I am using this image:

I want to super size it with out the mixing of colors. Is there a way to just enlarge it with color mixing in C#? I have looked up online but all methods seem void of success.
I should show how I am going through putting the images in on screen.
Game1: (Sets up the whole program)
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace **
{
    public class Game1 : Microsoft.Xna.Framework.Game
    {
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;
    enum GameStates { StartUp, TitleScreen, Options, Credits, Paused, Playing, Death, Continue }
    GameStates gameState = GameStates.TitleScreen;
    public static int screenHeight = 768;
    public static int screenWidth = 1024;
    public Game1()
    {
        graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";
        graphics.PreferredBackBufferHeight = screenHeight;
        graphics.PreferredBackBufferWidth = screenWidth; 
        graphics.IsFullScreen = false; 
        graphics.ApplyChanges();
        StartUp.Images.Content = Content;
    }
    protected override void Initialize()
    {
        this.IsMouseVisible = true;
        base.Initialize();
    }
    protected override void LoadContent()
    {
        spriteBatch = new SpriteBatch(GraphicsDevice);
        StartUp.Images.Load();
    }
    protected override void UnloadContent()
    {
        // TODO: Unload any non ContentManager content here
    }
    protected override void Update(GameTime gameTime)
    {
        // Allows the game to exit
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            this.Exit();
        switch (gameState)
        {
            case GameStates.StartUp:
                break;
            case GameStates.TitleScreen:
                break;
            case GameStates.Options:
                break;
            case GameStates.Credits:
                break;
        }
        base.Update(gameTime);
    }
    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.CornflowerBlue);
        spriteBatch.Begin();
        if (gameState == GameStates.TitleScreen ||
            gameState == GameStates.Options ||
            gameState == GameStates.Credits)
        {
            spriteBatch.Draw(StartUp.Images.Background, new Rectangle(0, 0, screenWidth, screenHeight), Color.White);
        }
        if (gameState == GameStates.TitleScreen)
        {
            StartUp.TitleScreen.Draw(spriteBatch);
        }
        if (gameState == GameStates.Options)
        {
            StartUp.Options.Draw(spriteBatch);
        }
        spriteBatch.End();
        base.Draw(gameTime);
    }
}
}
Images: (Loads the images for use)
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
namespace **.StartUp
{
    class Images
    {
        #region Define
        public static ContentManager Content;
        //TitleScreen
        public static Texture2D Background;
        public static Texture2D Continue;
        public static Texture2D Credits;
        public static Texture2D Exit;
        public static Texture2D Logo;
        public static Texture2D Options;
        public static Texture2D Play;
        public static Texture2D Version;
        //End
        //Options
        public static Texture2D OptionsLogo;
        public static Texture2D OffNotSelected;
        public static Texture2D OffSelected;
        public static Texture2D OnNotSelected;
        public static Texture2D OnSelected;
        public static Texture2D FullScreen;
        public static Texture2D Menu;
        public static Texture2D Music;
        public static Texture2D SliderBackground;
        public static Texture2D Slider;
        public static Texture2D SoundFX;
        //End
        #endregion
        #region Load
        public static void Load()
        {
            Background = Content.Load<Texture2D>(@"Images\StartUp\Background");
            Continue = Content.Load<Texture2D>(@"Images\StartUp\Continue");
            Credits = Content.Load<Texture2D>(@"Images\StartUp\Credits");
            Exit = Content.Load<Texture2D>(@"Images\StartUp\Exit");
            FullScreen = Content.Load<Texture2D>(@"Images\StartUp\FullScreen");
            Logo = Content.Load<Texture2D>(@"Images\StartUp\Logo");
            Menu = Content.Load<Texture2D>(@"Images\StartUp\Menu");
            Music = Content.Load<Texture2D>(@"Images\StartUp\Music");
            OffNotSelected = Content.Load<Texture2D>(@"Images\StartUp\OffNotSelected");
            OffSelected = Content.Load<Texture2D>(@"Images\StartUp\OffSelected");
            OnNotSelected = Content.Load<Texture2D>(@"Images\StartUp\OnNotSelected");
            OnSelected = Content.Load<Texture2D>(@"Images\StartUp\OnSelected");
            Options = Content.Load<Texture2D>(@"Images\StartUp\Options");
            OptionsLogo = Content.Load<Texture2D>(@"Images\StartUp\OptionsLogo");
            Play = Content.Load<Texture2D>(@"Images\StartUp\Play");
            Slider = Content.Load<Texture2D>(@"Images\StartUp\Slider");
            SliderBackground = Content.Load<Texture2D>(@"Images\StartUp\SliderBackground");
            SoundFX = Content.Load<Texture2D>(@"Images\StartUp\SoundFX");
            Version = Content.Load<Texture2D>(@"Images\StartUp\Version");
        }
        #endregion
    }
}
TitleScreen: (Draws the image and positions the image)
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace **.StartUp
{
    class TitleScreen
    {
        #region Define
        static new Rectangle con = new Rectangle(330, 246, 364, 84);
        static new Rectangle cre = new Rectangle(330, 430, 364, 84);
        static new Rectangle exit = new Rectangle(330, 522, 364, 84);
        static new Rectangle logo = new Rectangle(216, 37, 591, 71);
        static new Rectangle opt = new Rectangle(330, 338, 364, 84);
        static new Rectangle play = new Rectangle(330, 154, 364, 84);
        static new Rectangle ver = new Rectangle(7, 701, 215, 39);
        static Vector2 love = new Vector2(100, 100);
        #endregion
        #region Update and Draw
        public static void Update(GameTime gameTime)
        {
            MouseState mouse = Mouse.GetState();
        }
        public static void Draw(SpriteBatch spriteBatch)
        {
            spriteBatch.Draw(Images.Continue, con, Color.White);
            spriteBatch.Draw(Images.Credits, cre, Color.White);
            spriteBatch.Draw(Images.Exit, exit, Color.White);
            spriteBatch.Draw(Images.Play, play, Color.White);
            spriteBatch.Draw(Images.Options, opt, Color.White);
            spriteBatch.Draw(Images.Logo, logo, Color.White);
            spriteBatch.Draw(Images.Version, love, Color.White);
        }
        #endregion
        #region Methods
        #endregion
    }
}
EDIT: (10:21_11/26/2013)
I am getting closes but need a little more help, I am readying through SpriteBatch.Begin Methods and what they do but still am lost I would love some help with this problem.