Merl: Fair enough, and I did note that Exalted was very parasitic.
As for why I think Morph and Transmute play well together, it's because I can play a bunch of different Transmute cards to get cards with Morph, and still play all of them for 3 mana Morphs if necessary.
There's also the possibility (perhaps not in the first set) of noncreature Morphs, as I've noted before.
Also, I realize that Transmute is a bit complex, but Disciple of Deceit gives all of your cards Transmute (more or less), and that didn't seem to cause too many issues.
(Please note: I really don't like Transmute; I just can't think of any other returning resource manipulation mechanics that are likelier.)
Wait, did we learn somewhere that the Sultai mechanic is the returning one? Couldn't it be in Temur or Abzan?
I just think Transmute is very unlikely. They've really been cracking down on tutoring mechanics, not just because of complexity but also because of repetitive gameplay. And they're also actively trying to reduce the amount of shuffling in the game, to the point that MaRo's said outright that Satyr Wayfinder is an experiment in looking for a replacement for Sylvan Ranger-type effects for green. It would be very weird to see a whole mechanic about tutoring show up, particularly in a Rosewater-led set.
I'd have an easier time believing that the returning mechanic is something completely different, like Evoke for Temur elementals, etc.
So the new "Soundclaw Mystic" lets us know that colorless morph costs are on the table. Could be very relevant in maintaining a high playable count when you get cut off of your colors.
So the new "Soundclaw Mystic" lets us know that colorless morph costs are on the table. Could be very relevant in maintaining a high playable count when you get cut off of your colors.
Yeah, that's pretty interesting news. I wonder if those will only happen at rare? I can imagine it being a rare cycle, I could also see it at lower rarities as the set's main evolution of Morph.
The Mystic itself is pretty spicy, too. I don't see myself passing it all that often (probably just for really excellent removal or busted uncommons), assuming green will still be interested in having mana ramp in this set (spoiler: It turns out it is).
(I'm like ~95% sure that the name is going to turn out to be something like "Clawcaller Mystic" or "Claw-Song Mystic" or something like that)
I do like the draft implications of colorless Morph abilities. Reminiscent of Zombie Cutthroat, the Morph that anyone at the table could play. Any colorless Morph will be a high draft pick in Pack 1 just because it goes in any deck. Even if you're WB, the Mystic is a Morph with a net gain of 2 colorless mana when you flip it. Every color should want that to a degree. And also due to the mana demands of the set, every deck should be able to use its mana as more than just colorless.
That's good design space. They're basically "artifact" creatures from a deck building point of view that are much more flavorful.
Yeah, this is a pretty great card (albeit a rare one). Usually you'd prefer to just pay the 1G for it, but if you are stuck on green (as you might often be in a 3-color deck) it doesn't just sit in your hand ticking you off. I do hope we see more colorless morph, especially that provides fixing as well.
One other thing I'd be curious if they explore is the idea of alternate Morph costs (e.g. you can morph something for 1R or 1G (maybe use the hypbrid mana symbol)). That also seems like a good way to implement morph cards in a way that lets you compensate for missing part of your color base.
I'm actually annoyed that a great mana fixer will be taken from the person drafting its clans. I'm in the opposite camp as everyone else: I don't like colorless morph costs for just that reason, it makes every such morph fit in any deck. Are we back on Mirrodin already?
I suppose they did it to smooth out limited but in my view it wrecks the idea of drafting a wedge. I suppose it also keep people guessing even more what each morph could be. From a devign point of view, it looks like a clever way to make morph more mysterious, but from a drafting a playing point of view, it looks annoying to me. The added element of surprise of morphing an out-of-colour morph might be annoying depending on their abilities.
I'm sure I'll be annoyed to sit color screwed while some off-color wedge drafter morph this.
can't link it but there was an article on the Magic website, it's a short story narrated by our dear fiend Sarkhan
I love this SO much
...plus Ugin...yeah, gotta love me some Ugin
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"I put him where he lies." Did not Bolas tell me this? Or maybe it is Bolas who lies. What dragon did I hear? Who do I hear now? Maybe the mountain seers were right. The world remembers what its people have forgotten.
Most likely the colorless Morph costs are at Rare only. The Mystic looks like a money Rare from where I'm sitting, but if it was meant to help Limited, I don't think that that we'd see it at Rare... (i.e., the likelihood of Pierre's scenario is very low).
