MTG Arena Kaldheim Spoilers and Discussion


by in Magic: The Gathering Arena | Jan, 7th 2021

Kaldheim spoiler season has begun for MTG Arena, and we’re excited about it! Some potent cards are coming with this upcoming Viking-themed expansion. We’ve got new gods, a new keyword (Boast), more Modal Dual-Faced Cards, and so much more. We’re still waiting for the exact specifications on what Boast can do, and we’ve got a fairly good idea. It looks like each boast is different, but we do have a card that can lower the overall cost of this once-per-turn ability. As of this writing, the only Boast powers seem to be in Red, but we’ll adjust this piece as that changes.

As always, we’ll sort these by color and rarity to make it as easy as possible to find the spoilers you’re looking for. It’s going to be an exciting spoiler season, and I’d be a liar if I said I weren’t at least a little worried about Kaldheim. Kaldheim’s MTG Arena release, according to the spoilers has some remarkable cards. Whether or not they only look powerful or are powerful remains to be seen. I don’t want this to be another year of nothing but bans every couple of months. I want the decks to be powerful and viable without one outshining all the rest.

I’ve been a part of too many MTG metas that have that exact problem. If these cards aren’t overwhelmingly powerful, I won’t have any issues. I’m pretty excited about what I’ve seen so far. The lore put behind the cards is fascinating and seem to fit the Nordic/Viking lore. Gods that can die, and lots of familiar symbolism. If you want to see the revealed cards before spoiler season began, see this link.

What I want to know about Boast though is this: Can you only use one Boast per turn? Or is it once per turn per card? It’s not very clear right now. We do have a new ability that we’re going to see on creatures, at least in green: Foretell. What’s’ Foretell do? During your turn, you can pay 2 colorless to exile a Foretell creature face down. You can then cast it later, for the Foretell cost. This could really be an exciting way to bring something powerful in around the mid-game. Now we know that Foretell spells will also be Instants! This is going to be Yu-Gi-Oh’s “You activated my trap card!” but for Magic. I’m so excited. 

I like Foretell because you basically are daring the opponent to call your bluff. What kind of card do you have waiting? A powerful instant? A solid creature? Or is it nothing? A card you included in the deck to just mess with people? Who knows?! It’s a brilliant feature, and I’m excited to put it to use.

Without further ado though, let’s get to card talk!

Runes Have Been Revealed!


 We’ve been asking for a while now “What are Runes?” We knew that they were going to be a part of this expansion. We were under the impression they would be some kind of attachment or equipment. Now we have a real clear idea of what they will be. As of this writing, we only see a list of Uncommon Runes, for all colors but Blue. That one will be revealed soon I’m sure. So here’s what Runes are! They are Enchantments – Aura Rune specifically. These are unique enchantments, which are Enchant Permanents. You can use it on any permanent that you control (or an enemy controls, I suppose).

When each of these runes come into play (at least for the first batch), you draw a card. This first set of runes give you a specific buff when it’s attached to a creature, and the same for if it’s a piece of Equipment. However, these don’t appear to do anything when you attach it to a land. You could, if you like, but it would provide no benefit until that land became a creature (if it can).

Let’s go into detail a bit. 

Rune of Sustenance

We have Rune of Sustenance first as the White Rune. This, like all of the other Uncommon Runes, costs 2 mana (1 white). If you attach this to a creature, it gains lifelink. If you attach it to a piece of equipment, that piece of equipment has lifelink.

Rune of Mortality is the Black Rune. This gives a creature deathtouch or a piece of equipment deathtouch, as is appropriate. Rune of Speed is the Red Aura Rune, and it gives +1/+0 and Haste to a creature or a permanent. For 2 mana, this is really great. There is also the Green Rune, Rune of Might. It gives +1/+1 and Trample to either a creature or a piece of Equipment. I like the flexibility of this card, to be honest.

Especially Rune of Mortality. With the potential power of Deathtouch decks in Kaldheim, you can swap the buff around as needed, instead of simply giving up the buff when the creature dies. There’s also a white creature that helps with Runes. Runeforge Champion is a 3-cost Rare creature, that, when it comes into play lets you search your library and/or graveyard for a Rune, and put it into your hand. You also have to reveal it. The potential for 5-color Runes is also here. He allows you to pay 1 colorless instead of the traditional Rune spell cost if you want. You don’t have to (but why would you not?) but it’s an option. Unless a rune comes around that rewards you for paying with Snow Lands, I’d rather pay the 1 colorless.

Black Cards


Common


Withercrown (2-Cost Enchantment – Aura): Now this is a cool Common! It has solid uses in a variety of Mono-Black/Dimir decks. For 2 mana, you enchant a creature. That creature now has a base power of 0, and “At the beginning of your upkeep, you lose 1 life unless you sacrifice this creature.” You can use this to make sure an opponent sacrifices a creature that you are threatened by, or how about this? If you have a creature that would be better off in the grave (it’s been pacified or what have you) and you can bring it back? Enchant your own creature, sacrifice it, and then bring it back! There are a lot of uses for it and makes the other player make a decision they necessarily may not want to.

Withercrown

Duskwielder (1-Cost Creature – Elf Berserker): A ½ Elf Berserker for 1? Neat. It’s got a Boast that is both inexpensive and useful. Again, you can only activate this if this creature attacked this turn, and only once. It makes an opponent lose 1 life, and give you 1 life.  All of this for 1 mana? Not too shabby. Not a game-breaker, but it could be a fun turn-1 option for Limited/Draft events. Being able to drain someone each turn (provided you keep this fella alive) is great.

Priest of the Hanted Dam (2-Cost Snow Creature – Zombie Cleric): Is… is that really how it’s spelled? It’s not in a language I read. A 0/4 Snow Creature – Zombie Cleric for 2 mana (1 black) is wonderful. It blocks aggressive creatures earlier, and closer to the mid-game we can use it to delete something powerful and/or indestructible. We can tap/sacrifice the Priest to give a creature -X/-X until the end of turn. X is how many Snow Lands we control. So this is probably going to cap out around 10 or so since we will also use non-basic lands. That’s still a serious way to punish someone for being aggressive. Now we can also use this early, but at any stage of the game, it’s useful. It’s a pretty amazing Common.

Skull Raid (4-Cost Spell – Sorcery): Classic Black discard! This version of Black discard also has a Foretell cost – 2-cost (1 black) is our new cost! There’s no reason to not put it into play that way. There’s no punishment (yet) for Foretell. This card makes your opponent discard two cards. However, if fewer than two cards were discarded this way, you draw cards equal to the difference. So if your opponent casts their hand/gets discarded to 0, you can pay 2 to instead just draw 2 cards! What’s so bad about that? Nothing, that’s what! It’s a better Hymn to Tourach, imo!

Uncommon


Hailstorm Valkyrie (4-Cost Snow Creature – Angel Wizard): This is an amazing Snow Creature! Sure it’s a 4-cost, but it’s a 2/2 Flying/Trample creature. You can also pay 2 snow mana to give it +2/+2 until the end of the turn. So you attack with it, inflate it as high as you need to, and pummel someone’s face in. The only part of this that feels out of the norm is the trample, to be honest. I’m a pretty big fan of this being a Black Angel Wizard. Plus the art is overwhelmingly gorgeous.

Skemfar Shadowsage (4-Cost Creature – Elf Cleric): Here’s a card that could make Maskwood Nexus shine! If we pair this with flicker options (so in White/Black decks, or Esper), we can just demolish people. When this enters the battlefield, we pick from one of two abilities:

  • Each opponent loses X life, where X is the greatest number of creatures you control that have a creature type in common.
  • You gain X life, where X is the greatest number of creatures you control that have a creature type in common.

This could, in theory, be a kill condition for a deck. You run a bunch of Elves/Clerics, and say, make an opponent lose 10 or so life. Then you flick it out and do it again! Very easy.

Tergrid’s Shadow (5-Cost Spell – Instant): This is a very costly spell, but what it does at Instant speed warrants it. Each player sacrifices two creatures. This is doubly great if you have no creatures in play! Opponent attacking with one or two very powerful creatures? Game about to be over? Drop this into play! This also has Foretell, which lets you cast it from that exile point for 4 mana instead (2 black). It’s a potentially very powerful card, especially if you have plenty of mana to work with! Black control spells are always a blast though.

Return Upon the Tide (5-Cost Spell – Sorcery): Black really doesn’t get enough good Instants. This isn’t going to be one either – it’s a Sorcery. A new Foretell card, the Foretell cost is 4 mana (1 black) as opposed to the 5-cost (1 black) normally. This returns a creature card from your graveyard to the battlefield. If this creature is an Elf, you also create two 1/1 green Elf Warrior creature tokens. It’s valuable even for non-Elf decks, but that’s where you get the maximum value. BG Elf was pushed hard this expansion, so this isn’t much of a surprise.

Draugr Recruiter (4-Cost Creature – Zombie Cleric): This is not at all a bad common. Provided your opponent can’t kill this, we can keep bringing creatures back from the grave to be a nuisance. He has Boast (4 mana – 1 black), and we can return a target creature card from our grave back to our hand. At least they don’t come into play, right? But this is great for a Kroxa deck, to be honest. We can just keep using Kroxa over and over provided this fella doesn’t die.

