Wednesday, 25 December 2019

A Christmas Update & The Future of Macready Musings



Merry Christmas everyone.  Just a quick update today to share two pieces of news...

1. I am taking Christmas off, so there will be no Unusual Tribes column this week. I hope you all have a happy holiday season and that you have a good time, whatever you are getting up to.  Maybe try a Christmas Chaos Draft?

2. I felt it was best to say something here regarding my plans for the future of this blog.  I have been pleasantly surprised, and quite humbled, by the attention my articles have received.  Thank you all, sincerely, for your views and your support.

Whilst writing this column is a tremendous amount of fun, and I intend to continue writing new Unusual Tribes articles into the foreseeable future, I am also hoping to expand the sort of content I upload here in several ways.

Primarily, I would like to supplement my written articles with videos. I have something in the works already which I am hoping to be able to share early in 2020.

Additionally, I am considering expanding the sort of content I discuss here.  This blog's tagline has always been, 'A blog where I ramble about gaming, history and how history has influenced gaming'.  Currently I have only discussed Magic the Gathering which, whilst a significant interest of mine, is far from my only hobby.  I am planning on creating new content discussing more forms of games, whether they are played digitally or on a tabletop.  I would also be keen to try and bring some historical analysis into the mix. I want to discuss the inspiration which top-down sets like Theros, Amonkhet and Kamigawa take from real world cultures.

As always feel free to message me with any feedback, comments or questions at macreadymusings@gmail.com

Thanks and best wishes,
-Macready

Thursday, 19 December 2019

Unusual Tribes 8: Rats


Introduction

Having spent the last few weeks looking at Dwarves, Orcs and other high fantasy races, it’s time to return to reality and analyse some tribes of real creatures. This week we’ll be looking at Rats and exploring how they are portrayed in Magic the Gathering, and whether you can build a viable decks around them. Despite their seemingly mundane and unassuming nature Rats possess some of the tightest synergies of any of the tribes discussed in this series so far. Magic’s premiere rodents offer some incredibly fun and unique deck building possibilities.

Magic the Gathering currently features 55 Rats. Every single Rat which has ever been printed has been black. There are, however, 3 Rats which are black/red, namely: Gobhobbler Rat, Sanity Gnawers and Hellhole Rats. As the overwhelming majority of Rats are mono-black, it is usually advisable to run Rats in a mono-black deck. This is both because other colours don’t have many Rats to offer, and for budgetary reasons. You probably don’t want to spend too much money on an expensive land base for a fun, yet gimmicky, deck full of Rats.


Relentless Rat Packs

Rats in Magic the Gathering are known for commonly possessing 2 sorts of effects. Discard and what is known unofficially as the ‘Relentless Effect’. This effect lifts the typical deck building limitation of only being able to run 4 copies of any given card. This unofficial term derives its name from the card Relentless Rats, the most famous bearer of the effect. The Relentless Effect’ demonstrates how rats live in huge packs, which grow increasingly threatening as they gain more members. Relentless Rats gains +1/+1 for each other iteration of Relentless Rats in play, encouraging players to fill their decks with as many copies of the card as possible. Rat Colony also possesses the Relentless Effect’. When compared with Relentless Rats, Rat Colony is one mana cheaper and gets stronger for each other rat your control, regardless of name. Unfortunately, unlike Relentless Rats, it has only 1 toughness and only gains +1/+0 for each other Rat in play, leaving it much more vulnerable.

Several other Rats possess abilities which are similar to the ‘Relentless Effect’. Plague Rats was the first Rat ever printed, back in Alpha. It was clearly intended to be run in decks similar to those structured around cramming in many copies of Relentless Rats or Rat Colony. Unfortunately, due to changes to the rules, Plague Rats is easily the worst of the three. As Plague Rats was printed prior to the rule restricting a deck to  4 copies of any individual card, it does not possess an effect stating ‘A deck can have any number of cards named Plague Rats’. As a result, it is now impossible to build a working Plague Rats deck. Even if this were possible, for 3 mana it hits the field as a 1/1, which is an unexciting prospect and makes it worse than Relentless Rats. For all of its flaws, Plague Rats does earn some style points  for having truly unnerving art work.

Rats nature, as pack animals, is also illustrated on the card Pack Rat fittingly enough. Pack Rat gains +1/+1 for each rat in play, showing how the pack gets stronger as more Rats join. Pack Rat also allows its controller to discard a card, and pay 3 mana, to create a token which is a copy of it. The discarded card represents the Rats consuming food to feed their growing swarm. This food is likely carrion, as Pack Rat’s art depicts the pack in the sewers beneath Ravnica. Discarding a card is the closest mechanical means the game can provide to dropping an unsavoury snack into the sewers to be consumed by Rats.