(We do have an Uncommon Morph creature from Jeskai that looks a lot more 'normal' for Morph cards.)
(We do have an Uncommon Morph creature from Jeskai that looks a lot more 'normal' for Morph cards.)
Wait, what now? I can't find this card in the Rumor Mill or the spoiler page. Am I missing something dumb, or have you seen something that MTGS doesn't know about yet?
The Sultai mechanic is Delve, which lets you exile graveyard cards to reduce casting costs
This particular guy seems a little at odds with himself since you need to exile your grave to get him out at a reasonable speed then he wants to get more cards in the grave to shrink kill some stuff afterwards? i like the mechanic though, black's ability to turn alternative resources into temporary mana is not one they wheel out too often, as long as some of the cards are marginally competitively costed you could see some very heavily discounted spells in the late game. Sort of tired of turning to self mill as a quirky enabler though.
and the Abzan mechanic is Outlast, which lets you pay a cost and tap at sorcery speed to get a +1/+1 counter which can also trigger other effects
As much as i like that specific abzan card since it feels kind of like jade mage, which is one of my long standing favorite mana sinks, i'm not a huge fan of just turning half your guys into chronomatons of varying efficiency. Hopefully most of them have the extra additional effect like this guy.
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"A scrupulous writer, in every sentence that he writes, will ask himself at least four questions, thus: 1. What am I trying to say? 2. What words will express it? 3. What image or idiom will make it clearer? 4. Is this image fresh enough to have an effect? And he will probably ask himself two more: 1. Could I put it more shortly? 2. Have I said anything that is avoidably ugly?"
Actinium: At least Ivorytusk Fortress makes sense now.
Outlast seems vaguely... Rebel-like? Small creature, larger activation cost to get value... hm. (Level Up is another already-cited case.)
Sultai has got to have self-mill, I think.
I do like how Mardu encourages suicidal attacks. "Here, I'll attack with my 1-drop second turn. You killed him? Well, I'll play a 2/1 on curve and make you lose a card too." Heart-Piercer has a similar effect.
I'm not a fan of Delve as a Tribal mechanic. If you draw multiple Delve spells early in the game, you're hosed. Seems difficult to tune a Delve deck for consistency. I like Delve more as a keyword that's only on uncommons and rares.
I'm also not a fan of Outlast. Sorcery-speed tap abilities are punishing. You have to use your mana proactively, you have to use it at times when you're vulnerable to disruption, and you're putting a +1/+1 counter on a creature that has to sit out the turn. Let's say you use your Herald of Anafenza every turn for a token. It becomes irrelevant that it's growing because it's always tapped! It just seems painfully slow and you're never going to survive long enough to profit from both halves of the ability (counter + trigger).
Granted, both abilities could be saved by the environment. Delve + Cantrips is a sustainable model. Outlast + lots of ways to untap creatures would be quite powerful. But those sound like slow combo plays in a set with the Mardu tribe that has the "avalanche of damage" mechanic.
Phyrre: While I agree with you overall, the Herald's closest comparison is, perhaps, Selesnya Evangel. Comes down early, same stats, can't activate until the third turn, taps itself.
Pros and Cons:
Pros (of Herald):
Doesn't need another creature to get started.
Grows itself.
Cons:
Costs more mana.
Sorcery speed only.
I, personally, think that Outlast is sort of 'grow to fit'. Get your creatures big enough to fend off your opponent, then stop using Outlast.
Having said that, we have a few more Commons, as follows:
Ainok Bond-Kin 1W
2/1
Hound Soldier
Outlast 1W
Each creature you control with a +1/+1 counter on it has First Strike.
Jeskai Windscout 2U
2/1
Flying
Prowess
Shambling Attendants 7B
3/5
Delve
Deathtouch
Mardu Warshrieker 3R
3/3 Raid - When Mardu Warshrieker ETB, if you attacked with a creature this turn, add RWB to your mana pool.
Thoughts:
Ainok Bond-Kin is fairly costed, and is what led me to my 'Outlast is used to a certain point' idea.
Jeskai Windscout seems excellent as a Limited card.
Shambling Attendant shows that, yes, Delve will be at Common, and I'm not sure what to say to this, beyond the fact that Sultai has got to have one major self-milling theme and/or KTK Limited will be like M15 and be a bloodbath of creature trades.
Mardu Warshrieker looks fun as hell, and easily allows for dumping your hand. Coal Golem with upside?