Rare


Varragoth, Bloodsky Sire

Varragoth, BLoodsky Sire (3-Cost Legendary Creature – Demon Rogue): A ⅔ with Deathtouch for 3? Already pretty solid. However, he has Boast – 2 mana (1 black). Remember that can only trigger once a turn, and only after you’ve attacked this turn. His BOast lets a player search their library for a card and put that card on top of the deck. Oh goodness! Time to run Black/Red Rakdos and fetch your Embercleave! However, if you are playing against Tibalt, you’re going to get that card stolen. Or you can run this with Tibalt, put that card in place, and then exile it so you can cast it anytime, with any mana. Could be amazing when using cards; you don’t have the colored mana to cast normally (or ever). You can also use this on your opponent to search for a card, put it on their library, and then Tibalt it away to use it for yourself.

Rise of the Dread Marn (3-Cost Spell – Instant): After I saw this, I learned just how good Foretell will be. This is an instant for 3 mana (1 black). Or…or you could Foretell this for 2 colorless mana. So then you exile this face down. Later on in the game, you can pay the Foretell cost (1 black mana), to cast this spell. Here’s what it does. Then after you cast it, you create X 2/2 black Zombie Berserker creature tokens. X is the number of nontoken creatures that died this turn. You can use this to refill your board if you get wiped, or simply as a response to blowing up the board yourself. The fact that you can potentially flood the board with zombies for 1 black mana is appealing. Now there are ways to counter this (Extinction Event). You could run this in an Esper control deck though and just counter their Extinction. What a brilliant card this is. Not super-powered, but definitely good.

Blood on the Snow (6-Cost Snow Sorcery): Yet another Snow Spell confirmed! What a potentially powerful card! This one has you choose one of two abilities: Destroy all creatures, or destroy all planeswalkers. You can then return a creature or planeswalker to the battlefield with a CMC of X or less. X is the amount of Snow Mana you used to cast the spell (so a cap of 6). The only genuinely negative thing is that this is a 6 cost and a sorcery, but I’m sure that’s fine for what it offers.

Draugr Necromancer (4-Cost Snow Creature – Zombie Cleric): It’s the Night King! What a wild, unique use for Snow cards! This is a 4/4 for 4, and here’s what we can do with it. If a nontoken creature we control dies, we exile that card with an ice counter on it instead. We can cast spells that have ice counters on them, and can spend mana from snow sources as though they were any color. It’s important that it says “control”. If we steal someone’s creatures and they die (or we sacrifice them), they get exiled with that ice counter. Then we should be able to simply re-cast it. Or we can summon Skemfar Shadowsage, let it die, and re-cast it to get its ability again. It also doesn’t state this only happens once! This is a terrific use of Snow Lands, but I also think it has the possibility of being wildly powerful.

Egon, God of Death // Throne of Death (3-Cost Legendary Creature – God // Legendary Artifact): This feels built for older, Eternal Formats (Legacy, Modern, Vintage). Formats where you can throw lots of cards into the grave early. But hey, a 6/6 Deathtouch for 3 mana! At the beginning of your turn, you exile two cards from your graveyard. If you can’t, sacrifice Egon and draw a card. Not sure how I feel about him, but I see there being a fair amount of potential in him.

Skemfar Avenger

Throne of Death costs 1 black mana and requires you to mill a card on each of your upkeeps. So at least this, like the other gods, synergizes well with itself (in the god form). You can also tap 3 (1 black), and exile a creature card from your grave to Draw a card. So again, it’s okay. Not terrible, but okay. I’m waiting to see what people can do with this.

Skemfar Avenger (2-Cost Creature – Elf Berserker: Ahhh, yes. The classic “when you lose a creature, lose 1 life and draw a card” that black is so famous for. This time, it’s only Elves and Berserkers that provide this benefit. They also have to be non-tokens. That said, it’s still a steady card draw for being super aggressive. You lose 1 life each time, but you can make that up. This is black, after all.

Contagious Fear (4-Cost Spell – Sorcery): It’s a reverse Witch’s Vengeance! You can use this to weaken or defeat all creatures, other than a specified type. When you cast this, choose a creature type. All other creature types in play receive -3/-3 until the end of turn. So Rogues, Giants, Shades, whatever creature you pick is safe from this wrath. This isn’t too bad for 4 mana at Sorcery speed either. It’s great when your opponent is playing a tribe other than what you are. This can backfire if it’s a mirror match, but I wonder if Shapechanger counts. I don’t think this will be in every Black deck, but it will certainly see play, that’s for sure.

Haunting Voyage (6-Cost Spell – Sorcery): This is the first Foretell card that is more expensive than the initial cost. There’s a very good reason for it though. Normally this is a 6-cost (2 black) Sorcery, but you can Foretell it. Then you cast it at a later time for 7 mana (2 black). But what does it do? Normally, you choose a creature type. Return up to two creature cards of that type from your graveyard to the battlefield. However, if you foretold this card, all creature cards of that type from your grave come to play. Why do I really like this card? Because you could use this as a late-game bomb to trigger a mill victory in, say, Rogue Tribal. Rogue Aggro doesn’t really work right now, so we could turn it into a slower control deck, and use this as a just-in-case card to win. Bring back all of those awesome Rogues, and mill someone into absolute pieces.

Mythic Rare


Eradicator Valkyrie (4-Cost Creature – Angel Berserker): This is a card worthy of “Mythic Rare”, but I worry it might be too strong. This is a 4/3 for 4, that has Flying, Lifelink, and Hexproof from Planeswalkers! It also has Boast, because why not?! For 2 mana and sacrificing a creature (1 black mana), you can make each opponent sacrifice a creature or planeswalker. I really love this card and feel like it could be useful in control decks, as well as aggro/mid-range options.

Eradicator Valkyrie

Burning-Rune Demon (6-Cost Creature – Demon Berserker): A 6/6 demon for 6? Oh how I missed this. It’s also got flying, of course. This is a traditional power demon. When this demon comes into play, you can search your library for exactly two cards not named Burning-Rune Demon. If you do this, you reveal them. The opponent picks one. That card goes into your hand and the other goes to the grave. Pick stuff you can retrieve easily, and get both cards! I adore this demon! That’s just what Black needed, a really useful, powerful demon with stats and a decent cost.

Haunting Voyage (6-Cost Spell – Sorcery): This is the first Foretell card that is more expensive than the initial cost. There’s a very good reason for it though. Normally this is a 6-cost (2 black) Sorcery, but you can Foretell it. Then you cast it at a later time for 7 mana (2 black). But what does it do? Normally, you choose a creature type. Return up to two creature cards of that type from your graveyard to the battlefield. However, if you foretold this card, all creature cards of that type from your grave come to play. Why do I really like this card? Because you could use this as a late-game bomb to trigger a mill victory in, say, Rogue Tribal. Rogue Aggro doesn’t really work right now, so we could turn it into a slower control deck, and use this as a just-in-case card to win. Bring back all of those awesome Rogues, and mill someone into absolute pieces.

Blue Cards


Common


Poacher’s Falcon (2-Cost Snow Creature – Bird): Oh hey, Storm Crow is back, but ready for a snowy climate! This is a ½ Flyer, so it’s already decent for a 2-cost bird. It counts as a Snow Permanent, and we can tap 1 snow mana and this, to draw a card. Then we discard a card. This is a very familiar ability to blue magic players, after all. Getting a card, even if it means pitching something else is useful. Especially if it’s a deck that has reanimation engines, it’s just another way to get awesome cards into the grave. Plus it’s uncommon, so it’s a cheap way to get that sort of thing going.

Frostpeak Yeti (4-Cost Snow Creature – Yeti): Goldvein Pick is best used when someone can’t be blocked. Enter the Frostpeak Yeti! Sure, it’s a 4-cost 3/3 and is also a Snow Creature. But if you pay 2 (1 Snow Land), he can’t be blocked for a turn. That, with the Pick, means he’d be a 4/4 base, and would reliably give you treasures. Just a little food for thought. Not an amazing creature by any means, but I like what he can do. Might be a solid pick in a Limited Deck.

Bind the Monster (1-Cost Enchantment – Aura): This is a pretty interesting card. It’s an Aura that taps a creature and keeps them tapped (Well, they don’t untap during their untap phase. It can be untapped via other means). It’s also only 1 mana! What’s the catch? When you cast Bind the Monster on a creature, it deals damage to you equal to its power. If we had a way to deflect that damage, this would be hilarious. This is a neat card. Bind the Monster can potentially keep a powerful threat out of the game in its entirety. It can still use special abilities, but it stops incoming combat damage from them at least (for a while).

Uncommon


Inga Rune-Eyes (4-Cost Legendary Creature – Human Wizard): A 3/3 Legendary Wizard for 4? Well, when it enters the battlefield, you Scry 3. On top of that, whenever Inga Rune-EYes dies, draw 3 cards if three or more creatures died this turn. It sounds like they reward you for board wiping, or dealing successful AOE damage. I like the idea of it, but it feels very niche’. How prevalent is board wipe going to be in this meta?