Discard and Disease

Now to look at discard. Rats association with discard effects can be explained in several possible ways. On one level discard may represent how Rats are stealing from the opponent. Burglar Rat is the most explicit in this regard, though the flavour text of several printings of Ravenous Rats also support this interpretation. The card states ‘Nothing is sacred to the rats. Everything is simply another meal’. This reflects real life rats which are notorious for pinching food and shiny objects.


There are several, more abstract, interpretations of what these discard effects may represent. The hand in Magic the Gathering is often used to represent the thoughts and mental wellbeing of the player’s character.  This is evidenced by cards such as Thoughtseize and Mind Rot which lead to discard as they are a direct assault on the opponent’s mind. Using this logic, it may seem strange that Rats cause discard. Unlike Spectres, another tribe frequently printed with discard effects, Rats are not magical creatures who directly assault the opponent’s mind.  The cards discarded may represent how Rats induce fear into people’s minds, leading to mental agitation and unrest.

A final interpretation may be that the discard represents Rats spreading disease. This is backed up by the fact that many of Magic the Gathering’s Rats are associated with illness, for example Rotting Rats. Discard is not the only way through which Magic’s Rats show their propensity to produce plagues. Ichor Rats and Septic Rats both demonstrates Rats’ ability to spread sickness through the use of poison counters. Whilst Typhoid Rats represent Rats’ role as carries of deadly diseases via the ability Deathtouch. The Rats depicted in Disease Carriers demonstrate the accuracy of their name by giving opponent’s creature -2/-2.

Kamigawa and the Nezumi

Rats were pushed most prominently as a tribe during Kamigawa block. The Nezumi (which translates from Japanese as ‘rat’ creatively enough) are anthropomorphic Rats native to the plane. As Kamigawa’s Rats are more humanoid than their counterparts on other planes, the block provided Rats with a slew of subtypes they would not normally have access too. Nezumi Cutthroat is a Rat Warrior, Nezumi Bone-Reader is a Rat Shaman and, of course, due to Kamigawa being based on Shinto and Japanese mythology, there are a slew of Rat Samurai and Rat Ninjas.

On Kamigawa, Rats’ typical focus on discard is present, but it is also expanded in new ways. Gnat Miser and Locust Miser both reduce each opponent’s maximum hand size. These effects play into Saviours of Kamigawa’s ‘hand size matters’ theme, wherein certain cards put the player at an advantage for having more cards in their hand than their opponent, such as Akuta, Born of Ash.

Every legendary Rat ever printed was released in Kamigawa block. Marrow-Gnawer, the most notable of these Rat legends, warrants his own section and will be discussed below. Ink-Eyes, Servant of Oni is a Rat Ninja bearing the Ninjustsu effect, as many of Kamigawa’s ninjas, whether they are Rats or otherwise, also do.

This block also featured two Rat flip cards, a visually unique card type exclusive to Kamigawa. Nezumi Graverobber/Nighteyes the Desecrator and Nezumi Shortfang/Stabwhisker the Odious.  Both of these cards tell interesting, self-contained, tales of mundane rodents rising to infamy. Nezumi Graverobber empties out an opponent’s graveyard, as is perhaps appropriate for a Graverobber, before transforming into Nighteyes the Desecrator. Nighteyes’ ability to return creatures from graveyards to the battlefield demonstrates how they have advanced from merely robbing the dead to reviving them through necromancy. Although the two sides of this card are inherently non-synergistic (you can no longer return cards from the dead who Nezumi Graverobber  has exiled,) it still offers a compelling story. Nezumi Shortfang, meanwhile, tells the tale of a small-time thief transforming into the fearsome, if incredibly stupidly named, master criminal Stabwhisker the Odious. Nezumi Shortfang’s discard effect is used to convey the idea of the Rat Rogue robbing your opponent. Stabwhisker’s effect, which penalises opponents who have few cards in their hand, then demonstrates a crime lord preying on the poor.

The Witch, the Piper the Slumlord and Marrow-Gnawer

Although there are no Rat ‘lords’ in the strictest terms, meaning there is no card which provides +1/+1 to all other Rats in play, there are several Rat support cards, or cards which grant all Rats beneficial abilities. The first of these is Marrow-Gnawer, a legendary Rat Rogue printed in Champions of Kamigawa. Marrow-Gnawer grants all Rats Fear, including himself and any Rats your opponent may control. He also allows you to sacrifice a Rat to create a number of 1/1 Black Rat tokens equal to the number of Rats you control. Although Marrow-Gnawer is an expensive card, both in terms of money and mana, he remains the most obvious choice for the commander of any Rat tribal EDH deck. 


Ogre Slumlord, printed in Gatecrash, is the next notable Rat support card. The Slumlord creates a 1/1 Rat token for his controller whenever another non-token creature dies. He also grants all Rats Deathtouch.  This effect is reasonably powerful even in decks which aren’t running any Rats. The Slumlord is considered an auto include in many mono-black EDH decks, especially those themed around sacrificing creatures. In Rat tribal decks the Slumlord’s effect grows even better. Ogre Slumlord grants a large swathe of your deck Deathtouch, whilst also generating a potentially huge number of tokens of a relevant creature type.

