@StarixCrown
TLDR: Colors don't actually counter each other, they each have some sort of access to abilities others have, abiet in a round about way. Skills and luck is more important than some kind of doomsday card.
Perhaps old school MTG design, modern MTG design gives each color a distinct area of expertise that others would lack. Each color do possess hate cards for certain colors. Certain keywords and abilities are associated with their respective color.
- Blue: King of card draws with one of the best affinities for artifacts. Has a monopoly on counter magic. Lacking in "destroy" removals it instead has "bounce"(return to hand) spells. Often weak, many blue creatures compensate with utility and evasion. Flying is Blue's defining ability (Can't be blocked normally).
- Red: The usual go to for "burn" and cheap aggressive creatures. Removal is primarily in the form of damage. They're the third best color for card draw in the form of "wheels"(discard hand, draw X) and loot(discard and draw, in either order). Although lacking in Enchantment removal, Red is not lacking in Artifact and land removal. Haste is Red'a defining Ability (No summoning sickness).
- Black: Arguably one of the most annoying colors in the game with its plethora of creature removals and discard effects. They're also the best in their ability to recur creatures. It's the second best in terms of card draw as they generally pay for it with their life points. However they are extremely lacking when it comes to noncreature removals. Deathtouch is Black's defining ability.
- Green: The color of big beaters and expensive creatures. As a result they lack any form of creature removal outside of "flyer" hate. They do however have a good arsenal of Enchantment and Artifact removal as well as some degree of recursion. They have the worst affinity for artifacts. Trample is Green's defining ability (Excess damage goes through blocks).
- White: Arguably one of the best colors for removal with its vast selection of exile effects and fair arsenal of other removals. It's also the go to color of swarm decks with its access to token generators. It's Achilles heel is it's utter lack of draw power. White's defining ability is Vigilance (Does not get tapped when attacking).
- Colorless: Jack of all trades, master of none. They're not represented in the color pie but their presence should not be overlooked. The cost of flexibility is usually increase cast cost. This is home to artifacts and Eldrazi(Inter-dimensional world eating monsters) which are usually colorless.
- MultiColor: Combines some aspects of their respective colors, there is no way to generalize it beyond that.