Glimpse the Cosmos

Glimpse the Cosmos (2-Cost Spell – Sorcery): Look at the top three cards of your deck, and put one into your hand, and the rest on the bottom. That’s pretty solid on its own for two mana. But this is for Giant Tribal. Why? As long as you control a Giant, you may cast Glimpse the Cosmos from your graveyard by paying 1 blue rather than its normal mana cost. If you cast it this way, and it would go to your graveyard, exile it instead. Doubles your ability to peek at your deck for cards, and that’s brilliant.

Giant’s Amulet (1-Cost Artifact – Equipment): This is an interesting piece of equipment, and reminds me of a few older cards (Like any of the Living Weapon cards – Strandwalker). That’s because, when this 1-cost (1 blue) artifact comes into play, you can also pay 4 mana (1 blue). If you do, you create a 4/4 blue Giant Wizard creature token and attach the Giant’s Amulet to it. The equipped creature gains +0/+1, and “This creature has hexproof as long as it’s untapped”. Sure, making a 4/4 token for that is neat, but I’d rather give this to a creature that has Vigilance. That way we can keep being aggressive, and not lose Hexproof. It also only requires 2 colorless mana to equip normally, so not unreasonable. I’m torn about how I feel though. Sure, making a 4/4 for a total of 5 (that gains the powers of the Amulet) is neat. We can also just equip it onto someone else later, so we get to keep the 4/4 Giant Wizards. Just be glad equipping is a Sorcery speed ability.

Glacial Detention Pillar (3-Cost Snow Artifact): Hey, Icy Manipulator, you’re back! Only this time, you have to tap Snow Mana! Like that’s going to be a serious issue. You can tap 1 Snow Mana and tap this to tap a creature or artifact. If only it also stopped their abilities too, but that’s okay. We can do this at the start of an opponent’s turn to tap their major attacker (or something that has to attack). Just put the kibosh on that. We can also use it to tap things that will spare us an untimely end.

Rare


Reflections of Littjara (5-Cost Enchantment): I don’t know how much play this will see in Standard, but there’s a lot of Historic possibilities here. Could we see Izzet Goblins, just for this? I doubt it, but how hilarious would it be? I could also see this being dropped in Izzet Giants, or even in Dimir Rogues for the mid-game. What does it do, anyway? When this enchantment comes into play, we choose a creature type. Whenever you cast a spell of the chosen type, copy that spell. It doesn’t specify the spell has to “enter the battlefield”, merely that you cast it. It’s a great way to ensure that dangerous creatures are coming into play, and not getting countered. Sure, they counter one, but if they want both copies to avoid play, more mana must be spent. I love the idea of the card, and think you could do some pretty heinous things with it. Can you imagine how annoying this would be with Uro in Historic?! Or in a Simic deck with things like Carnage Tyrant? Oh boy, if we could ramp this out earlier. . .

Ascendant Spirit (1-Cost Snow Creature – Spirit): Figure of Destiny is back! Figure of Destiny was a 1/1 for 1, which could be used a series of abilities back to back in a turn to make it stronger and stronger. So what does this 1/1 Spirit become?

  • 2 Snow Mana: This becomes a Spirit Warrior, with base power and toughness of ⅔.
  • 3 Snow Mana: If this is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with a base power and toughness of 4/4.
  • 4 Snow Mana: If this is an Angel, put two +1/+1 counters on it, and it gains “Whenever this creature deals combat damage to a player, draw a card.”

Now you just have to make this creature all types (Changeling). Then you can skip those other two powers, and just use the 4 Snow Mana, pump it up, and draw cards. Now that way, it wouldn’t become a 4/4 base for the turn. It would however still gain permanent counters. If you don’t do that, this is still an amazing card. I wonder if you pump it up twice with its final ability if you’d draw two cards. That’s something I would want to look up for the future. Either way, it’s powerful, it’s fun. This will see use, just like Figure of Destiny did.

Cosima, God of the Voyage

Cosima, God of the Voyage  // The Omenkeel (3-Cost Legendary Creature – God // 2-Cost Legendary Artifact – Vehicle): Now this is a fun card. What’s better than mana ramping? Being able to ramp using your opponent’s cards! I’ll get into that very shortly, don’t you worry. Cosima has the option to go into exile at the start of your upkeep. If you do, it gains “Whenever a land enters the battlefield under your control, if Cosima is exiled, you may put a voyage counter on it. If you don’t, return Cosma to the battlefield with X +1/+1 counters and draw X cards. X is equal to the voyage counters. If you pair this with a copy of The Omenkeel, you can really add some spice to this card. Speaking of which, here’s the other side of the card, The Omenkeel!

This is a 3/3 Vehicle (Crew 1), for 2 mana (1 blue). Whenever a Vehicle you control deals combat damage to a player, that player exiles that many cards from the top of their library. You may play lands from among those cards for as long as they remain exiled. So you run that 7/11 vehicle, blast someone for 7, and they lose 7 cards. Now you have a hopefully steady supply of lands to use. It’s a very useful card, and I’m a fan of the design of Cosima and the Omenkeel.

Graven Lore (5-Cost Snow Spell – Instant): Seeing a Scry+Draw card in Blue, especially at Instant speed isn’t really that surprising. This one is yet another potentially very useful Snow Spell though. It has you Scry X, where X is the amount of Snow Mana used to cast this spell. Then you draw 3 cards. So you’re looking at the max Scry 5, Draw 3. Since you won’t be penalized for using Snow Mana in your deck, you may as well just run it. However, it’s incredibly powerful as an Instant, even at 5 mana. I think this likely should have been a Sorcery instead of an Instant. It’s wildly strong to be able to do this on your opponent’s turn. Especially in the mid-game, when you have the mana to actually use some of the cards you draw.

Icebreaker Kraken (12-Cost Snow Creature – Kraken): I know that’s a very expensive cost for an 8/8 Snow Creature. It does cost 1 less for each snow land you control. So depending on when this drops, you can get this for 2 mana. It’s likely going to cost anywhere from 4-6 mana. In mana ramp decks, this could show up fast. But what does it do? When Icebreaker Kraken comes into play, artifacts, and creatures an opponent controls do not untap during that next player’s untap phase. You can also return 3 snow lands you control to their owner’s hand to return this creature to its owner’s hand. Sadly, it doesn’t have Trample, but we can run it in UG to fix that. It can also avoid board wipe, thanks to its second ability. Or we can flicker it in and out to trigger the first ability. I can see why people aren’t wild about it, despite its gorgeous art (and it is). It’s not the most powerful creature in the set, but it’s a lot of fun. If you can make creatures come into play tapped (which I believe White can still do), we can just make them come into play tapped and use that to swing safely for a turn or two.

Mythic Rare


Alrund, God of the Cosmos

Alrund’s Epiphany (7-Cost Spell – Sorcery): Here’s our first Foretell Sorcery. You can cast this normally if you want to spend 7 mana (2 blue). It creates two 1/1 blue Bird creature tokens with Flying. You also take an extra turn after this one and then exile Alrund’s Epiphany. Or you can use Foretell. The Foretell cost is 6 (2 blue). However, exiling it this way also means your opponent’s in many cases can do anything about it being in Foretell status. All we need is a way to duplicate it, or cast it from normal exile.

Alrund, God of the Cosmos // Hakka, Whispering Raven (5-Cost Legendary Creature // 2-Cost Legendary Creature – Bird): We found Odin! Alrund comes in as a 1/1 for 5 mana (2 blue). That sounds pretty steep! Alrund does get +1/+1 for each card in your hand, and each foretold card you have that’s still in exile. Okay, so he ramps up pretty hard. In addition, at the beginning of your end step, you choose a card type. Then reveal the top two cards of your library. All cards of that type that were revealed go into your hand, and the rest go to the bottom of your deck. So, that Inga Rune-Eyes? She’s suddenly very interesting. Or any Scry abilities you have access to. Though, you may want to playhim as Hakka, Whispering Raven first (though that can get expensive). Hakka is a 2-cost (1 blue) and is a flying ⅔ Legendary Bird. Whenever Hakka deals combat damage to a player, you return it to its owner’s hand and Scry 2. So you play Hakka, deal damage with it, bounce it back, peek at your deck, and now have knowledge of what’s coming for Alrund. He’s going to be a lot of fun in control decks, I can feel it. This is one of my favorite spoilers for the MTG Arena Kaldheim expansion, that’s for sure.

Orvar, the All-Form (4-Cost Legendary Creature – Shapeshifter): This isn’t just any ordinary Shapeshifter. This is a Super Shapeshifter. This 3/3 with Changeling (All Creature Types) for 4 has some serious weight on it. Whenever you cast an instant or sorcery, if it targets at least one of the permanents you control, create a token that’s a copy of one of those permanents. That’s wild. If you can target your lands with an Instant or Sorcery, you can make a copy of one of those lands! You can make Three-Color Feather, and start making copies of your creatures in a hurry too. But also consider this: If your opponent targets a creature with a kill spell or something, you can, in response, kill that creature, and make a copy of that creature. The enemy spell fizzles without its initial target, and you still have what you had in the first place.

In addition, if a spell or ability an opponent controls causes you to discard this card, you create a token of a target permanent. That can also include your opponent’s permanents! You can clone one of their lands, a planeswalker, a creature, anything that’s permanent. This is a very powerful card.

