Orcish Veteran
The drawback clause is the whole story: a 2/2 that simply cannot block white creatures with power 2 or greater encodes the red-versus-white aggression of its set's faction war directly into the rules text, penalizing the Orc precisely where it should be weakest. That kind of asymmetric, color-specific liability has largely vanished from modern design, which prefers symmetric drawbacks or pump-and-pay activations that read cleanly across matchups. The pairing with the first strike is deliberate. One lets the body deal its damage before it takes any, so it can pick off attackers and blockers with toughness 2 or less without trading; against anything larger the first strike buys nothing, because a 2/2 still dies to three power before it can strike back. The creature is built to attack and trade favorably against small bodies, then punished for trying to hold the ground on defense against the exact color it was designed to fight. It is a snapshot of a design philosophy that asked individual cards to tell the story of who hated whom, before that storytelling work migrated to keywords, protection, and the sideboard.




