I like Orzhov for being the most versatile 2-color combination.
I play mostly Modern, if that helps it make sense. In the wider card pool, there's almost nothing those two colors can't do. White has hate for everything and 3 sideboard ways to hate it. Black has a million ways to kill any creature. Black can do direct damage, drain life, hand disruption, card advantage, resurrect, and drop big huge bruisers. White can destroy or exile anything at all, flood the board, wipe the board, control the game in ways that don't even seem fair. Both colors, if you look hard enough, can even counter spells. Both colors can do both turn-4-win aggro or back off to 25-turn draw-go control. And whether black, white, or both, their planeswalkers can all take over a game all by themselves.
Orzhov, the swiss army chainsaw of Magic.
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712.5b The controller of another player can't make choices or decisions for that player that aren't called for by the rules or by any objects. The controller also can't make any choices or decisions for the player that would be called for by the tournament rules.
Example: The player who's being controlled still chooses whether he or she leaves to visit the restroom, trades a card to someone else, agrees to an intentional draw, or calls a judge about an error or infraction.
Combining green and black gives you access to almost any sort of effect you could possibly want, short of countermagic. I just can't say no to that sort of versatility.
Also, they're the best colors at reusing things. I always feel a little bad when something goes to my graveyard, and I don't get the chance to bring it back.
I play mostly Modern, if that helps it make sense. In the wider card pool, there's almost nothing those two colors can't do. White has hate for everything and 3 sideboard ways to hate it. Black has a million ways to kill any creature. Black can do direct damage, drain life, hand disruption, card advantage, resurrect, and drop big huge bruisers. White can destroy or exile anything at all, flood the board, wipe the board, control the game in ways that don't even seem fair. Both colors, if you look hard enough, can even counter spells. Both colors can do both turn-4-win aggro or back off to 25-turn draw-go control. And whether black, white, or both, their planeswalkers can all take over a game all by themselves.
Orzhov, the swiss army chainsaw of Magic.
It's a tie for second between UR and BR, comboriffic.
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Example: The player who's being controlled still chooses whether he or she leaves to visit the restroom, trades a card to someone else, agrees to an intentional draw, or calls a judge about an error or infraction.
How about this?
From a mechanics point of view, I like making people discard cards, countering spells, killing creatures and drawing cards.
From a flavour point of view, I like power and knowing everything
Also, they're the best colors at reusing things. I always feel a little bad when something goes to my graveyard, and I don't get the chance to bring it back.