I'll need a lot of convincing to believe delve can work in limited. 40 cards deck, about 10 turns of play... just how much mana can you expect to save over a game? after 10 turns you saw 17 cards, most of which hopefully won't be in your GY. I guess there will be a huge self-mill subset of cards, but still, if you don;t draw them, you're stuck with 7=8 CMC cards in hand?
Delve is pretty much the polar opposite of morph. Morph saves you if you don't yourland drops or colors. Delve wrecks you. We'll see, but so far I'm crossing off sultai from my pre-release choice. Abzan outlast is harder to say. There is that common outlast that gives everyone with +1/+1 counters first strike, which really turns the mechanics around. (But then, you set yourself up for blowout if they kill it.) But that 4/4 lifelink abzan common (abzan guide) seems very good at turning games around. And the 2/2 deathtouch temur common for 2 mana can be played in abzan...
Jeskai and temur seem promising. (That sweet 2/2 flying for 2 with morph is really great. Too bad it's other clan is sultai. Then there is that 2/1 flyer for 3 with prowess at common.) I would assume Jeskai would get the bulk of flyers, although every clan has a color that can grant flying. Mardu raids are pretty okay so far, and aggro in limited works fine a lot of times.
I feel like Sultai are due some serious enablers. Cantrips, cheap graveyard-fillers that chump (see Satyr Wayfinder), or even outright self-mill. It's going to be very interesting to see what spells are viable in an environment where Delve truly matters.
Windscout seems like a naturally high pick, but Abzan Guide looks downright terrifying. Blood Baron of Vizkopa with Morph at common? That's one heck of a payoff for going full 3 color.
Delve i think will fall into 2 types. Either it will be like the necropolis fiend above where it takes on the m15 convoke model of having an enormous colorless cost so you aren't really cheating this out fast so much as you are being charged so much for the base spell that you have to use the mechanic to play it at the price it really needed to be regularly which will probably wipe out your whole graveyard and you will only be able to pull that trick once or twice a game. The type of delve i hope to see is cards with a ton of colored mana symbols and only a few colorless cost, like a XGBU where x is 1 or 2 so delve can never break the card horribly which lets them aggressively cost it so you can just sometimes act like you have a mana dork to get it out a turn or 2 faster without completely breaking your graveyard piggy bank. Like a 2CCC flesh to dust type card is playable like that but then with delve and a couple spare cards in the graveyard it becomes murder.
Outlast is so disappointing it's confusing. When you say the clan's mechanical theme is based on 'endurance' and to me, in mtg terms, endurance means either you are resistant to removal or you have a good way to stop aggression. Either the creatures endure or you the player does, but Outlast is very bad at specifically both those things. I'm also fairly sure that the extra triggered effect is something that you'll only see a few things do at rare, probably most things will just have an outlast cost that's inversely reflected by their initial cost. Like a 1 mana vanilla 1/1 would have an outlast cost of 4ish because growing a 1/1, as chronomaton showed us, can get super strong pretty fast while a 4 mana 4/4 might have an outlast cost of 1 or 2 since tapping down your 4/4 for a very incremental pump is a much bigger drawback ala desecration demon's drawback. Sure this gives you something to spend mana on in a board stall but i don't think I ever want to outlast when i could be developing my board or attacking, and outside of a few outlast with vigilance cards or untap effects you can't do both. Even with an untap effect it's only a single +1/+1 counter, so like i pump my 3/3 into a 4/4 then your 3/3 attacks since the 4/4 is tapped and aha! i savage surge my guy and block! but oh you had titanic growth or removal and i just lost like 8 mana and 2 cards for your 2 mana and 1 card. It sounds miserable, hope i'm wrong.
EDIT started typing that before the mechanics page was revealed so at least we are seeing the kind of simicish lots of stuff cares about +1/+1 counters like a tribal or sliver thing but works with anything for outlast. Feel like they already tried this with things like bred for the hunt and renegade krasis to middling effect.
"A scrupulous writer, in every sentence that he writes, will ask himself at least four questions, thus: 1. What am I trying to say? 2. What words will express it? 3. What image or idiom will make it clearer? 4. Is this image fresh enough to have an effect? And he will probably ask himself two more: 1. Could I put it more shortly? 2. Have I said anything that is avoidably ugly?"
I don't think windscout is that great to be honest. it is just ok without prowess, which isn't a good sign. we will need to see that prowess.deck is a thing before it is great. prowess could turn out to be something that randomly gets activated, not consistently.
