Last updated: 2026-02-27 Fri 19:29

5 Color Mirror

Old School Magic Battle Box - Magic from 1994 re-imagined

5 Color Mirror is a creation based on an imagination of how the game of Magic card game could look like if it would be designed to be more similar to a stand alone board game.

https://5cmirror.n.nu/

“One of the things I really like about games is that many time, once the designer has designed them, people take the ideas beyond where the designer anticipated.”

– Richard Garfield, Ph.D.

This is my attempt to build on and improve the game play of 5 Color Mirror.

Hypothesis

  • Lands and mana system are an important part of game of Magic. 1
  • Needing to mind your mana adds suspense as well as strategic depth by needing to adapt your role between aggro and control. 2
  • Memorable games aren’t those where things go perfectly but little bit wry, and you still somehow manage to win, or die trying.

Design philosophy

In no particular order:

  • Mana is available as definitive but at the same time as finite resource.
  • Luck factor is decreased by not having to draw into the right mana.
  • Mana denial contributes to board game mechanic called scarcity. 3
  • One should not aggressively just “curve out” on play by making certain land play orders always the best play.
  • Mana curve is adjusted to support decision taking process so that multiple choices are available for the players to take.
  • Too narrow or overly powerful cards are avoided, while preferring “dual-use cards”. While weaker they offer more choices.
  • Decks concentrate more on lands and creature interactions as they offer the most opportunities for interactive game play within the old school card pool.
  • Both players need to know the decks and track the played cards to play around. “Gotcha!”-elements and bluff are part of the game.
  • Every color has from 7 to 9 spells to ease up memorizing what has been played, and what is left.
  • Colors and mana pips are balanced as mana hosing is a key game play element.
  • Double cost spells should be impactful enough for them to warrant their slot as producing that second colored mana always comes with a cost.
  • Old school card pool: Alpha to Fallen Empires strikes a good balance for flavor, art, design and power level.4

Rules

  • Starting life is 7 instead of 20: Lower starting life of 7 widens the pool to include cards that conventional 20 life constructed Magic wouldn’t normally use.
  • The 9 extra cards are added to your starting hand.
  • No maximum hand size.
  • Mana burn is in effect (loss of life for unspent mana when phases ends). It is easier to leave mana burn rule to be as we want to explore every obscure card from that era to build this format: Power Surge etc.
  • No sideboarding. The whole point is to decide in pre-constructed mirror match who is the better player.
  • Best of three so that both players have a chance to go from play or draw.
  • No mulligan. The hand defines the role, and good players know how to play with it. Good luck!

The 9 extra starting cards (same for both players)

30345500-d430-4280-bfe3-de297309f136.png?1559597102
459d175e-2b9c-4f30-be03-4e05cd3c68ef.png?1559597095
a000777b-e8fe-4fd6-a455-01bc9056a873.png?1559596997
cc0bcdbe-be63-446a-8838-8790bda308a3.png?1559596999
4d1e4241-42ef-4b51-8f9b-2ab6aca31dbb.png?1559596678
c1b138e1-f8fc-435c-9aed-98004768479c.png?1562931192
Figure 1: Double mana spells are more powerful and casting them comes at a cost.
61e9c770-f05b-40df-a01f-82b734db1733.png?1562914816
Figure 2: One drop into double mana drop with City of Brass might need balancing.
fb89de70-d0e6-49ec-8aa9-1d31d3df1646.png?1562786751
Figure 3: Moved to starting hand as sometimes opponent can “curve out” leading to non-games.
aa5deb95-79a6-4398-b82a-c1df169550d9.png?1562926815
Figure 4: Fellwar Stone was too good and often a no-brainer second turn play. Celestial Prism was too slow.