Green Cards


Common


Masked Vandal (2-Cost Creature – Shapeshifter): Changelings are all types of creatures, which is still rad. A ⅓, that exiles a creature from your own graveyard when it comes into play (if you want). If you do, you can exile an artifact or enchantment your opponent controls. For 2 mana, that’s powerful.

Glaciate (3-Cost Snow Enchantment – Aura): This is an incredible ramp card for Snow Mana and beyond. For 3 mana, this attaches to a land. That land in question is now a Snow Land, and when it’s tapped for mana, its controller adds an additional mana of any color. Not only does this turn basic lands/regular dual lands into Snow Lands, it now gives us two more Snow Permanents. That’s worth the 3 mana alone, but you can also put this on lands that don’t tap for colored mana – a variety of non-basic lands will benefit from this! Now you can use those colorless mana generators that also have useful powers, as a way to get two mana. Glaciate is an incredible card, and the 3 mana is pretty reasonable for what it does.

Sarulf’s Packmate (4-Cost Creature – Wolf): 4 mana feels like a bit much for a 3/3. I mean, at least it does give you a card to draw when it enters the battlefield, so that’s a positive. But it still feels mighty pricey, even as a Common. That’s why you have Foretell on it! Just pay the 2 colorless, and exile it face down. The Foretell Cost is 2 mana (1 green), which is significantly better. Sure, you still pay 4 mana total, but not across one turn. Think of it as Lay-Away for a card and a 3/3. Thank goodness you can’t activate this on an opponent’s turn, right? We’ll have to look into that, but I’m fairly certain it’s only when you could normally cast it.

Sarulf's Packmate · Kaldheim (KHM) #192 · Scryfall Magic: The Gathering  Search
Sarulf’s Packmate

Mammoth Growth (3-Cost Spell – Instant): Ready for a Foretell buff? This is a perfect card for Green and I love it. Normally, it’s a 3-cost Instant that gives a creature +4/+4 until the end of turn. As an instant, that’s great. But you can Foretell it into exile instead. Then, you can cast it at a later date for 1 green instead! Now, at the perfect moment, you can drop it for significantly less mana. This is what it means to have a Trap Card (Hi, Yu-Gi-Oh)!  There aren’t too many times when you don’t want a sudden 4/4 addition to a creature. Shame it’s not permanent though. Also, the card has an excellent pun to go with card art.

King Harald’s Revenge (3-Cost Spell – Sorcery): Ehhhh. I’m not really a fan of this one, to be honest. It’s okay, but I’m not wild about it. It’s a 3 mana sorcery and gives a creature +1/+1 until the end of turn, as well as Trample. This creature must be blocked if able. Again, it’s an okay card. There has to be a use for it though. Perhaps on a creature you want to be blocked. Something with Deathtouch maybe?

Horizon Seeker (3-Cost Creature – Human Warrior): Ahhh, the classic mana ramp in Green. But it’s a new way to do it! It comes in the form of Boast – 2 mana (1 green). So if this creature attacked this turn, we can pay this cost, and search our library for a basic land, and put it into our hand (and reveal it). This just makes me want to run Labyrinth of Skophos. That way we attack, and then remove him from combat (though that would cost 6 mana total). I admit that’s not ideal, but I like it in theory. I like a lot of combos in theory though.

Uncommon


Fynn, the Fangbearer (2-Cost Legendary Creature – Human Warrior): Poison Counters are back! For those of you who don’t know/don’t remember, if a player gets 10 poison counters, they lose the game immediately. Infect is the mechanic by which creatures deliver poison counters to players. We haven’t seen it in Standard in quite a while though. So, Fynn, the Fangbearer is a 2-cost (1 green) ⅓ creature with Deathtouch. Whenever a creature you control with deathtouch deals combat damage to a player, that player gets two Poison Counters. Now, it’s making Deathtouch creatures a required block if players don’t want to lose fast. With cards that give your creatures Deathtouch (Binding the Old Gods), we can obliterate people with a potential quickness. Or we can use Vorinclex to double these Poison Counters and just rush people down. Now if we could only get some unblockable creatures. . .

Rare


Elvish Warmaster (2-Cost Creature – Elf Warrior): Elf Tribal sounds like it’s going to be back in a big way. This isn’t a Lord, but it can temporarily buff Elves. If you have a spare 7 mana, it can give your Elves +2/+2 and deathtouch until end of turn. Whenever Elves enters the battlefield for you, you create a 1/1 Elf Warrior creature token. You can only do this once a turn, thankfully. This is okay, but I want to see how viable it’s going to be. It’s very cool at least and doesn’t trigger more than once a turn.

Old-Growth Troll

Old-Growth Troll (3-Cost Creature – Troll Warrior): It’s that time again; time for a 3-green creature! THis one is a 4/4 Troll Warrior with Trample. When it dies, if it’s a creature, you can return it to the battlefield. However, it returns as an Aura enchantment (Enchant Forest). He now has Tap: Add 2 Green Mana. He also has 1 colorless, sacrifice this land: Create a tapped 4/4 green Troll Warrior creature token with Trample. Huh. So when he dies, he gives you more mana, and you can sac that land later, to create a 4/4 troll. Do this on your opponent’s turn to make sure he untapped on time. I kind of like this idea.

Kolvori, God of Kinship // The Ringhart Crest (4-Cost Legendary Creature – God // 2-Cost Legendary Artifact): The next of the Kaldheim Gods has been revealed and it too is a Modal Dual-Faced Card. The other face (The Ringhart Crest) is not an equippable artifact, but it doesn’t have to be. This is built around having legendaries and specific creature types. So here’s what is going on. Kolvori, God of Kinship is a 2/4 for 4 (2 green). As long as you have 3 or more legendary creatures, Kolvori gets +4/+2 and vigilance. Wow. You can also tap 2 (1 green) and tap Kolvori, to look at the top six of your deck. You can reveal a legendary creature from among them and put it into your hand. Really interesting, this. The Ringhart Crest on the othe hand, as you pick a creature type when it comes into play. You can tap it for 1 green mana, which can only be used to cast a creature spell of the chosen type, or a legendary creature spell. I’m really curious how this legendary-themed god will work in the grand scheme of things.

Jorn, God of Winter // Kaldring, the RImestaff (3-Cost Legendary Snow Creature – God // Legendary Snow Artifact): This is the weirdest, wildest god yet if you ask me. Reminds me a lot of Skadi/Ullr, in several ways. Jorn, God of Winter is a green God, but his other form is a Blue/Black Legendary Snow Artifact. Wow! Jorn, God of Winter is a 3/3 for 3 (1 green). Whenever Jorn attacks, you untap each Snow Permanent you control. That includes Snow Lands, by the by. Or any card that you turn into a Snow Permanent, like say, making Maze of Ith into a Snow Land with Glaciate. Using Maze of Ith like that would untap him, remove him from combat, and prevent him from dying to blockers. That way we can do it again! This card in general has tremendous combo potential. Run this in a deck where we do tons of card draw, and start playing way more cards faster, thanks to more untapped lands.

Kaldring, the RImestaff costs 1 blue, 1 black, and 1 colorless. You can tap it to play a snow permanent from your graveyard this turn. If we do, it enters play tapped. We can still do a load of fun things with this! I like Jorn more, to be honest, but playing cards for free from the grave, tapped or no, is pure value.

Cyclone Summoner (7-Cost Creature – Giant Wizard): Oh boy, a fun tool for Yorion decks! It’s a Cyclonic Rift in creature form! A 7/7 for 7 mana (2 blue), when this enters the battlefield, if you cast it from your hand, return all permanents to their owner’s hands – except for Giants, Wizards, and Lands. Now, if you Yorion, it probably won’t return and re-cast. But you return Yorion to your hand, and you get to use that flicker again! I know 7 mana sounds expensive, but consider what it can do. You can also lessen the cost with a variety of methods. This is a very powerful card, and should likely be in every single Izzet Giant deck.

Mystical Reflection (2-Cost Spell – Instant): WOW THIS IS BUSTED. If you aren’t running this in decks like Rogues, I don’t know what to tell you. Or Izzet Giants. Or virtually any Blue deck. This is a 2-cost Instant. You choose a non-legendary creature. The next time that at least one creature or planeswalker enters the battlefield this turn, they enter as copies of the chosen creature. I’m curious how it actually works though. You can use this as a counter, for example. Your opponent plays their Lovestruck Beast, and in response, you cast this, and turn the 5/5 into a 1/1 instead. But can you cast this for yourself, and turn a bunch of chump tokens into huge, scary monsters? I’m very curious to see.

In Search of Greatness (2-Cost Enchantment): This is going to get people’s ire acting up, you watch. It’s a 2-green enchantment that can provide players with some obscenely powerful cards very fast. At the beginning of your upkeep, you can cast a permanent spell from your hand with a mana cost equal to 1 plus the highest converted mana cost among permanents you control other than this. You also don’t have to pay the mana cost of that card. If you don’t, Scry 1. If you could drop this on turn 1, you could drop 6-costs pretty fast. You can play some wild cards pretty quickly with this. Once you have one reasonable cost card (other than this), you can start dropping the good stuff every turn, provided you have them in hand.