Throne of Eldraine granted Rat tribal decks three new support cards. Chittering Witch, from the Savage Hunger Brawl preconstructed deck, generates a number of 1/1 of rat tokens equal to the number of opponents you have, and enables you to sacrifice creatures to give target creature -2/-2.  Though obviously non-viable outside of multiplayer formats, and perhaps more of a sacrifice matters than a Rats matter card, the Witch is still a potentially fun include in any Rat based Commander deck. Next up is Mad Ratter who, sadly, probably isn’t worth including in any Rat tribal deck. The Ratter is red and is not worth splashing for in an otherwise, probably, mono-black Rat deck. Furthermore, although its effect generates two 1/1 Rats, it is triggered by drawing a second card in a turn. Although card draw is always useful, and is available in both red and black, there are no Rats which provide card draw, meaning that you will need to add draw effects from other sources.

Although Eldraine’s two prior cards were perhaps barely worthy of a mention, Piper of the Swarm is by far the most relevant and exciting Rat support card from the set. The Piper grants all Rats Menace. He can also be tapped down to create a 1/1 Rat token, at the cost of two mana, and, for four mana, allows you to sacrifice 3 Rats to gain control of an opponent’s creature. Being able to do all of this for a mere 2 mana makes Piper of the Swarm an essential component of Rat tribal decks, and has certainly increased their viability going forward. Plus, the card is a neat reference to the tale of the Pied Piper of Hamelin and his ability to hypnotise both Rats and people through the hypnotic music of his flute.



Flavour: A

Rats have a consistent mechanical identity. They frequently have discard or the relentless effect’, and these repeated mechanics authentically convey life as a rodent. The relentless effect’ shows that Rats are pack animals, and encourages you to fill your deck with several iterations of the same Rat to reflect this. Discard is used to represent myriad things including: their ability to steal, how they induce fear and unrest, and how they spread disease. Rats’ nature as carriers of disease is also represented in several other ways, such as giving them Deathtouch or Infect, or having them debuff opponents’ creatures. In summary, Magic has always portrayed Rats creatively, coherently and effectively.

Viability: B+
There are several potentially fun decks which can be built with Rats. You can frustrate your opponents with mass discard before reanimating their graveyard, whether through Ink-Eyes, Servant of Oni or cheaper, albeit less rodent-based, means. Decks based around Relentless Rats or Rat Colony are also entertaining to play. Last Standard season even bore witness to a number of Rat Colony decks. Although these decks were far from top tier, due to their incredible vulnerability to board wipes and direct damage spells, they remained present on the fringes and were both cheap to build and fun to play.

A Rat tribal deck is highly possible, and far more supported than many of the previous tribes discussed in these pieces. The plethora of support cards discussed above, in combination with the sheer power provided by Pack Rat, makes them an intimidating presence.

Finally, as so many rats are printed at common, they make good additions to Pauper decks. Chittering Rats makes for a decent removal spell in the format, and is a key component of mono-black devotion decks alongside Gray Merchant of Asphodel.

Best and Worst Cards

Just as Wurmcoil Engine was the clear winner in the article on Wurms, this week’s answer is an equally foregone conclusion. Pack Rat has earned itself an infamous reputation for breaking Return to Ravnica drafts in half. Pack Rat’s reputation is well-earned, and it is deservedly recognised as one of the most format warping Limited cards of all time. Pack Rat is so formidable due to the power of its 2 abilities. Its first ability makes its power and toughness equal to the number of rats you control, whilst its second allows you to pay 3 mana and discard a card to create a token which is a copy of itself. This makes Pack Rat, effectively, both the cheapest and most versatile of the ‘relentless’ rats described above. Its ability effectively lets you turn all of the other cards in your deck into, slightly more expensive, Pack Rats. This is especially useful in Limited where removal is less effective and board wipes, the bane of such a strategy, are rarer. Beyond Limited, Pack Rat naturally faces more well-constructed competition, though it is also possible to build more synergistic decks around the rodent. Making the swarm of giant rats which Pack Rat will inevitably generate harder to block through playing them alongside  Piper of the Swarm or Marrow-Gnawer poses a clear danger to opponents without an answer prepared.


Carrion Rats is possibly the weakest card of the tribe. Though one mana for a 2/1 creature is a good deal, especially in 2002 when the card was released, any player may prevent the damage the Rats would deal by exiling a card from their graveyard.  This is an easy price to pay in just about any game of Magic which has advanced beyond the early game. This condition is especially easy to meet in a game in which Carrion Rats is played alongside other Rats, as they will be rapidly filling your opponent’s graveyard due to their discard effects. Carrion Rats thus sadly lacks synergy with the rest of the tribe. Unfortunately  Carrion Rats often ends up either continuously striking through for no damage at all, or being blocked and brought down without trading.