Actinium: Dunno what to say about Delve that hasn't already been said. It needs enablers; I think we all agree with this. (In Standard, the 1-drop Deathtouchers from Theros would do well.)
Re: Outlast, I think the Bond-kin shows that the Outlast costs won't be unreasonable. (There's gotta be one that gains you life when you Outlast.)
Herald is good because it allow you to chump-block with the tokens until the Herald gets big enough to block your opponent's creatures, and then continue on.
varoan: It may not be the greatest, but I think 'ok' is good. Prowess + Evasion looks pretty good. It allows for gaining more value from non-Instant noncreature spells.
I think Outlast is wonderfully designed, in large part because of the sorcery-speed restriction. That tension in using Outlast is what makes the mechanic interesting.
It looks like a Timmy mechanic (All my guys can be infinitely big!), but it's really extremely Spike-y. Outlast is offering an impressive degree of inevitability that, if the cards we've seen are any indication, you're not paying much up-front mana for. But in order to make use of it, you'll presumably need to make a lot of tough choices about sequencing your plays and when to sacrifice tempo for long-term value and vice versa.
I get the concerns, but they really boil down to "What if development ****ed up?," which is never not a potential problem. If the format is too slow and durdly, Outlast becomes oppressive. If the format is dominated by aggressive strategies and tempo plays, without good ways for Abzan to build breathing room, then you never get to use it.
I do think it's interesting that Abzan could prey on people building excessively slow, clunky decks at the start of the format, much like Mardu with Raid. Since if someone has a bunch of Outlast creatures and you're not putting them under pressure, you're losing just as much as if an aggro player were beating you down.
Come to think of it, this format already seems to be very Spike-centric.
-Being a 3 color format inherently rewards those who value fixing appropriately.
-Outlast, Delve, and Prowess have a ton of sequencing options to weigh.
-Raid will frequently require you to weigh the value of your worst creature vs the value of the effect you'll be getting.
-The Prowess/Raid/Morph dynamic incentivizes bluffing very heavily.
As for why I think Morph and Transmute play well together, it's because I can play a bunch of different Transmute cards to get cards with Morph, and still play all of them for 3 mana Morphs if necessary.
There's also the possibility (perhaps not in the first set) of noncreature Morphs, as I've noted before.
Also, I realize that Transmute is a bit complex, but Disciple of Deceit gives all of your cards Transmute (more or less), and that didn't seem to cause too many issues.
(Please note: I really don't like Transmute; I just can't think of any other returning resource manipulation mechanics that are likelier.)
I just think Transmute is very unlikely. They've really been cracking down on tutoring mechanics, not just because of complexity but also because of repetitive gameplay. And they're also actively trying to reduce the amount of shuffling in the game, to the point that MaRo's said outright that Satyr Wayfinder is an experiment in looking for a replacement for Sylvan Ranger-type effects for green. It would be very weird to see a whole mechanic about tutoring show up, particularly in a Rosewater-led set.
I'd have an easier time believing that the returning mechanic is something completely different, like Evoke for Temur elementals, etc.
Cubetutor Link
The Mystic itself is pretty spicy, too. I don't see myself passing it all that often (probably just for really excellent removal or busted uncommons), assuming green will still be interested in having mana ramp in this set (spoiler: It turns out it is).
(I'm like ~95% sure that the name is going to turn out to be something like "Clawcaller Mystic" or "Claw-Song Mystic" or something like that)
That's good design space. They're basically "artifact" creatures from a deck building point of view that are much more flavorful.
One other thing I'd be curious if they explore is the idea of alternate Morph costs (e.g. you can morph something for 1R or 1G (maybe use the hypbrid mana symbol)). That also seems like a good way to implement morph cards in a way that lets you compensate for missing part of your color base.
I suppose they did it to smooth out limited but in my view it wrecks the idea of drafting a wedge. I suppose it also keep people guessing even more what each morph could be. From a devign point of view, it looks like a clever way to make morph more mysterious, but from a drafting a playing point of view, it looks annoying to me. The added element of surprise of morphing an out-of-colour morph might be annoying depending on their abilities.
I'm sure I'll be annoyed to sit color screwed while some off-color wedge drafter morph this.
I love this SO much
...plus Ugin...yeah, gotta love me some Ugin
A name.
Ugin.