Mythic Rare


Battle Mammoth (5-Cost Creature – Elephant): A 6/5 for 5? Yeah, that fits Green pretty well. This also has Trample, and “Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card”. Yes, that’s a standard thing in green throughout the years, don’t bother crying about it. This card also reveals a new power: Foretell. This has Foretell 4. During your turn, you may pay 2 colorless and exile this card from your hand face down. Cast it on a later turn for its foretell cost.

Tyvar Kell

Tyvar Kell (4-Cost Legendary Planeswalker – Tyvar): Wow, Tyvar Kell is amazing! He has Base 3 Loyalty, an incredible passive, and three very strong abilities. His passive gives all Elves ‘Tap: Add 1 Black Mana’, making him very viable for Black/Green decks right out of the gate. Or a mono-green deck that splashes in other fun black cards. Whichever! Here are his other abilities though:

  • +1: Put a +1/+1 counter on up to one target Elf. Untap it. It gains deathtouch until end of turn.
  • 0: Create a 1/1 green Elf Warrior creature token.
  • -6: You get an emblem with “Whenever you cast an Elf spell, it gains haste until end of turn, and you draw two cards.”

Are you kidding me?! In an Elf deck, this will not drop on turn 4. It will appear earlier, and suddenly you have plenty of mana ramp. He has no -ability other than his ultimate, which is incredibly strong. This is such a fantastic card, and I’m glad to see Elves get such a useful card. I worry it might be too strong, but wow, did Tyvar Kell get a great intro to the Magic community! Way better than Niko Aris, if I can be honest.

Red Cards


Common


Frost Bite (1-cost Spell – Snow Instant): This deals 2 damage to a creature or planeswalker. But if you control three or more Snow Permanents, it deals 3 instead. Yum. Here’s our super fun 1-cost 3 damage spell at Instant speed!

Open the Omenpaths (3-Cost Spell – Instant): Wow, what a fascinating card! You pick one of two spell effects:

  • Add two mana of any one color and two mana of any other color. Spend this only on creatures or enchantments.
  • Creatures you control get +1/+0 until end of turn.

This could be useful in some weird, niche decks for sure. Use it to say, turn 3 Haktos! Turn 1 Goose, turn 2 Open the Omenpaths, turn 3 Haktos! Or you could do it with any other flavor of useful creature. I like the possibility of this in Gruul Beatdown decks, now that I really think about it.

Demonic Lightning (3-Cost Spell – Instant): Today is a day of Foretelling for 1 mana it seems. So, Demonic Lightning has Foretell and can be cast at a later date for 1 red mana, still at Instant Speed. But what does it do? It deals 4 damage to a creature or planeswalker! So you just pay the 2 colorless upfront, to surprise someone later. I just wonder if we’re going to get cards that let us play our opponent’s Foretell cards, or let us get rid of them in some manner. Very curious about that aspect of this mechanic.

Cinderheart Giant (7-Cost Creature – Giant Berserker): With Surtland Flinger this could be pretty hilarious. This is a 7/6 for 7 (2 red), with Trample. When this creature dies, it deals 7 damage to a random creature an opponent controls. This card makes your opponent really think twice about killing it. Sure, you can exile it though to avoid the 7 damage. But the notion of losing a creature won’t be fun. Especially if we can use threat removal to direct that damage where we want it. It’s still a very strong creature even at common, and will probably again, see play in Limited. The cost is pretty high otherwise.

Shackles of Treachery

Vault Robber (2-Cost Creature – Dwarf Rogue): This is a card that I want to see in Historic. Why? Because Revel in Riches is one of my favorite alternate win cards! It requires you to have 10 treasure tokens during the start of your upkeep to win. You can use the Vault Robber to exile a creature from your graveyard to create a treasure token. This costs 2 mana and to tap this creature (1 red). As long as you have creatures to send away, you can keep stacking treasure tokens for mana later (or a win con in Historic/Eternal formats).

Shackles of Treachery (3-Cost Spell – Sorcery): It’s a new, better version of Treason! Three mana (1 red) and you gain control of a target creature until end of turn. You untap it, it gains haste, and “Whenever this creature deals damage, destroy target equipment attached to it.” Now admittedly, that second part is very conditional. But with how much equipment is going about, this shouldn’t be so bad. It is better than Act of Treason and Claim the Firstborn, simply because of the cost, no restrictions on what it can steal, and has an extra destructive effect. Very nice!

Uncommon


Taunt the Trolls (4-Cost Spell – Instant): 3 damage for 4 mana (for any target)? That sounds a little pricey. However, if this hits a creature, that creature gets +5/+0 until end of turn. You have to be really careful about using this on your creatures. If you make the health of it too low, it can just be hit with Shock or any low-cost damage spell. It’s a fantastic thing to use on your Surtland Flinger target, so now it deals 10 damage or something. Not too bad that way, but it’s very risky. You can also use it to deal fatal damage to your opponent too, so that’s something.

Birgi, God of Tales // Harnfel, Horn of Abundance (3-Cost Legendary Creature – God // 5-Cost Legendary Artifact): I really like this God. I’ve talked a lot lately about the potential and power of mana ramp. This is going to help with mono-red in a decent way. The legendary creature Birgi, God of Tales grants you 1 red mana whenever you cast a spell. This mana doesn’t go away as steps and phases end. On top of that, he lets you Boast your creatures up to two times each turn instead of once. That’s pretty rad all on its own. Storm decks will absolutely love this lad, especially with him having a 3-cost. Now if only there were a land that could make him indestructible, so he can just stick around. . . But what about his alternate face, Harnfel, Horn of Abundance? It costs 5-mana (1 red) to play and does this: Discard a card: exile the top two cards of your library. You may play those this turn. Ready to see lots of Mono-Red Mana Ramp in the coming year? That’s probably going to be exactly what you see, thanks to this and other exciting cards.

Rare


Calamity Bearer

Calamity Bearer (4-Cost Creature – Giant Berserker): This feels pretty pushed if you ask me. A “pushed” card is one that does too much for the cost of the card. Pushed cards are cards that the devs feel are key/important to a playstyle, so they are made lower-cost than normal. That way, people will put them in decks. Calamity Bearer feels like one of those cards. A ¾ for 4, but it has a very special power. If a Giant source you control would deal damage to a permanent or player, double that number instead. So Stomp from Bonecrusher Giant would still be 2 damage, but the Bonecrusher itself would still deal double damage. You can use this with Surtland Flinger to almost OTK someone. There are plenty of powerful giants that could be used (like Kroxa or Tectonic). One of the things I wonder about though, is that so many of the Giants cost a lot of mana in the MTG Arena spoilers for Kaldheim. How are we going to make Giant tribal feasible? We’ll see soon, I guess. This is also great because it’s not a Legendary. You can stack these if you’re of the mind. Very curious to see Calamity Bearer’s influence on the meta this year.

Dragonkin Berserker (2-Cost Creature – Human Berserker): Remember how I said it’d be easier to use Boast? Now we understand the keyword. This 2/2 First Strike makes the Boast abilities you activate cost 1 less for each Dragon you control. You can pay 5 (1 red) to Boast – Create a 5/5 red Dragon creature token with flying. There are bound to be some reasonable dragons you can use to make this all easier. We do have 1 colorless Boast in Arni Brokenbow. That would make his ability free if we have just one Dragon. This is a decent card that lets aggro decks go a little longer if the game isn’t in our favor. It can also make for a decent comeback mechanic. It’s not going to be in RDW I’m sure, but it has a place in the meta.

Tibalt’s Trickery (2-Cost Spell – Instant): A RED counterspell?! It’s rare, I know, but wow. So this counters a spell for 2 mana, and lets you choose 1, 2, or 3 at random. The controller of that spell mills that many cards, and then exiles cards from the top of their library until they exile a nonland card with a different name other than that spell. They can then cast that card without paying its mana cost. That exiled card is then put on the bottom of their library. So it’s a counterspell, but it can also come back to haunt you. Or you could counter your own spell! Especially if it’s something that would go to the grave anyway, or you want in the grave. This way, you can potentially cheat out a spell that costs way more. Sure, you can’t predict what will come, but you could get something massive. For that, I love this card. It’s weird and silly, but I love it. Not every card in this set is safe. There are some fun risky cards here, like this!

Tundra Fumarole (3-Cost Spell – Snow Sorcery): Oh boy, mana that doesn’t go away for a brief moment of time! This Snow Sorcery deals 4 damage to a creature or planeswalker, and at a bargain of 3 mana (2 red). But for every Snow Mana you spend on this, you gain 1 colorless mana in return. Until the end of turn, this mana does not go away as phases and steps end. So you can get a few more bursts of damage off, or even just set up a Foretell card. Even if you don’t use that, it’s 4 damage for 3 mana, and that’s not too shabby.

Birgi, God of Tales // Harnfel, Horn of Abundance (3-Cost Legendary Creature – God // 5-Cost Legendary Artifact): I really like this God. I’ve talked a lot lately about the potential and power of mana ramp. This is going to help with mono-red in a decent way. The legendary creature Birgi, God of Tales grants you 1 red mana whenever you cast a spell. This mana doesn’t go away as steps and phases end. On top of that, he lets you Boast your creatures up to two times each turn instead of once. That’s pretty rad all on its own. Storm decks will absolutely love this lad, especially with him having a 3-cost. Now if only there were a land that could make him indestructible, so he can just stick around. . . But what about his alternate face, Harnfel, Horn of Abundance? It costs 5-mana (1 red) to play and does this: Discard a card: exile the top two cards of your library. You may play those this turn. Ready to see lots of Mono-Red Mana Ramp in the coming year? That’s probably going to be exactly what you see, thanks to this and other exciting cards.