Main deck (same for both players)

Colors are not conciously built to present their central color pie defined functionality, but in overall:

  • Green is a balance between utility, aggressive and defensive creatures.
  • Red is the most dangerous color with good threats. Or helps you the most to choose “Gear 1”: “Going all-in”.5
  • White focuses on prevention, life gain and support.
  • Black is resilient and endures but at the same time consumes its player slowly. Black is midrange with green. Their card selection contribute the most to “Gear 2”: “Suppression”.
  • Blue manipulates and attempts with white to establish control in the late game with great answers. Or go for “Gear 3”: “Inevitability”.
ca9af432-3997-426a-b532-52333c3c50c4.png?1559603608
Figure 5: Creature base is vulnerable enough for Sandstorm to be impactful.
32123652-4f71-4f0b-b317-39e6df039b4f.png?1559596694
Figure 6: Between this and Divine offering, Crumble offers more interesting use cases.
3fd08a5d-0dad-4bce-86c0-dea431038859.png?1559596906
Figure 7: Creates more dynamic play patterns than Cursed Land did.
f395278e-6d74-4f35-af9d-21bad7b19763.png?1562952805
Figure 8: First turn ramp needs a drawback.
ea2c2bf3-357d-4595-9b24-3451bd2d0179.png?1559596771
Figure 9: Birds of Paradise was too good as a fixer.
d98e413b-35bb-424f-9ae9-3319cf433785.png?1562785023
Figure 10: A touch more powerful than Grizzly Bears. Increases use cases for Immolation. In testing.
05a60435-7b5e-47c1-8186-1ca30a243992.png?1559597116
Figure 11: Good combination of power, toughness, abilities and cost for this format.
a5e4a23b-3b05-4240-9565-bdd8f3f3ef12.png?1559596606
Figure 12: We want at least one “vanilla creature”. Craw Wurm strikes having good power, toughness and cost ratio.
f9dbfdc1-a598-4c72-9b0d-91207bd067ab.png?1559603839
Figure 13: Hits 80% of the creatures if used as a removal. 20% cases open up to 2 for 1 trade.
7601b15a-53d8-499f-837b-abf369d1e3f4.png?1559600459
Figure 14: Expensive removal with a choice.
d885f124-2c0c-4321-9434-19dcdcdb907a.png?1562938523
Figure 15: Not necessarily a correct play as a first turn play.
25f4f0c1-a43e-4282-b20e-91c711c57521.png?1559601325
Figure 16: Conditional aggressive creature. Requires timing.
976121fd-a21d-42cd-a7d0-310c8648e307.png?1559596986
Figure 17: Offers a choice of risking the board and going for the throat.
69b0b840-bef0-47dc-aacf-aab59a3e3632.png?1562916233
Figure 18: Could be also just a Bird Maiden. In testing.
66674f3a-e882-44f1-addc-d74605150c39.png?1559603858
Figure 19: Prodigal Sorcerer was too good.
057d2410-30d3-4b7a-9dc3-f2512c1cf31c.png?1559596796
Figure 20: Offers a choice between life gain and removal.
3300b080-a6f5-4a4a-8faf-0206fbfe8988.png?1559596753
Figure 21: Replaces Alabaster Potion as offers more use cases.
41859c6f-1017-42ae-9061-050fe0db9731.png?1559597158
Figure 22: The one and good answer to artifacts and enchantments.
1c687a4e-a3f9-4d2d-9931-bf60e97f4095.png?1559596686
Figure 23: The card to keep players from overextending.
023b5e6f-10de-422d-8431-11f1fdeca246.png?1562895407
Figure 24: At the same stalls and super charges combat.
d7690cdd-6610-4310-9e93-60dc4db2ae8d.png?1587910808
