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.
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.


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.

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

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.

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.

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:

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.
Nice post!
ReplyDeleteThank you. :)
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