Thursday, 12 December 2019

Unusual Tribes 7: Orcs


Intro

Unlike some other tribes discussed in this series, Orcs do not have a history rooted in mythology. They were invented by Tolkein in the 20th century to serve as Sauron’s Minion’s in The Lord of the Rings. Since then they have been employed in a variety of Fantasy media. Typically they serve as villains, relishing violence and destruction. Though there are some depictions of Orcs which renounce this stereotypical portrayal, the Orcs of Magic do not. They are constantly portrayed as delighting in violence. They have also been associated with several other, mostly negative, traits throughout their history, such as cowardice and stupidity. This week’s article will analyse how these ideas about Orcs have been presented on Magic the Gathering cards, and whether it’s possible to build a viable tribal deck featuring them.

Currently Magic The Gathering is home to 56 different Orcs. Initially Orcs were printed exclusively in red but, starting with Khans of Tarkir, Orcs began appearing frequently in black as well. A very small number of Orcs associated with the Mardu Horde of Tarkir have white as a part of their colour identity, most notably the Mardu Khan Zurgo Helmsmasher. White is not a colour majorly associated with Orcs.  Outside of Zurgo, Mardu Roughrider is the only other Orc with white mana in their casting cost. Although a handful of Orcs, such as Mardu Warshrieker and Unyielding Krumar, have abilities which either generate or require white mana, there are no mono-white Orcs.  There is a single Orc with green in their casting cost, Sek’Kuar Deathkeeper, a tricolour red/black/green Orc  printed in Coldsnap in 2006. Shaman of the Great Hunt is hard to categorise, being the only Orc printed with a Temur Watermark and having an activated ability which requires green/blue hybrid mana.

In summary, there are 31 mono-red Orcs, 20 mono-black Orcs, 2 Black/Red Orcs (both of whom are Ixalani pirates), 2 White/Red/Black Orcs and a single Red/Green/Black Orc. Two of these Orcs, Orcish Paratroopers and Half-Orc, Half-, are silver bordered.


Orcs and Cowardice

Orcs have been around since the beginning. Ironclaw Orcs and Orcish Artillery were both printed in Alpha. Together these cards convey everything that needs to be known about Orcish identity in the early days of Magic. Ironclaw Orcs is a 2/2 creature which is unable to block any creature with a power greater than 2. This demonstrates the Orcs’ cowardice and their unwillingness to take on opponents of equal or greater strength. Orcish Artillery, which can be tapped to deal 2 damage to target creature or player and 3 damage to you, conveys that despite this cowardice they are still destructive creatures, albeit not very intelligent. The Tenth Edition reprint of Orcish Artillery also has some fantastic flavour text which conveys the cards self-destructive nature perfectly, ‘So they want to kill my men? Well two can play at that game'.

Cowardice as an Orcish trait, first demonstrated by Ironclaw Orcs, was reused several times. Orcish Conscripts, first printed in Ice Age, is unable to attack or block unless at least two other creatures attack or block along with it.  A clear demonstration of the Conscriptsunwillingness to fight alone. Both Brassclaw Orcs, from Fallen Empires, and Ironclaw Buzzardiers, from Time Spiral, exist as a reference to Ironclaw Orcs, possessing the exact same ability. The enchantment Ironclaw Curse  from Homelands implies that the cowardice of the Ironclaw Orcs may originate from a curse. The curse grants the enchanted creature a similar, albeit not identical, ability to Ironclaw Orcs, reducing their toughness by one and preventing them from blocking creatures with greater toughness.

Ironclaw Orcs would receive a significantly upgraded iteration years later in the form of Zurgo Bellstriker. Zurgo retains the 2/2 stat line and the same ‘cannot block creatures with power 2 or greater’ ability, but costs 1 mana less and has Dash, making it a much more usable card. Though it would be an oversimplification to say that Zurgo’s possession of this ability reflects ‘cowardice’, it instead demonstrates how the once mighty Mardu Khan has been reduced to a fearful vassal of Tarkir’s new dragon overlords. This is demonstrated by the artwork on the Dragons of Tarkir iteration of Duress which depicts Zurgo kneeling fearfully before Kolaghan, the new master of the Mardu. Since Zurgo Bellstriker‘s printing in 2015 no new Orcs have been printed bearing  Ironclaw Orcs ability, nor have they been presented as cowardly through any other means. This may represent a step away from associating Orcs with cowardice, or Wizards may simply be biding their time to resume this association in a later set.

Orcs on Tarkir and Ixalan

Orcs are a regular presence on the plane of Tarkir. There are Orcs aligned with several of the plane’s clans, in both the original and the altered timeline.  As mentioned above, most of the Orcs of the plane are aligned with the Mardu Horde, though there are also Orcs serving the Abzan Houses and Temur Frontier. In Dragons of Tarkir all of the Orcs printed serve the Dragonlord Kolaghan, as evidenced by the fact that their cards all bear Kolaghan’s watermark. This consolidation of Orcish loyalty may be because Kolaghan as a red/black card has the same colour identity that most of Tarkir’s Orcs, and all subsequently printed Orcs, have.