Mythic-Rare


Glaciate (3-Cost Snow Enchantment – Aura): This is an incredible ramp card for Snow Mana and beyond. For 3 mana, this attaches to a land. That land in question is now a Snow Land, and when it’s tapped for mana, its controller adds an additional mana of any color. Not only does this turn basic lands/regular dual lands into Snow Lands, it now gives us two more Snow Permanents. That’s worth the 3 mana alone, but you can also put this on lands that don’t tap for colored mana – a variety of non-basic lands will benefit from this! Now you can use those colorless mana generators that also have useful powers, as a way to get two mana. Glaciate is an incredible card, and the 3 mana is pretty reasonable for what it does.

Sarulf’s Packmate (4-Cost Creature – Wolf): 4 mana feels like a bit much for a 3/3. I mean, at least it does give you a card to draw when it enters the battlefield, so that’s a positive. But it still feels mighty pricey, even as a Common. That’s why you have Foretell on it! Just pay the 2 colorless, and exile it face down. The Foretell Cost is 2 mana (1 green), which is significantly better. Sure, you still pay 4 mana total, but not across one turn. Think of it as Lay-Away for a card and a 3/3. Thank goodness you can’t activate this on an opponent’s turn, right? We’ll have to look into that, but I’m fairly certain it’s only when you could normally cast it.

Toralf, God of Fury // Toralf’s Hammer (4-Cost Legendary Creature – God // 2-Cost Legendary Artifact – Equipment): Toralf, God of Fury is the Red God for Khaldheim. With him comes an amazing alternate use of Trample. This 5/4 Trample God does the following: Whenever a creature or planeswalker an opponent controls is dealt excess noncombat damage, Toralf deals damage equal to the excess to any target other than that permanent. So we hit with huge creatures that don’t have Trample, and instead wipe the other player’s board! If we put this in a Giant deck, use cards like Calamity Bearer and Surtland Flinger, we can in theory just demolish the opponent’s entire front line with zero issues.

But what about Toralf’s Hammer, his alternate form? It requires 2 mana (1 red) to equip and the same cost to cast. The equipped creature, for that same cost, and also requires you to unattach Toralf’s Hammer. Doing this deals 3 damage to any target, and returns the Hammer to your hand. The equipped creature also gets +3/+0 as long as the equipped creature is Legendary. So just equip it to the God in question!

White Cards


Common


Wings of the Cosmos (1-Cost Spell – Instant): A must-use in any Feather deck, that’s for sure. The target creature gets +1/+3 and gains Flying until the end of turn. You also get to untap that creature! So you now have an attacker (if you used it for an ability), or you can attack with it, and then cast this to untap it! Plus +1/+3 is a serious boost for defense if you should need it. For one white mana, this instant does a whole bunch. 

Uncommon


Kaya’s Onslaught (3-Cost Spell – Instant): Here’s a fun Foretell card for Feather decks and other decks that rely heavily on buffs. We can exile this for 2 colorless, face down. The Foretell cost? 1 white. So we set this up for later. When we cast this, a creature gets +1/+1 and Double Strike until the end of the turn! This hands someone a very mighty beat-down utensil for a variety of fights. Simple, powerful, to the point. A solid uncommon. It will no doubt be useful in limited if nothing else.

Kaya’s Onslaught

Shepherd of the Cosmos (6-Cost Creature Angel Warrior): Wow, this is expensive! A 6-cost 3/3? What the heck does it even do? Well, when it enters the battlefield, you return a target permanent with a converted mana cost 2 or less from the grave to the battlefield. That’s really strong, but jeez! A 3/3 flyer for 6? Is there anyway we can sort this out? Well, as it turns out, this also has Foretell! The Foretell cost is 4 (1 white) mana. This is basically an adjusted Sun Titan of old. I don’t hate it, but I do think this mana would be better spent elsewhere. It’s a neat card, but I’m not 100% sure that mana cost is going to make it worthwhile.

Divine Gambit (2-Cost Spell – Sorcery): My heart tells me that “This card is bad!” and screams it in all caps at the top of its proverbial lungs. But hold on, it’s not that bad. For 2 white mana, you exile an artifact, creature, or enchantment your opponent controls. They can then put a permanent from their hand onto the battlefield. I wish it had to be the “same type” of permanent, but here we are. Sure, this isn’t a card every deck will run. Because it’s Show and Tell, but in reverse. More or less. Try running this in a discard deck. Your opponent can’t play any permanents if there are none in their hand! Exile their important card from play, and then laugh. Or you can run it against control decks that don’t run lots of permanents, and just get rid of the key one they have out.

Clarion Spirit (2-Cost Creature – Spirit): Yay, another fun way to crank out an extra, free creature each turn! A 2/2 for 2, this gives you a 1/1 white Spirit creature token with flying, whenever you cast your second spell each turn. So if you cast two spells during an opponent’s turn, you get another Spirit! A terrific way to block someone’s progress, and also have creatures to be aggressive with/chump block with. A solid uncommon that I think will see decent play based off of this, its mana cost, and the fact tha tit’s a 2/2 for 2.

Rare


Sigrid, God-Favored

Runeforge Champion (3-Cost Creature – Dwarf Warrior): This card unintentionally reveals a new card type – Runes. This ⅔ for 3 has you search your library and graveyard for a Runecard. Then you reveal it and put it into your hand. You can pay 1 colorless rather than the normal mana cost for Rune spells you cast. This makes me think the possibility of five-color Rune decks is incoming. These Runes could also be artifacts, though. The ability to play these for 1 colorless means you can include any of them in a mono-colored deck pretty safely. These Runes will either be Aura Enchantments or Artifact Equipment. We’re looking forward to seeing what they do.

Sigrid, God-Favored (3-Cost Creature – Human Warrior): It’s time to see a really fun human creature for White! A Flash Human Warrior that’s a 2/2 First Strike. Oh, and “Protection from God creatures”. Some people are already complaining because it won’t defend Sigrid from undevoted gods from Theros. If it’s not a creature yet, it won’t do anything. But we can flash this in to defend against attacking gods, like say, Halvar, God of Battle. There will be more than enough gods in this meta for Sigrid to block safely, don’t you worry about that. Plus, Theros is going to be around for about half the year yet, so those gods will be about in decks. I think I like this more as a sideboard card though than a mainboard. I’m torn, but so far, so fun.

Righteous Valkyrie (3-Cost Creature – Angel Cleric): A 2/4 flyer for 3 (1 white) is already decent. But this gives you life whenever another Angel or Cleric enters the battlefield under your control. The life gained is equal to that creature’s toughness. Mono-White Lifegain has yet another power card. As long as you have at least 7 life more than your start, creatures you control gain +2/+2. Since this isn’t a legendary, we can stack these to have some seriously big creatures. Then we spam Angel tokens through other cards, and gain 4-6 life each turn! You love to see it – if you play mono-white, anyway.

Reidane, God of Justice // Reidane’s Shield (3-Cost Legendary Creature – God // 4-Cost Legendary Artifact): So far, there hasn’t been a single downside to playing Snow Lands/Permanents. They’re just useful and there’s no downside. That is, not until Reidane, God of Justice!This ⅔ God makes all Snow Lands that your opponents control come into play tapped. Opponents also have to pay 2 more to cast noncreature spells that cost 4 mana or more. So for big creatures/snow lands (So Anti Snow/Giants), it’s a huge slowdown. This creature also has Flying and Vigilance, because of course. It’s basically an Angel God, without the Angel tag.

Reidane’s Shield is a legendary artifact that has a really fun effect. When a source that an opponent controls deals damage to you or a permanent you control, reduce that damage by 1. In addition, whenever you or a permanent you control is targeted by a spell or ability that an opponent controls, the opponent may pay 1 colorless. If they don’t, that spell or ability is countered. It doesn’t make things impossible, but it can really slow down greedy players. And anything that deals 1 damage now does 0 damage to anything on your side of the board. Huzzah! This might be my favorite god in the game. White is in dire need of some power, and this could be it.

Glorious Guardian (4-Cost Creature – Angel Cleric): Are you tired of dealing with board wipe, exile, or just Ugin showing up and demolish your field? Do you need a solution to the problem? Not sure what to do? What about Glorious Guardian? This is an Angel that is a ¾ Flyer for 4 mana, that has both Flash and Foretell! So not only can you exile this until you’re ready to use it, you can do it in response to a threat! When this creature comes into play, you can exile any number of target non-Angel creatures you control, until Glorious Guardian leaves the battlefield. So she has to perish in order to get your creatures back. But they will trigger abilities again, so in a way, it’s a flicker option too. It’s essentially a new version of Restoration Angel, and that’s perfectly fine with me. Did your opponent try to just destroy a few creatures? As long as they aren’t angels, they can go away for a while, and get a breather. Plus, your opponent wastes cards, and that’s even better!