(We do have an Uncommon Morph creature from Jeskai that looks a lot more 'normal' for Morph cards.)
In that vein, we do have a couple more cards from the PAX party.
Mardu Skullhunter
1B
2/1
ETB Tapped
Raid - Target player discards a card.
And there's the Sultai Charm:
Destroy target monocolored creature
Naturalize
Draw 2, Discard 1
This particular guy seems a little at odds with himself since you need to exile your grave to get him out at a reasonable speed then he wants to get more cards in the grave to shrink kill some stuff afterwards? i like the mechanic though, black's ability to turn alternative resources into temporary mana is not one they wheel out too often, as long as some of the cards are marginally competitively costed you could see some very heavily discounted spells in the late game. Sort of tired of turning to self mill as a quirky enabler though.
and the Abzan mechanic is Outlast, which lets you pay a cost and tap at sorcery speed to get a +1/+1 counter which can also trigger other effects
As much as i like that specific abzan card since it feels kind of like jade mage, which is one of my long standing favorite mana sinks, i'm not a huge fan of just turning half your guys into chronomatons of varying efficiency. Hopefully most of them have the extra additional effect like this guy.
Outlast seems vaguely... Rebel-like? Small creature, larger activation cost to get value... hm. (Level Up is another already-cited case.)
Sultai has got to have self-mill, I think.
I do like how Mardu encourages suicidal attacks. "Here, I'll attack with my 1-drop second turn. You killed him? Well, I'll play a 2/1 on curve and make you lose a card too." Heart-Piercer has a similar effect.
I'm also not a fan of Outlast. Sorcery-speed tap abilities are punishing. You have to use your mana proactively, you have to use it at times when you're vulnerable to disruption, and you're putting a +1/+1 counter on a creature that has to sit out the turn. Let's say you use your Herald of Anafenza every turn for a token. It becomes irrelevant that it's growing because it's always tapped! It just seems painfully slow and you're never going to survive long enough to profit from both halves of the ability (counter + trigger).
Granted, both abilities could be saved by the environment. Delve + Cantrips is a sustainable model. Outlast + lots of ways to untap creatures would be quite powerful. But those sound like slow combo plays in a set with the Mardu tribe that has the "avalanche of damage" mechanic.
Pros and Cons:
Pros (of Herald):
Doesn't need another creature to get started.
Grows itself.
Cons:
Costs more mana.
Sorcery speed only.
I, personally, think that Outlast is sort of 'grow to fit'. Get your creatures big enough to fend off your opponent, then stop using Outlast.
Having said that, we have a few more Commons, as follows:
Ainok Bond-Kin
1W
2/1
Hound Soldier
Outlast 1W
Each creature you control with a +1/+1 counter on it has First Strike.
Jeskai Windscout
2U
2/1
Flying
Prowess
Shambling Attendants
7B
3/5
Delve
Deathtouch
Mardu Warshrieker
3R
3/3
Raid - When Mardu Warshrieker ETB, if you attacked with a creature this turn, add RWB to your mana pool.
Thoughts:
Ainok Bond-Kin is fairly costed, and is what led me to my 'Outlast is used to a certain point' idea.
Jeskai Windscout seems excellent as a Limited card.
Shambling Attendant shows that, yes, Delve will be at Common, and I'm not sure what to say to this, beyond the fact that Sultai has got to have one major self-milling theme and/or KTK Limited will be like M15 and be a bloodbath of creature trades.
Mardu Warshrieker looks fun as hell, and easily allows for dumping your hand. Coal Golem with upside?
Delve is pretty much the polar opposite of morph. Morph saves you if you don't yourland drops or colors. Delve wrecks you. We'll see, but so far I'm crossing off sultai from my pre-release choice. Abzan outlast is harder to say. There is that common outlast that gives everyone with +1/+1 counters first strike, which really turns the mechanics around. (But then, you set yourself up for blowout if they kill it.) But that 4/4 lifelink abzan common (abzan guide) seems very good at turning games around. And the 2/2 deathtouch temur common for 2 mana can be played in abzan...
Jeskai and temur seem promising. (That sweet 2/2 flying for 2 with morph is really great. Too bad it's other clan is sultai. Then there is that 2/1 flyer for 3 with prowess at common.) I would assume Jeskai would get the bulk of flyers, although every clan has a color that can grant flying. Mardu raids are pretty okay so far, and aggro in limited works fine a lot of times.