The Orcs of Ixalan, at least all of those printed on cards, are aligned with the Brazen Coalition, the pirate faction of the plane.  Fathom Fleet Boarder offers a snapshot of life for an Orc aboard Ixalan’s pirate fleets. The Boarder  deals two damage to its controller as it enters play, unless they control another pirate. This is a flavourful card as it conveys both the violent nature of Orcs and the concept of a pirate committing mutiny against their captain, demonstrated by the damage Fathom Fleet Boarder deals to its controller. All of this is furthered by the card’s flavour text which states,‘Without frequent raids, Orcs sometimes get bored and plunder their own ships.’ The flavour text of Dire Fleet Captain offers similar sentiment. It states, ‘Orcs are happiest under captains who steer toward battle. Orcs of the Dire Fleet are downright jovial’.

Interestingly, as Orcs have been featured in both the Mardu Horde and the Brazen Coalition, there are several Orcs with the Raid mechanic. This was the signature mechanic of both of these groups. 4 Orcs possess Raid, meaning that more than 10% of the 30 cards printed with Raid are Orcs, and 7% of all Orcs have Raid. This demonstrates Orcs’ love of combat, as Raid is an ability which activates only when attacks have been initiated on a turn.

Goblins and Orcs

At times, especially during the game’s earlier days, Goblins and Orcs had identities which were practically synonymous with one another. Orcish Artillery and Goblin Artillery are in fact identical cards, save for their creature type.

There is a recurring joke on Goblin cards that they are given a profession, only for their effect to do the opposite of what that profession implies. For example, the card Goblin Masons destroys walls, Goblin Spy spies on you by revealing the top card of your library, and Goblin Diplomats causes everyone to attack one another. This joke was initially shared between Orcs and Goblins. Orcish Librarian destroys your library, Orcish Settlers destroys lands and Orcish Mechanics destroys artifacts. The fact that both Orcs and Goblins shared this joke demonstrates their similar identity. Furthermore, in the art of the three cards listed above it is unclear whether an Orc or a Goblin is depicted.[1] You could cross off ‘Orcish’ and write ‘Goblin’ into any one of their names and it would be hard to tell the difference. More recent Orc artwork delineates the two sharply. Goblins retain this small green appearance, whilst Orcs are depicted as taller, more muscular and sometimes have pale or yellow, rather than green, skin. It would be hard to mistake Orcish Vandal or Dire Fleet Ravager for a Goblin.

Orc Support

Fittingly, perhaps, for a tribe whose leaders order their artillery to fire at their own soldiers, the only Orc lord ever printed was terrible.

Orc General is a weak lord. He provides +1/+1 to all Orcs, but only until the end of turn, and only on the condition that you tap him and sacrifice an Orc or a Goblin.  Although this is a perfect demonstration of the card’s flavour text, ‘Your army must fear you more than the enemy. Only then will you triumph’, it makes the card exceedingly weak when compared to other lords.

Orcish Captain is another card which supports Orc tribal strategies, though it is a comically bad card. Orcish Captain’s effect requires its controller to flip a coin and target an Orc. The target is granted +2/+0 in the event the flip is called successfully and -0/-2 in the event that it is guessed incorrectly. As 30 of the 54 black bordered Orcs printed have 2 toughness or less, a failed flip often results in the immediate death of the targeted creature. You would be taking a big gamble targeting your Zurgo Helmsmasher with this effect, and the potential upside of a 2 power boost is definitely not worth the risk of killing your own creature. In Orcish Captain’s defence, Krark’s Thumb can reduce the randomness of its effect. Furthermore, the Captain can be used without as much risk when buffing the 24 Orcs with 3 toughness or greater, especially if their attacks have already made it through unblocked. Despite this, it is typically not worth running Orcish Captain in any capacity.

Arbitrary Grades


Flavour: B

Magic the Gathering depicts Orcs as simultaneously violently destructive and spinelessly cowardly. This portrayal could do with some more nuance. A depiction of an Orcish character with some genuinely positive traits would be nice. Though, as it stands, this 2-dimensional depiction of Orcs as violent thugs is executed effectively for what it is. Their destructive ways are emphasised in cards such as Orcish Artillery which fires towards the enemy and towards themselves, and Orc General who demonstrates that Orcish armies are commanded through intimidation and fear. Thrasher Brute also has flavour text demonstrating their love for violence which states, ‘Some competitors fight for glory or money. Some just like hitting people’. The cowardice of Orcs, as mentioned above, is demonstrated by giving cards the same effect as Ironclaw Orcs, or something similar, which prevents them from battling equal or stronger opponents. Yet such portrayals have not been used since 2015.