Doomskar

Doomskar (5-Cost Spell – Sorcery): Is this our version of the Ragnarok? A 5-Cost Sorcery that destroys all creatures is not new for White. White has plenty of board wipes, after all. However, we can drop this a little cheaper later in the game – that’s right, Foretell is back! If you Foretell it, Doomskar board wipes as a Sorcery for only 3 mana (2 white). This is going to be a great way to play it early, and let your opponent worry about what it could possibly be. Or they know what it is, and slows down the other player’s creature play. They don’t want to lose them, after all. I still love it, because of course I do! I love control, and I really love this one!

Mythic Rare


Resplendent Marshal (3-Cost Creature – Angel Warrior): What an interesting Mythic Rare. For 3 mana (2 white), this is an interesting card. Resplendent Marshal is an Angel Warrior 3/3 Flyer with a great ability. When this creature enters the battlefield or dies, you can exile a creature from your graveyard. Put a +1/+1 counter on each creature other than Resplendent Marshal that shares a type with the exiled card. This could be a lot of fun with Changelings (which are in the meta now)! I love this for White Weenie/Mono-White Lifegain decks. The best part is that you don’t need to use it in an Angel or Warrior deck. Imagine this in Bant with Cats, Elves, or other obnoxious creatures! Or you could see Azorius aggro/midrange.

Starnheim Unleashed (4-Cost Spell – Sorcery): There’s no reason to play this any other way than as a Foretold spell! Normally it creates a 4/4 white Angel Warrior creature token with Flying and Vengeance. However, if this spell was Foretold, create X of those instead! 2 colorless to set it up, and to cast it as a Foretold, it’s 1 white X X. So we can make huge numbers of Angel tokens to set up wins with! I adore this as a spell.

Multi-Colored Cards


Uncommon


Koll, the Forgemaster (2-Cost White/Red Legendary Creature – Dwarf Warrior): Here’s a fun card for Equipment decks. Costing only 1 red and 1 white, this 2/2 Dwarf returns nontoken creatures you control to your hand when they die – if they are enchanted or equipped. He also offers something for your tokens. Creature tokens that you control that are enchanted or equipped gain +1/+1.

Invasion of the Giants (2-Color Blue/Red Enchantment – Saga): At first, I was confused by this card. As a fun side note, I received this preview in my Kaldheim teaser box that came in the post yesterday. A blue/red Saga based around giants? Then I remembered: Duality is very popular in Norse mythos, which Kaldheim is based on. So seeing this as one of the Kaldheim spoilers, it all made sense. In Norse mythology, there are the two major factions of Giants: Fire and Frost. So Blue/Red? It comes together nicely. Izzet Giants is going to be on the menu. So what’s this two-cost saga do?

  • Part 1: Scry 2
  • Part 2: Draw a card. Then you may reveal a Giant card from your hand. When you do, Invasion of the Giants deals 2 damage to target opponent or planeswalker.
  • Part 3: The next Giant spell you cast this turn costs 2 colorless less.

I really like this card. It’s not overpowered, but it offers a lot of value, and makes Giant tribal feel valuable. There are plenty of Giants that have a fairly high cost. This makes them suddenly not so unreasonable. Or you can play your Theros giant for 1 red mana. It’s a solid 2-cost that you can drop at any time of the game and get major value out of it. Set this up for when you’re ready to start ramping up the Giant pain. But to get the most out of it, you have to plan ahead. The people that wisely use this will stomp people.

The Trickster-God’s Heist

The Trickster-God’s Heist (4-Cost Blue/Black Enchantment – Saga): This almost has to belong in a Flicker/Yorion deck. It must. Why? Because here’s what this Saga does:

  • Part 1: You may exchange control of two target creatures.
  • Part 2: You may exchange control of two target, nonbasic, noncreature permanents that share a card type.
  • Part 3: Target player loses 3 life and you gain 3 life.

The Part 3 is okay, but I’d rather just repeat that other card over and over. Even only using once could be amazing. Just give your opponent stuff they can’t use! It’s a pretty neat card, but for 4 mana? Not sure how much use it’ll get.

Forging the Tyrite Sword (3-Cost Red/White Enchantment – Saga): A card designed to use with Goldspan Dragon and Halvar, God of Battle (or any other useful artifact, like Embercleave). This is a very simple, very powerful Enchantment:

  • Part 1 & 2: Create a Treasure Token.
  • Part 3: Search your library for a card named ‘Halvar, God of Battle’ or an Equipment card, reveal it, put it into your hand, then shuffle your library.

So you either fetch your god guaranteed, or you find a powerful piece of equipment to use. You also have two mana minimum extra (Treasure Tokens), but more if you have a Goldspan Dragon in play. Then it’s 4 mana! Get ready for some annoying Embercleave nonsense, or some other evil Legendary Artifact.

Binding the Old Gods (4-Cost Black/Green Enchantment – Saga): I’m not entirely sold on this card, but I don’t hate it. This is a three-part Saga for 4 mana, that you really have to plan ahead for. That’s true of most Sagas at least. Here’s what the Saga does:

  • Part 1: Destroy target nonland permanent an opponent controls.
  • Part 2: Search your library for a Forest card, put it onto the battlefield tapped, then shuffle your library.
  • Part 3: Creatures you control gain deathtouch until the end of turn.

At first, I was annoyed because it brings a Forest into play tapped. Then I considered it a second time: It doesn’t have to be a Basic Forest! It can be any land as long as it’s Land – Forest! Those fancy new Dual Land Snow Forests? Or Triomes? We can drop those with it! As most of those come into play tapped anyway, why not just bring them in this way! It’s probably designed this way so you don’t drop a Triome untapped instead of tapping, as it’s originally designed. That’s the important part of the card, I think. The “all creatures of yours get deathtouch” is rad, and destroying a nonland permanent is also useful. But ramp is always going to take center stage.

Fall of the Imposter
Fall of the Imposter

Fall of the Imposter (3-Cost Green/White Enchantment – Saga): This could be a fantastic answer to a variety of Tron-style decks. Your opponent makes a titanic, large creature, and you hold them off bravely as best you can. Drop Fall of the Imposter to put that creature away. Here’s what this three-part Saga does:

  • Part 1 and 2: Put a +1/+1 counter on up to one target creature.
  • Part 3: Exile a creature with the greatest power among creatures target opponent controls.

Someone said something pretty interesting for a W/G/U deck: Drop Birth of Meletis first, and then this. Use the +1/+1 counters onto your Wall (to make it a 2/6), and then exile your opponent’s best creature (strongest creature). For 3 mana, this Uncommon Saga does quite a lot. There are some beefy creatures in this expansion, so this could be a solid way to counter that.

Narfi, Betrayer King (5-Cost Blue/Black Legendary Snow Creature – Zombie Wizard): Okay, here we are. My favorite creature in the expansion (so far). Narfi, Betrayer King is not only a Zombie Lord, but he’s a Snow Lord. Other Snow and Zombie creatures you control receive +1/+1. He’s also a 4/3 right off the bat. On top of that, you can pay 3 snow mana to return Narfi, Betrayer King from the graveyard to the battlefield tapped. Wow. I have a feeling he could have an impact on older formats, but Dimir Zombies sounds like it could be a hilariously fun build for Standard.

Aegar, the Freezing Flame (3-Cost Blue/Red Legendary Creature – Giant Wizard): Giant Tribal is getting more and more interesting. Aegar, the Freezing Flame does potentially serious card draw for your deck. Whenever a creature or planeswalker an opponent controls is dealt excess damage via a Giant, Wizard, or spell you control, you draw a card. I love that Giant Tribals’ whole deal is “Do overwhelming damage, then get special effects from it”. It’s rad if I can be honest. Not a game breaker this one, but it’s certainly a solid way to ramp into reliable card draw.

Niko Defies Destiny (3-Cost White/Blue Enchantment – Saga): This Saga is built entirely around Foretell, so it makes me think this is a deck archetype Wizards wants to see. This White/Blue Saga does the following:

  • Part 1: You gain 2 life for each foretold card you own in exile.
  • Part 2: Add 1 white and 1 blue mana. Spend this only to foretell cards or cast spells that have foretell.
  • Part 3: Return target card with foretell from your graveyard to your hand.

This isn’t one you want to drop early, judging by these abilities. In the mid-game, when you’ve dropped or set up your Foretell spells, you can really use this to gain a lot of life and set up a card from the grave to come back.

Svella, Ice Shaper (3-Cost Red/Green Legendary Snow Creature – Troll Warrior): Svella, Ice Shaper reminds me a bit of Golos, Tireless Pilgrim, only more balanced. It’s a really solid Legendary, especially at 3 base mana (1 red, 1 green). A 2/4, this Legendary can create a snow artifact token named Icy Manalith for 3 mana (and tapping him). This Manalith can be tapped for one mana of any color and it’s a Snow Artifact. Thank God it’s not Snow Mana likely. You can also tap 8 mana (1 green, 1 red) and tap him to look at the top four cards of your library. You can cast a spell among these without paying its mana cost, and put the others on the bottom of your deck. I love this card. It’s a great way to play some of those Genesis decks. It’s potentially slower unless we have some cool mana ramp options. It does let us play spells without paying the cost (even though we pay 8 mana), it means we don’t need specific colors for it. I like this a lot in theory. I want to see it in action though.