Windscout seems like a naturally high pick, but Abzan Guide looks downright terrifying. Blood Baron of Vizkopa with Morph at common? That's one heck of a payoff for going full 3 color.
Cubetutor Link
Outlast is so disappointing it's confusing. When you say the clan's mechanical theme is based on 'endurance' and to me, in mtg terms, endurance means either you are resistant to removal or you have a good way to stop aggression. Either the creatures endure or you the player does, but Outlast is very bad at specifically both those things. I'm also fairly sure that the extra triggered effect is something that you'll only see a few things do at rare, probably most things will just have an outlast cost that's inversely reflected by their initial cost. Like a 1 mana vanilla 1/1 would have an outlast cost of 4ish because growing a 1/1, as chronomaton showed us, can get super strong pretty fast while a 4 mana 4/4 might have an outlast cost of 1 or 2 since tapping down your 4/4 for a very incremental pump is a much bigger drawback ala desecration demon's drawback. Sure this gives you something to spend mana on in a board stall but i don't think I ever want to outlast when i could be developing my board or attacking, and outside of a few outlast with vigilance cards or untap effects you can't do both. Even with an untap effect it's only a single +1/+1 counter, so like i pump my 3/3 into a 4/4 then your 3/3 attacks since the 4/4 is tapped and aha! i savage surge my guy and block! but oh you had titanic growth or removal and i just lost like 8 mana and 2 cards for your 2 mana and 1 card. It sounds miserable, hope i'm wrong.
EDIT started typing that before the mechanics page was revealed so at least we are seeing the kind of simicish lots of stuff cares about +1/+1 counters like a tribal or sliver thing but works with anything for outlast. Feel like they already tried this with things like bred for the hunt and renegade krasis to middling effect.
Re: Outlast, I think the Bond-kin shows that the Outlast costs won't be unreasonable. (There's gotta be one that gains you life when you Outlast.)
Herald is good because it allow you to chump-block with the tokens until the Herald gets big enough to block your opponent's creatures, and then continue on.
varoan: It may not be the greatest, but I think 'ok' is good. Prowess + Evasion looks pretty good. It allows for gaining more value from non-Instant noncreature spells.
It looks like a Timmy mechanic (All my guys can be infinitely big!), but it's really extremely Spike-y. Outlast is offering an impressive degree of inevitability that, if the cards we've seen are any indication, you're not paying much up-front mana for. But in order to make use of it, you'll presumably need to make a lot of tough choices about sequencing your plays and when to sacrifice tempo for long-term value and vice versa.
I get the concerns, but they really boil down to "What if development ****ed up?," which is never not a potential problem. If the format is too slow and durdly, Outlast becomes oppressive. If the format is dominated by aggressive strategies and tempo plays, without good ways for Abzan to build breathing room, then you never get to use it.
I do think it's interesting that Abzan could prey on people building excessively slow, clunky decks at the start of the format, much like Mardu with Raid. Since if someone has a bunch of Outlast creatures and you're not putting them under pressure, you're losing just as much as if an aggro player were beating you down.
-Being a 3 color format inherently rewards those who value fixing appropriately.
-Outlast, Delve, and Prowess have a ton of sequencing options to weigh.
-Raid will frequently require you to weigh the value of your worst creature vs the value of the effect you'll be getting.
-The Prowess/Raid/Morph dynamic incentivizes bluffing very heavily.
Cubetutor Link
Wombat is entirely correct in that Abzan is going to punish people durdling.
Also, I think that the relative Clan speeds are:
Mardu > Jeskai > Temur > Sultai > Abzan
This may have some implications (e.g., Mardu/Jeskai will probably not get too many Abzan cards, leaving them for the Abzan player).
Funny enough, this sorts neatly into an average speed for each individual color:
Fastest--- Red, White, Blue, Black, Green ---Slowest
Cubetutor Link
If we rate each two-color combination with the speed of the Clans that are represented (for the allied color pairs, the same one twice), we get:
Clans
Mardu - RWB - 1
Jeskai - URW - 2
Temur - GUR - 3
Sultai - BGU - 4
Abzan - WBG - 5
Two-Color Pairs
WU - 4
WB - 6
WR - 3
WG - 10
UB - 8
UR - 5
UG - 7
BR - 2
BG - 9
RG - 6
So:
RB > WR > WU > UR > WB = RG > UG > UB > BG > WG