The two different iterations of Zurgo, existing on parallel versions of Tarkir, demonstrate the dual nature of Orcs. Sometimes, like Zurgo Helmsmasher, they are imposing menaces. At other times, like Zurgo Bellstriker, they are presented as smaller, meeker, creatures.

Viability: D

Regrettably, although there are several individually strong Orcs, they do not possess enough synergies as a tribe to truly be worth running together.  Though this can be circumvented to a degree by making use of generic tribal support cards such as Metallic Mimic and Door of Destinies.
Orcs are, however, reasonably useful at supporting other tribal archetypes. Dire Fleet Neckbreaker and Dire Fleet Captain are exceedingly useful cards in Pirate decks, and can be used alongside a selection of other useful Orcish pirates such as Stormfleet Arsonist. +1/+1 counter based decks can benefit from the addition of Mer-Ek Nightblade. This card has the ability both to generate additional counters, through Outlast, and to grant all creatures with counters Deathtouch, though it is perhaps a bit overcosted. Warrior tribal decks can also make use of Thrasher Brute who drains the opponent each time its controller plays another Warrior.
In summary, Orcs have a lot to offer other tribes and archetypes but do not really make a viable archetype in and of themselves.  If in the future they are given a genuinely useful lord, or perhaps some extra support cards or greater mechanical synergy, this situation may change.

Best and Worst Cards:

The praises of Zurgo Bellstriker have already been sung frequently throughout this article. To summarise, 1 mana for a 2/2 is fantastic, especially in aggro decks where  Zurgo’s inability to block is less of  a problem, as you’ll always  be on the offensive. The added versatility of being able to Dash into situations where more immediate damage is needed is also a nice bonus.

Although Orcish Captain was condemned above as a terrible card, which it is, it is arguably not the worst Orc. Its ability is optional, which ultimately renders it a 1/1 for 1 red mana. That is awful, but not the bottom of the barrel. The true worst card of the tribe is Orcish Librarian. At 2 mana for a 1/1 stat line, Orcish Librarian gives you the same unimpressive stats for a higher cost.

Orcish Captain provides a gamble whenever its effect is used, offering a buff in exchange for the risk of a, potentially lethal, drop in toughness. Orcish Librarian’s ability is also a gamble, but a less useful one.  It allows you to look through the top 8 cards of your library before exiling 4 of them at random.  The 4 cards which weren’t exiled are then placed back on top of your library, in an order of your choosing. This risks chewing through your library for very little potential gain, and is best left unused outside of self-mill decks.




[1] This is not to say that the art on these cards is bad. Orcish Settlers in fact has some of my favourite art in the game, as it’s a neat reference to Grant Wood’s 1930 painting American Gothic.

Thursday, 5 December 2019

Unusual Tribes 6: Dwarves

Intro

Dwarves are an archetypal fantasy race. Short in stature, and often shorter in temper, dwarves are defined by their bushy beards, as well as their love of carousing and gold. Originally from Nordic mythology, Dwarves were described as renowned weapon smiths often credited for forging Gugnir (the spear of Odin) and Mjolnir (the hammer of Thor). Modern perceptions of Dwarves, like so many other fantasy races, are informed by their appearance in the works of Tolkien.

Dwarves are present in just about every High Fantasy setting: from Warcraft  to Dragon Age to Heroes of Might and Magic. Despite this, Dwarves are rather underrepresented in Magic the Gathering. The, relative, dearth of Dwarves is especially apparent when compared to the plentiful presence of other common fantasy races such as Goblins and Elves. Being outdone by elves in this manner would undoubtedly make Gimli furious. Today’s article shall analyse the Dwarves of Magic, whether they collectively convey a sense of ‘dwarven identity’ and how viable a Dwarf tribal deck can be.

There are 67 cards in Magic bearing the creature type ‘dwarf’. Dwarves are printed primarily in red but also frequently appear in white, especially in recent years as Wizard’s seems to be trying to align dwarves with the Boros colour pair. 35 mono red dwarves exist, along with 23 mono white dwarves. All of Magic’s mono white dwarves were printed in 2016 or later. In addition, there are 6 dwarves which are both red and white. There are also two black Dwarves, and a single blue Dwarf (all of whom are legendary creatures). Not a single Dwarf has ever been printed in green. This absence makes sense considering that dwarves are typically portrayed as miners, inventors, pilots or artificers. All of these roles are antithetical to Green’s pro-nature and anti-technology ideology.

