Cool Card Design of the Day
6/3/2016 - I don't often argue that countermagic shouldn't belong solely to blue, but not because it's okay for blue to dominate magical ability, because countermagic isn't much fun to play against and the game really doesn't need more of it.
But it's worth exploring the argument that blue magic shouldn't be more magical than any other color of magic. This isn't a game of warriors and wizards, running the gambit of actions from swords to sorcery. Yes, we summon muggles to fight for us. We summon them with magic because we are wizards.
Our school of magic (color, in Magic terms) determines the nature of our spells, their modes, methods, and motives. And those characteristics are what makes the colors not just interesting, but their relationship dynamic, driving the game's drama. Blue magic is more studious than green or red's, and that's important, but it isn't somehow more magical. It's all magic.
And that's why it's ridiculous that blue holds singular domain over fundamental magical concepts like countermagic and card drawing.
White should host countermagic because it's the color of rules and prevention. Black should host countermagic because it has the negative energy to cancel positive magic, and because it can do anything for a price. Red should host countermagic through sheer force of will—A powerful red mage should be able to shout 'no' when her dearest family and ideals are threatened. Green should host countermagic because it is all about rejecting the aberrant, enforcing natural destiny.
I made these (and Warp Spell) hybrid out of deference to blue's 20-year reign over countermagic. Planar Chaos is the only exception to countermagic being blue for most of that time. In terms of precedence, that means nothing, but it does still illustrate how the effect could look outside blue. Oh, and Lapse of Certainty, but I'm not sure that's a healthy example given how powerful tempo-based disruption is in combination with white's aggressive decks.