Color Attributes
On this page I have listed some of the strengths and weaknesses of the 5 basic colors.
Green-
Green is a very strong color. It features Wurms, which are usually strong and helpful. Green has Respite, which taps all attacking creatures, and you gain life for each creature tapped this way. There is also another card that destroys all tapped creatures. This is a deadly combination that really annoys people ( I know... ). Facing Black with Green will be difficult if you use alot of creatures. Because of the black card Perish, which desroys all green reatures. Green also has Stream of Life which makes you gain life equal to the number of forests you control. Green and White are pretty much allies. So it will be hard to find cards of either White or Green that affect eachother. Facing Blue should be easy. So if you know what your doing in magic...somewhat..Green is probably the color for you. Green over-all kicks..
White-
White specializes in Healing, Healing, weak attacks, and destruction. White is really a color that you would add to another color. There are some good things about white though..Such as Flag Bearers, and land kills. A Flag Bearer is a card that makes the next spell target that. So let's say I play an Endless Scream (+X/+0)on my Drudge Skeletons(1/1: Skull-regenerate). And, a Flag bearer is out. Then, instead of my Drudge Skeletons getting the +X/+0, the Flag Bearer will collect that. Land kills is probably the best thing to do with White. Killing others land's restricts their cards from coming out. This does get boring, and annoying. Though, White has angels, too. One of these is Serra Angel, an $8 card. White is allies with Red.
Red-
Red is a good color. Some creatures it has possess Haste. Haste an ability that allows the creature to attack the turn it is brought out, instead of waiting until the next turn ( summoning sickness). Red is known for Burn Decks. This is where the entire deck is made up of instant damage. A combo you may want in red is the Fork and Fireball. The fireball deals direct damage equal to the amount of mountains you tap. The fork DOUBLES that damage making one hell of an attack. Fire Hammer, and Lava Axe are 2 examples of burn cards. Red also has Goblins. Goblins are pretty much weak cards, but have low casting costs. This means that you can bring eaach card out very soon, and attack ( a deck made of this is known as a "weenie deck").
Blue-
Blue is all about counterspells and Medium Strength creatures. Counterspells...Well, conter a spell casted. ( Anything laid is a spell)But instead of actually countering it, it send is directly to the graveyard. A deck of Green and Blue is a Wicked weenie deck ( low casting cost creature deck). Blue has flying, while green has the enchantments and ground creatures. Blue also has Washout which returns all permanents of one color back to everyones hand. Ex- I have 6 green creatures, 15 forests, and 2 enchantments in play. My opponents uses Washout and chooses Green. By doing that, he returns all green permanents ( the enchantments and the creatures ). But, does not return the forests...Why? Because Land/Mana is colorless. It does not possess a color. After returning everything to my hand...I must discard down to 7..Thats why this card is so good. Blue is probably most famous for its Drakes. While not all being all THAT good, alot of people just collect them. Most are around 3 in power and toughness (power-->3/3<--toughness). Blue is great against spells.
Black-
Black is my favorite color, and the color I use. Black features instant death cards, shadows, and some strong creatures. Shadow creaturs are really cool because they can only be blocked my creatures possessing the shadow ability. But, on the other hand, it can only black creatures with shadow...Their instant death works great. But if you have a black deck, and are facing someone else with a black deck....it could turn out to be a long game. The instant death card ( well, most ) Cannot target black creatures. Black also has Endless Scream which gives any creature +X/+0..Forever. Black has Devouring Strousses, Spirit of the night, lord of the pit, etc. Black also has a card called Fear which makes the enchanted creature unable to be blocked except by black creatures. An upgraded version of this is Sleeper's Guile...Which does the same thing but when the enchanted creature dies, it goes back to your hand. Dark ritual is another good black card. It gives you 3 mana ( but must be used the turn it is brought out ). Its casting cost is 1, so it actually just gives you another mana...But in a weenie deck this is very helpful.