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Author Topic: Dwarven warrior  (Read 2122 times)
zeus-online
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« on: October 18, 2006, 10:07:23 am »

Dwarven warrior - 1R
Creature - Dwarf warrior
If an opponent controls a goblin, dwarven warrior gets +1/+1.
2/2

Yet another anti-goblin dwarf, i honestly don't think he's all that good...against most decks he's just a grizzly bear, and against goblins he's just a vanilla 3/3.

Current wording:
Dwarven warrior - 1R
Creature - Dwarf warrior
If an opponent controls a goblin, dwarven warrior gets +1/+2.
2/1


/Zeus
« Last Edit: October 19, 2006, 03:52:54 pm by zeus-online » Logged

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chrissss
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« Reply #1 on: October 18, 2006, 02:16:45 pm »

isnt 2/2 for 1R too powerfull in red?
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Yes,Tarmogoyf is probably better than Chameleon Colossus, but comparing it to Tarmogoyf is like comparing your girlfriend to Carmen Electra - one's versatile and reliable, the other's just big and cheap.(And you'd run both if you could get away with)
zeus-online
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« Reply #2 on: October 19, 2006, 09:35:49 am »

I don't think so....although red creatures tend to be 2/1 actually, but that kinda makes him roll over to goblins ? maybe change him to 2/1 and make the bonus +1/+2 instead?

/Zeus
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chrissss
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« Reply #3 on: October 19, 2006, 11:00:03 am »

yeah, I recon thats a lot better. 2/2 for 1R wouldnt be too powerfull, its just that no  red creature exists which has this ( I think)

2/1 +1/+2 is better.
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Yes,Tarmogoyf is probably better than Chameleon Colossus, but comparing it to Tarmogoyf is like comparing your girlfriend to Carmen Electra - one's versatile and reliable, the other's just big and cheap.(And you'd run both if you could get away with)
Norm4eva
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« Reply #4 on: October 20, 2006, 12:41:45 am »

There's plenty of 2/2s for 1R, they just tend to be terrible.
Not to be a picky bitch but giving it +1/+2 is a White ability (Holy Strength).  If it is going to be a 2/1, there's 'redder' things than just making it a 3/3 that Goblins doesn't care about.
There's a handful of Red cards with protection from red; what if this had protection from goblins?
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chrissss
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« Reply #5 on: October 20, 2006, 04:51:47 am »

Can someone give me a few examples of red grizly bears without a drawback? I cant think of any.

also, what about :

"if an opponent controls a goblin, dwarven warrior gains protection from red, haste and {T}, deals 3 damage to target goblin.
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Yes,Tarmogoyf is probably better than Chameleon Colossus, but comparing it to Tarmogoyf is like comparing your girlfriend to Carmen Electra - one's versatile and reliable, the other's just big and cheap.(And you'd run both if you could get away with)
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« Reply #6 on: October 20, 2006, 05:16:38 am »

2/1 protection from Goblins?
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How about choosing a non-legend creature? Otherwise he is a UG instant Wrath of Frog.
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« Reply #7 on: October 20, 2006, 06:50:40 am »

Can someone give me a few examples of red grizly bears without a drawback? I cant think of any.

also, what about :

"if an opponent controls a goblin, dwarven warrior gains protection from red, haste and {T}, deals 3 damage to target goblin.

The only one is Frazzled Editor, and he lives in silver-bordered world.
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That MaRo had the audacity to taint the good name of the Rakdos by including a justification for HoFLong in their article.
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zeus-online
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« Reply #8 on: October 20, 2006, 07:30:25 am »

Letting it ping goblins is pretty good..against goblins Wink...and i don't think pro: goblins is a red thing...

/Zeus
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Norm4eva
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« Reply #9 on: October 20, 2006, 09:38:39 am »

Well if it's strictly meant as a Goblin hoser, then pro: goblins is fine.  It may not be the 'Reddest' ability ever, but it's in tune with Dwarvish goblin hosing and one-off having protection from red, which is something Red cards have have off and on (that flip-card from CoK comes to mind).
At any rate, it should do something more than just being big.  If Goblins were worried about 3/3s then everyone would be playing Watchwolf ftw Razz  I like the "ping target Goblin" idea too, but I think it's wordy if it says "If you control a Goblin.....this deals 3 damage to target Goblin." The tap ability wouldn't work anyway.
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zeus-online
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« Reply #10 on: October 20, 2006, 09:47:13 am »

It's not strictly a goblin hoser, its just a decent creature which gets better against goblins...its not meant to spell d00m over any goblin Smile

I'm trying hard to push the dwarfs into something competetive in some way, giving them the ability to kick the other "good" red deck in magic where it hurts is just the first step.

Although i'd like them to be competetive, i'm not trying to create broken dwarfs...no dwarven lackeys or warchiefs Wink

Oh yeah, and i hate gobliins, they're annoying Smile

/Zeus
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« Reply #11 on: October 20, 2006, 11:52:52 am »

It's not strictly a goblin hoser, its just a decent creature which gets better against goblins...its not meant to spell d00m over any goblin Smile

I'm trying hard to push the dwarfs into something competetive in some way, giving them the ability to kick the other "good" red deck in magic where it hurts is just the first step.

Although i'd like them to be competetive, i'm not trying to create broken dwarfs...no dwarven lackeys or warchiefs Wink

Oh yeah, and i hate gobliins, they're annoying Smile

/Zeus

I don't think giving dwarfs a bunch of goblin-hosing abilities is the best way to make them competetive. We should make dwarfs competetive by playing to their strengths: make them more resilient. The problem with making a red tribe strong is that red isn't supposed to get efficient low-cost creatures. Look at goblins, even. None of them are very efficiently costed. They just have insane synergy. The problem with dwarfs is that they don't really fit into red very well at all. I believe it's been said that the proper color for dwarfs is actually white. Thus, giving red good dwarfs that are flavorful is difficult without a significant amount of color bleed.

This guy should be a 2/1 pro:red for {1} {R}. That makes him really good against goblins and allows him to survive Pyroclasm.
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How about choosing a non-legend creature? Otherwise he is a UG instant Wrath of Frog.
zeus-online
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« Reply #12 on: October 20, 2006, 12:58:57 pm »

I actually said that dwarfs should be white somewhere else in this forum....so you might confuse that with my statement Smile

Actually, the abilities goblins have are very white aswell....so in order for a red card to be good, it has to look white :/

2/1 pro: red sounds great to me, survives most playable removal spells and got a decent power to cost ratio. I'm not sure how this fits into the flavor though.

/Zeus
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« Reply #13 on: October 20, 2006, 04:13:37 pm »

Traditionally, dwarves (dwarfs if you're stogy) are miners and blacksmiths; they work with earth and coal and steel day in and out.  If you want to buff the Dwarf tribe without just turning them into bad Goblins (or strict Goblin haters), it'd be quite in style to give them a unique synergy with Equipment cards.  White stakes a claim to working well with Equipment, but that doesn't mean there's no room for Dwarves to do something similar.
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