Drizzt in Magic?
Just a little post that I had to separate from the previous entry.
My friend Mac posted a little image he found of a Magic: The Gathering card that featured no less than the legendary Forgotten Realms hero Drizzt Do’Urden.
A little background. Drizzt is a Drow, a race of subterranean elves that populate the Forgotten Realms world. Practically all Drow are evil demon-worshippers, Drizzt is an exception. He dwells on the surface and is one of Faerun’s most famous heroes.
He has a side fueled by pure instinct (which he relied on when he had to survive in the Underdark alone after leaving his homeland), but he is able to control this side now, summoning it when needed.
Unfortunately, I have to say that this card is very badly thought out. Here’s why.
-Most glaring: the panther he summons, Guenwhyvar, is listed in the card as a black creature. A panther, being a natural hunter, should be affiliated with green instead, as black is the color of death and darkness, not nature. Either that or the creator of this card left out the color altogether and made the creature a “Black Panther,” not a black “Panther.”
-The creature type is wrong. It should be “Legendary Creature — Drow Elf Warrior.” (As “Ranger” isn’t an existing creature type. It doesn’t make sense to invent it just for Drizzt) Alternatively, the “Drow” could be ommitted altogether as Drow are elves anyway.
-Protection from Black. As awesome as Drizzt is, I really cannot see anything that will make him immune to black magical attacks.
-Double Strike and Haste are Red abilities. I know he’s got a bit of Red in his casting cost, but that’s totally inappropriate for what Drizzt is, being a champion of the nature goddess Mielikki. Red does not belong in this creature’s color portfolio.
-For a creature who is predominantly White/Green, an offensive-bent 7/5 power/toughness rating is inappropriate—not to mention far too high even for such a powerful hero.
-The casting cost is so high that poor Drizzt is almost completely useless.
This is how I’d do it.
-White represents his noble side, while Green represents his primal side. Red is far too destructive to be included in his portfolio, and although Drizzt still uses inherent Drow abilities, he has totally forsaken the Black ways of the Drow. The casting cost has also been tweaked to make him actually usable.
-Power toughness has been dumbed down to 3/4, which is still hefty for an elf. Having a P/T of 7/5 WITH Double Strike made him capable of taking down any Leviathan-class creature, which I really don’t see him doing. I know Drizzt rocks, but I still can’t see him squashing a Lord of the Pit without straining himself to the limit. This way, Drizzt can take down a massive 7/7 creature by using his two abilities and relying on Guenhwyvar as backup.
-The white damage prevention ability can either be seen as Twinkle’s blinding ability, or as his darkness shroud ability. Sure, darkness is in Black’s portfolio, but the ability to prevent damage is White.
-The Hunter can be unleashed through Drizzt’s second ability. Drizzt gains a rather hefty bonus for only GG. Of course, it isn’t an almighty ability.
-Guenwhyvar can only be summoned once each turn. I know that the summoning isn’t taxing enough to actually “tap” Drizzt, but this is for balance’s sake–not to mention that Green has lots of ways of untapping creatures anyway. Also, Guenwhyvar is a Spirit Cat (being from the Astral Plane). White represents her otherworldly Spirit side, while Green represents her primal hunter side. Also, she’s legendary.
-Finally, I got a better shot of Todd Lockwood’s Drizzt artwork for the cover of The Thousand Orcs. Sure, it doesn’t show the orcs getting owned, but it certainly makes Drizzt the focus of the artwork.
There you have it. I’m an übergeek.
Your Black Lion