Digging Deep Into Dwarven History

Dwarves are another tribe which have been with Magic since the beginning. Dwarven Warriors and Dwarven Demolition Team were both printed in Alpha. Dwarves were printed with reasonable frequency in Magic’s earlier days, especially in Odyssey block which features 16 of them. After Eventide Dwarves disappeared for a long time. From Shards of Alara’s release in October 2008 until the release of Kaladesh in 2016 not a single new dwarf would appear. Mark Rosewater sheds some light on Wizards of the Coast’s typical reluctance to print dwarves in a 2002 article justifying their inclusion in Odyssey. Maro writes that goblins and dwarves, ‘fill a similar void – small red creatures’ and that typically Magic’s Design team chooses to print goblins rather than dwarves as, ‘goblins have a better PR agent than the dwarves’.[1] In other words, Goblins are considered a more iconic and recognisable red tribe than the unfortunately lovably gruff Dwarves.  Although it cannot be said with certainty that the same logic motivated Dwarves 8 yearlong exclusion from Magic such a decision would make sense. Since returning in Kaladesh block, Dwarves have been present in both the 2018 and 2019 Core sets, Battlebond and Throne of Eldraine. Hopefully this means that they are back to stay.


When discussing Dwarven identity, in the piece quoted above, Mark Rosewater stated that primarily Dwarves ‘seem to have some hatred of non-basic land’.[2] This can be seen in the cards Dwarven Miner and Dwarven Blastminer both of which destroy non-basic lands. It is not only non-basic lands which Magic’s early Dwarves destroy.  Many old dwarf cards depict them blowing things up. Bomb Squad blows up creatures, Dwarven Demolition Team blows up walls and Mine Layer generates Mine Tokens which then blow up lands.  Even spell cards depicting dwarves, such as Ember Shot and Shower of Coals, frequently depict them causing fiery mayhem.  This affinity for explosions may explain dwarves red colour identity. This is furthered by their appreciation for ale and carousing which fits with  Red’s love of reckless fun beyond. There is thus a lot that is red about dwarves, beyond merely the fact that they live in mountains.

The dwarves of Shadowmoor are some of the most unique in the multiverse. Known as Duergar ( a term derived from Dvergar the old Norse word for dwarf) the dwarves of Shadowmoor are printed as red/white hybrid cards. All four of them were printed in Eventide, they have bulbous noses and notable hunches. The Duergar are subterranean creatures, as demonstrated by the flavour text of Duergar Assailant which states that they ‘dismiss the world above as a fable’. Duergar Mine-Captain is a somewhat unique card, being 1 of only 16 cards in the game to possess an untap symbol. Duergar Hedge-Mage was reprinted in Conspiracy, which may seem to imply that Duergar exist on Fiora. Though, sadly, this is not conclusive evidence as many cards in cards in Conspiracy very clearly depict characters who do not live on the set’s plane, such as Heartless Hidetsugu an ogre warlord from Kamigawa. Beyond all being Red/White hybrid cards, there is little which mechanically unifies the Duergar. Their artwork, like much of the artwork from Shadowmoor block, conveys the dark fae-touched nature of the plane.

Dwarves moved more heavily into White starting with Kaladesh. The Kaladesh plane profile on Wizards of The Coast’s website describes the plane’s Dwarves thusly, ‘these meticulous artisans have an unparalleled work ethic. They rely on proven tools and methods, and they relish in the physical process of construction’.[3] This explains their shift into White, as it reflects both their fondness for tradition, making use of ‘proven tools and methods’, and reflects their capacity for hard work. A further aspect of Dwarves, which was brought to the forefront in Kaladesh and Aether Revolt is their affinity for artifacts, especially vehicles. Several of the plane’s dwarves are artificers such as Master Trinketeer. This brings artifact interaction into Dwarves’ toolkit as well as the ability to generate or buff Servo and Thopter tokens. Other Kadaladeshi Dwarves are pilots, who typically interact with vehicles, such as Veteran Motorist.


3 new monowhite dwarves were present in Battlebond and the 2019 core set. Aethershield Artificer, furthers the theme of Dwarven artifact interaction introduced in Kaladesh by granting a targeted artifact creature +2/+2 and indestructible until the end of turn. Both Dwarven Lightsmith and Dwarven Priest are clerics, an archetypal white tribe. They both do fairly generic white things, providing a +1/+1 buff to allied creatures and healing life respectively. Though none of these creatures do anything exciting or ground-breaking, they represent a continuation of the effort, started in Kaladesh block, to flavour Dwarves as both red and white. This partially resolves the issue, encountered earlier, of Dwarves simply being low cost red creatures which were perceived as a less popular alternative to goblins.

Finally, several dwarves were printed in Throne of Eldraine which is, at present, the most recently released set. Eldraine’s dwarves are monored, once again, and exist alongside goblins on the plane. Seven Dwarves is an interesting card both to build decks around and to attempt to collect in drafts. It is also such an incredibly overt Snow White reference, that I feel I probably didn’t need to point that fact out. Rimrock Knight demonstrates an attempt to create a combat trick which does not set its caster back a card. It can buff another creature, and then later enter play itself. Torbran, Thane of Red Fell is both a powerful Dwarven card, and one with lore significance. He is the lord of one of Eldraine’s five courts, and the lord of Castle Embereth.


