Rolph. 8 power is good, 5 damage isn't. Rolph is a 7/6 everytime and that is good, it makes your game a lot less predictable. Rolph is a pain in the a** to face on the first round, just like 1984 said. It's just one of those cards, you make a mistake and it's all over. Wardom is good, i like him too, but he's not as "versatile" as rolph.
Against a clan with a bonus that doesn't help to win the round(Freaks, Fang Pi, etc...) or that isn't SOA(roots are bad for him) Rolph is god and can take anyone down...
@PA ccWarPig: I do agree with you there. Rolph is very much versatile, but I'd rather have 8/5 over 7/6 - see, Wardom has that potential to open up an easy 2HKO with Arkn, Z3r0 D34d, Bristone, Leviatonn, etc., while Rolph gains the - power ability to wreck many cards, but it will just be harder to KO. In fact, I made a new preset incorporating Wardom, Rolph, Arkn, and Leviatonn for GHEIST, and Hawkins, Tula, Ulrich, and Tyd, and I have to say, Rolph is fun to use. The only problem is following through for that KO/win, and that's the reason I prefer Wardom slightly over Rolph.
Oh yeah, and I think there was a certain someone with a Pig in their name who would go into my GHEIST-Piranas presets that used WARDOM instead of Rolph, and he would comment ""
@spamg: who said anything about caelus? i was talking about toro, both toro and rolph were banned due to their ability to kill and ability in general.
i'd still say rolph's better, without ability, he would be 7/6, wardom without his ability, is a 8/5 that can do little, rolph could stand up aganst a 9 powered card fairly, wardom could only go up against 8 powered at most... tell me now who's better?
I judiciously switch between Rolph and Wardom depending on the deck's damage; if plenty of >4-damaged cards exist, Wardom is preferred. However, Leviatonn inevitably follows in a Gheist deck, and Arkn is a likely contender. Wardom is predisposed to be chosen