opponent casts a spell that involves a coin flip, you have to decide how likely it is that the result of the flip will have an effect on the game and whether or not you should do something about it
pretty soon youre taking over the skies while digging through your deck
As is considered a normal part of an MTG sets lifecycle, Final Fantasy singles are, for the most part, plummeting in price