Balthor and Depala

There are two more Dwarves who deserve a quick mention, before the arbitrary grades are distributed…

Depala, Pilot Exemplar is a lord who provides a +1/+1 bonus not only to Dwarves, but also to vehicles. Whenever Depala is tapped she also lets you pay X mana to search reveal the top X cards of your library and put any dwarves or vehicles uncovered this way into your hand. Depala is legendary, a fact which is both a blessing and a curse. This means that she can be used as your Commander to build a neat dwarf/vehicle deck. Though it also means that, in other formats, it is not possible to have multiple Depala’s on the field at once providing several sets of +1/+1 bonuses.


Balthor Rockfist is represented on two cards Balthor the Stout in Torment and Balthor the Defiled in Judgment. Balthor was the mentor of Kamahl and Jeska, two of the main characters of Magic’s storyline from Odyssey until Scourge. The sinister cabal, the antagonists of the story during this period, slew Balthor and raised him from the dead transforming him from Balthor the Stout into Balthor the Defiled. The undead Balthor was later slain again, as an act of mercy, by his protegee Kamahl.

Both iterations of Balthor are lords, although neither of them buff Dwarves. Balthor the Stout grants all of his controller’s other barbarian creatures +1/+1 and Firebreathing, whilst Balthor the Defiled instead provides +1/+1 to all cards with the ‘Minion’ creature type in play. This represents Balthor’s shift in allegiance from the barbarian tribes he was previously aligned with to the Cabal.  Balthor the Defiled buffs minions as most characters aligned with the Cabal bear the ‘minion’ creature type, for example Braids, Cabal Minion and Cabal Torturer. As neither Balthor buffs dwarves, they don’t really have a place in a dwarf tribal deck. Anybody wishing to brew barbarian or minion tribal, however, is in luck.

Arbitrary Grades

Flavour: B

The flavour of Dwarves has continually evolved throughout their time in Magic. Initially dwarves were portrayed as volatile firebrands who blew up walls and lands. In Eventide the 4 subterranean Duergar possessed a very clear visual identity, but were not unified mechanically. In Kaladesh Dwarves were brought into white and began to work with artifacts, rather than blowing them up, and to pilot vehicles. White dwarves were present in several later sets, until Throne of Eldraine returned Dwarves to red. The land destroying dwarves of the past and the artificer dwarves of today, highlight very different aspects of Dwarven identity. All the same, at each stage of the tribe’s development their identity was clearly presented and executed. They have certainly stepped out of the shadow of Goblins.

Viability: C

It is certainly possible to build fun decks featuring Dwarves. Depala, Pilot Exemplar, as well as many of the Dwarves of Kaladesh, open up the possibility of building decks which feature both Dwarves and Artifacts.  Entertaining though such a deck may be, it has limited viability. The artifact subtheme in Kaladesh is not effective enough to construct an entire deck around in high-power formats such as Modern. Furthermore, the recent banning of Smuggler’s Copter in Pioneer, which is essentially the best vehicle,  ensures that such a Dwarf/Vehicle deck is essentially non-viable in that format either.

Building a Dwarf tribal deck in Commander is very much possible, however. The ability many dwarves possess to destroy non-basic lands is also at its most useful in Commander, where such lands are practically universal.   If more red and white Dwarves that interact with artifacts and vehicles are printed, perhaps in the event of a return to Kaladesh, Dwarf tribal decks will grow increasingly synergistic and enjoyable to use.

In Commander Dwarves also possess a somewhat unique gimmick. Dwarven commanders can be used to lead tribal decks built around other creature types.  As mentioned above, Balthor the Defiled can be incorporated into a Minion based deck, whilst Balthor the Stout can be used to buff barbarians, although Lovisa Coldeyes also competes for this role.


Best and Worst Dwarves:

Torbran, Thane of Red Fell is one of the most impressive Dwaves, being both an interesting selection for a Commander and a useful component of Aggro decks in the current standard. Tobran’s effect causes all red damage sources to deal an additional 2 damage. This a strictly better version of a prior effect printed on Jaya, Venerated Firemage and Embermaw Hellion. Such is Tobran’s potential that some consider him a viable candidate even in, relatively, high powered cubes.

Sram, Senior Edificer is another excellent dwarf. An effective draw engine in decks which run Auras, equipment and/or vehicles, which is also attached to a relevant body for its cost.

Finally, Toolcraft Exemplar is an excellent one drop in White aggro decks which run a high number of artifacts. This also makes the Exemplar synergise effectively with both Sram and Depala.

Pardic Swordsmith is probably the weakest Dwarf. A 1/1 for 3 mana with a terrible variant of Firebreathing. Pardic Swordsmith gains +2/+0 for at the cost of discarding a random card, making Tibalt, the Fiend-Blooded’s card draw for the same cost look practically effective in comparison.