Figure 25: Wish this gave permanent +1/+1 counter.
ce7e6bfb-9038-48b5-bfaf-9450c503c69e.png?1559596623
Figure 26: Fliers are needed to diversify the combat.
5543199c-92ab-4d57-b3f6-2429b5bb2001.png?1562484795
Figure 27: First there was Amulet of Kroog, then Samite Healer, now this.
709cd715-28ef-42e8-bf8c-fc51a1ca0c6a.png?1562917507
Figure 28: A good mix of banding creatures make combat more strategic.
dbe8939d-c2f0-4dbc-b7dd-0483208f6876.png?1559596921
Figure 29: Early removal with surprisingly significant impact.
d84730b2-53e4-45eb-9ac7-4557a59be5d4.png?1559596707
Figure 30: Both a fixer and a hoser.
6774a228-ec9e-47d0-bc43-a92f5caf8398.png?1559597105
Figure 31: Semi-removal similar to Paralyze but from different axis.
eed73f84-ad08-44f8-a4fe-cd324ec1da92.png?1559597176
Figure 32: Offers interesting decisions in terms of when to cast this.
59365350-d149-4c0d-a08f-eabdfb7cce3d.png?1559603597
Figure 33: May be too strong if curved into from the first turn threat.
59145073-2cfd-4153-a6d8-47ad42e739c3.png?1559597139
Figure 34: The one and only with regeneration…
0c4568da-f47e-431b-8fcb-0dca8494852b.png?1562897357
Figure 35: Better than Black Knight in balancing black mana pips.
b050783f-945e-4d61-a896-9a5b79ae7982.png?1562593288
Figure 36: Good power vs. cost ratio with interesting drawback.
e84406bc-6db7-4672-be8c-307985213cd6.png?1559596414
Figure 37: Or Nettling Imp, but having this on blue fits better mana pip wise.
f94c7a9a-4b7e-438e-9f8f-b22a9e757f4f.png?1562945250
Figure 38: Can target, but on resolve does not move Animate Dead due to rule 701.3b.
db401643-6114-4254-8e40-ea7605e5ed82.png?1559603640
Figure 39: Multiple use cases in this format.
e7bf32d8-dad7-4192-8cb6-ae75d8204ba3.png?1559597113
Figure 40: Boomerang already populates this space but another answer for creatures is wanted.
1134aa48-b288-44ab-9d3a-efee12cb98a4.png?1559597144
Figure 41: Between Spell Blast and Counterspell we choose this as a “Thinking Man’s counter”.
84b8de7a-c055-4031-a359-24526b6e6354.png?1562921829
Figure 42: Regrowth is another option but Recall offers more opportunities with graveyard.
b8c578c4-a67f-45ac-aa13-7fba2a5f5f3f.png?1559597147
Figure 43: Too situational/narrow as a double mana spell? In testing.
5b27431c-e301-4581-b67d-9213edee6ebb.png?1562913528
Figure 44: One good overall answer for every permanent is wanted.
fe9dc8dd-6212-465b-9633-f99cebf492f9.png?1562946408
Figure 45: Bait-and-switch.
21fa636b-8ce8-40b6-a4d0-3191a664bd92.png?1562901785
Figure 46: The sole source of pure card advantage.
c820cde8-ee7e-4654-afb3-cd0ee05f2635.png?1562935170
Figure 47: Widens option space for artifact removal.
3a80be5d-cf6f-487d-8602-9396d9b6252b.png?1559596980
Figure 48: Fountain of Youth prolonged games needlessly. This should solve that.
627ecfc9-faea-4d52-b0fb-ec0895001fd4.png?1562914956
Figure 49: Necessary repeatable card selection and graveyard utilization for longer games.
ba5fcfc5-0715-4c6c-8325-3b54a138634e.png?1759731376
Figure 50: Virtual card advantage and a reset button.
0ba1daee-a5ac-4d9e-b681-3e3c7a3eb095.png?1559596988
Figure 51: Yotian Soldier was too good.
031ad642-9c2c-4462-802c-bb35c124e0bb.png?1562895602
Figure 52: In testing.

Playtest notes and changelog

[2025-11-09 Sun] Version 1.0. Initial release
  • Version 1.0. Looks good on paper but is untested. Now requires playtesting with friends…
  • First curve slot on green (4 permanents) and on white (3 permanents) are crowded, making the first turn land plays usually as Forest or Plains. Consider flattening the curve on those colors:
1.png
Figure 53: Mana curve of Version 1.0.
[2025-12-13 Sat] Version 1.1 changes
  • Cut: Nafs Asp as something needs to be done to green’s permanent curve. Add: Sandstorm.
  • Cut: Grizzly Bear as it is a vanilla offering little choice. Add: Crumble as a dual-use utility spell.
  • Cut: Erhnam Djinn as it is too aggressively costed. Derelor is already pushing it. Add: Wanderlust as it generates energetic game. For that end…
  • Cut: Cursed Land as it lacks proper interaction after having been played. Add: Animate Dead since we lack interaction with graveyard.
  • Cut: Black Knight as black color requirement needs to be made deeper. Add: Order of the Ebon Hand as it has the black mana activated abilities.
  • Cut: Icatian Infantry as curve on 1 is clogged. Add: Mesa Pegasus. This spreads the curve and is an answer to flyers.
  • Cut: Samite Healer as it we need to make white color “deeper”. Add: Combat Medic as its ability scales. Toughness of 2 is also welcomed as we have a lot of 1/1s.
  • Cut: Alabaster Potion as it offers only life gain, though it scales. Add: Healing Salve which is also a combat trick an thus offers more interesting play choices.
  • Cut: Counterspell as we already have plenty of counters and offers little to no ways to play around. Add Phantasmal Terrain as it fixes mana and interacts with many other mechanics in the deck.
  • Cut: Spell Blast as it offers little to no ways to play around. Add: Power Sink as it also helps to recover the lost Rainbow Vale(s), which after obtaining both, are usually just held as a “hostages” and stagnating the game play.
  • Cut: Fountain of Youth was already cut in Version 1.0 as it prolonged the games needlesly. Add: Soul Net.
  • Cut: Savaen Elves as it had in the end only three targets. Add: Spitting Slug as it has good power-cost ratio and an ability to boot.
2.png
Figure 54: Curve is more progressive in Version 1.1. Power Sink and Recall as X-spells in mana slots 2 and 3 in the chart.
Table 1: Distribution of colored mana pips per converted mana cost and in total
Color CMC1 CMC2 CMC3 CMC4 CMC5 CMC6 Total
White 4 2 1 3 0 0 10
Blue 4 5 1 1 0 0 11
Black 3 6 0 (1) 1 0 0 10 (11)
Red 2 2 4 (1) 0 2 0 10 (11)
Green 3 0 4 (1) 0 2 2 11 (12)
[2026-02-27 Fri] Version 1.2 changes
  • Switch Desert to starting hand to stop non-games that sometimes occurred by opponent being able to “curve out”. Move Jalum Tome to deck as it was always the last card to be played from starting hand cards.
  • Add: Safe Haven as it offers some protection for creatures in logn games. This brings the total number of cards to 57.
Future considerations
  • First turn City of Brass into a threat and then into a second turn Blight or Order of the Ebon Hand might warrant moving City of Brass into the main deck.
  • Verify what is a good split between spells and creatures?
  • Verify what is a good balance of power vs. tougness for high mana curve creatures:
  • Green: Craw Wrum, 6/4
  • Red: none
  • White: Wall of Swords, 3/5 or none?
  • Black: Derelor, 4/4
  • Blue: Sea Serpent, 5/5
  • What is best creature:spell:land=deck size -ratio? I have now 20:36:1=57. Do I need more spells? Less creatures?
  • What is the minimum (elegant) deck size attainable vs. play enjoyment?
  • When testing, observe what is the most common color getting hosed. Usually it has been red.
  • Consider: Natural Selection as the library manipulation spell.
  • Consider: Scavenger Folk.
  • Consider: Sea Serpent.
  • Consider: Blaze of Glory.
  • Consider: Cutting Siren’s Call if it proves too swingy with its “gotcha”.
  • Consider: Cutting Unsummon as its mechanic is already displayed by Boomerang.
  • Consider: Arena.
  • Consider: Elven Lyre.
  • Consider: Giant Strength.
  • Consider: Helm of Chatzuk.
  • Consider: Order of Leitbur.
  • Consider: Repentant Blacksmith.
  • Consider: Seasinger.
  • Consider: Vodalian Knights.
  • Consider: Wall of Swords.

Footnotes:

Tuomas Pyyhtiä / CC BY-SA 4.0 CC logo BY logo SA logo NVim 0.11.1 (nvim-orgmode 0.6.0)