The Three Seasons (2-Cost Green/Blue Enchantment – Saga): The Mythic Spoilers translation of this appears to be wrong, according to the comments. So we’ll go with that. Here’s what this two-cost Green/Blue Saga does:

  • Part 1: Mill three cards.
  • Part 2: Return two snow permanents from your graveyard to your hand.
  • Part 3: Choose three cards in each graveyard. Their owners shuffle those cards into their decks.

The ability to return cards from the grave to your hand is brilliant. They don’t have to be cards you milled the last turn. The part 3 doesn’t sound so great at first. But remember, your opponent doesn’t pick the cards that go back to their deck; you do! You can pick stuff that has no use, or just some lands or something. The positive side, you also take three of your cards and put them back. Brings us closer to more counters, more buffs, or more Snow Permanents!

Rare


Harald Unites the Elves

Harald Unites the Elves (4-Cost Black/Green Enchantment – Saga): A Black/Green Saga for Elves, huzzah! What does this one do?

  • Part 1: Mill three cards. You can put an Elf or Tyvar from your graveyard onto the Battlefield.
  • Part 2: Put a +1/+1 counter on each Elf you control.
  • Part 3: Whenever an Elf you control attacks this turn, target creature an opponent controls gets -1/-1 until end of the turn.

Well, I was looking for a card to pair with Maskwood Nexus! So this mills cards, which is neat. In addition, you get an Elf or Tyvar to put into play (it doesn’t have to be a card you milled now). Then giving each Elf you control gets a +1/+1 counter. The best part though is Part 3. Whenever an Elf we control this turn attacks, a target creature an opponent controls gets -1/-1. So we swarm the player with a ton of Elves, and kill their entire board potentially! Then it’s just free damage going through. What a hoot!

Harald, King of Skemfar (3-Cost Black/Green Legendary Creature – Elf Warrior):

Honestly, this is a pretty mediocre card. It’s not bad by any means. Some might say it’s underpowered, but this is uncommon! Not every uncommon has to be a world ender. This 3/2 costs 3 (1 black, 1 green), and has Menace. When this comes into play, you can look at the top 5 of your deck. Then, reveal an Elf, Warrior, or Tyvar a card and put it into your hand. The rest go on the bottom of your deck. It’s useful, it’s neat, but it’s a legendary so you can’t have two in play at once. Which is fine, to be honest.

Bears of Littjara (3-Cost Green/Blue Enchantment – Saga): A three-step Saga with an incredible power. This is going to be used in Changeling decks, maybe Giant decks. I like this a lot for Changeling Party Decks. Here’s what the Saga does:

  • Part 1: Create a 2/2 shapeshifter creature token with Changeling.
  • Part 2: Any number of target shapeshifter creatures you control have base power and toughness of 4/4.
  • Part 3: Choose a target creature or planeswalker. Each creature with 4 or more power that you control deals damage equal to its power to that permanent.

That part 2? That’s permanent. If those Shapeshifters have +X/+X counters on them, they just get bigger. This is also a terrific way to just bomb an offensive creature, god, or planeswalker. Just shatter it to bits with your army of Shapeshifters. Bears of Littjara is a very powerful card and should be seeing plenty of play in Simic decks if they have Shapeshifters at all.

Firja’s Judgment (4-Cost White/Black Enchantment – Saga): GOOD LORD THIS IS POWERFUL. If you can foretell Starnheim Unleashed at the right time, this is going to be horrifying. But why? Here’s why:

  • Part 1: Create a 4/4 white Angel Warrior creature token with Flying and Vigilance.
  • Part 2: Until end of turn, Angels you control gain “Tap: Destroy target creature with power less than this creature.”
  • Part 3: Angels you control gain double strike until end of turn.

So we Foretell Starnheim Unleashed and get a huge pile of 4/4 Angels. Then we activate this, making sure that on turn 2 of this Saga, any 3 or less power are going to be obliterated. On top of that, they get Double Strike on the final turn! Or we can Yorion this back and do parts 1 and 2 twice, before setting up a spectacular victory. This is a wildly powerful card and moderately pushed. Of course, if you have nothing but big creatures, you aren’t going to be stressed about 4/4s with that part 2 ability for a turn. Giants will probably just laugh.

The Raven’s Warning (3-Cost White/Blue Enchantment – Saga): I’m torn about how I feel about this enchantment. It’s not a great card for WU Flyers unless you want to turn the deck into a mid-range/control deck. You shouldn’t want that. But here’s what the Saga does:

  • Part 1: Create a 1/1 blue Bird creature token with flying. You gain 2 life.
  • Part 2: Whenever one or more creatures you control with flying deal combat damage to a player this turn, look at that player’s hand, and draw a card.
  • Part 3: You may put a card you own from outside the game on top of your library.
Immersturm Predator

This is not a Flyers deck card. This is a WU or Esper control card. You just have to make sure that flyer gets through the best you can. For 3 mana, you gain a creature, life, knowledge of your opponent’s hand, a card to draw, AND A TUTOR. For three mana! There’s no way this is a bad card. I think it will be very niche, but certainly valuable. Eventually, Fae of Wishes is going to leave us. This could be the replacement card if we can just get one creature through with flying. That’s going to be the hardest piece of the puzzle.

Immersturm Predator (4-Cost Creature – Vampire Dragon): Vampire. Dragon. Yikes. It’s not the first Vampire Dragon, but it’s rare enough. This is a 3/3 Flying creature, and whenever it becomes tapped, you exile up to one target card from a graveyard and put a +1/+1 counter on the Immersturm Predator. You can also sacrifice another creature to make Immersturm Predator indestructible until the end of turn. You also tap it. So you simply do this as you declare attack! It’s a sacrifice engine that we can certainly put to use. I don’t know that it will fit into Jund Food because it’s a 4-cost, but it could. It could be our Wicked Wolf replacement.

King Narfi’s Betrayal (3-Cost Blue/Black Enchantment – Saga): A solid three-partSaga that has only two abilities. It’s a decent Mill mechanic and an exile mechanic. It has two very straight forward abilities, so let’s talk about them:

  • Part 1: Each player mills four cards. Then, you may exile one creature or planeswalker card from each graveyard.
  • Part 2 and 3: Until the end of turn, you may cast spells among the cards exiled with King Narfi’s Betrayal and spend mana as though it were mana of any color to do so.

The best part about this to me is we don’t have to pick one of those four milled cards. If your opponent has something amazing that has died/been discarded/etc, we can pick from those too. Each player mills 4, and we can exile a total of four cards (2 from each player) provided they have at least two creatures and/or planeswalkers. We can use any mana to make these happen.

Mythic Rare


Tibalt, Cosmic Impostor // Valki, God of Lies (7-Cost Red/Black Planeswalker – Tibalt // 2-Cost Legendary Creature – God): The first Planeswalker that can also be a creature (God), of course it’s the Cosmic Impostor, Tibalt! Is it. . . finally a good version of Tibalt? You bet! It’s a 7-cost planesalker, so what makes him so powerful?

Tibalt, Cosmic Impostor

“As Tibalt enters the battlefield, you get an emblem with “You may play cards exiled with Tibalt, Cosmic Imposotor, and you may spend mana as though it were mana of any color to cast these spells.”

Since this is an Emblem, it’s there all game and nobody can stop it. All three of his powers exile cards, and he’s got a base loyalty of 5.

+2: Exile the top card of each player’s library.

-3: Exile target artifact or creature.

-8: Exile all cards from all graveyards. Add 3 red mana.

Wow. For Red/Black or Grixis Control? I adore Tibalt, and will definitely be putting him to use. What about his other face? Valki, God of Lies is a 2/1 Legendary God that drops for 2 mana (1 black). When it enters the battlefield, each opponent reveals their hand. You can exile a creature card from each player’s hand, and it stays gone until Valki leaves the battlefield. You can pay X to choose a creature card exiled with Valki with a converted mana cost of X. Valki becomes that card. It doesn’t say he remains Valki, but he just becomes that card. Sweet babies, this is awesome.

Niko Aris (3-Cost White/Blue Planeswalker – Niko): What’s interesting about this new planeswalker, Niko Aris, is she’s a White/Blue+X! You pay at least 2 blue and 1 white mana, and X. When she enters the battlefield, you create X Shard tokens. These are enchantments that read “2: Sacrifice this enchantment: Scry 1, then draw a card”. So you can sacrifice these, scry and then draw for 2 colorless mana! Love it. She has a base 3 Loyalty, and doesn’t have a superpowered final ability. Here’s what she’s got:

  • +1: Up to one target creature you control can’t be blocked this turn. Whenever that creature deals damage this turn, return it to its owner’s hand.
  • -1: Niko Aris deals 2 damage to target tapped creature for each card you’ve drawn this turn.
  • -1: Create a Shard token.

I like that she doesn’t have a brutal, god-killing ultimate. She’s a new planeswalker and is still figuring out the power. That said, that +1 will make  Azorius Dream Trawler decks insane potentially. We can use her to make sure we do tons of damage in one turn, even if the card goes back to our hand. The first -1 is great too, dealing 2 to a tapped creature per card we’ve drawn this turn. Plus, more of those rad Shard tokens! I’m a big fan of what she’s got on offer.

Lands


So, Snow Lands are confirmed! So far I’ve only seen Dual Snow Lands. The best part, is that they’re labeled “Snow Land”. They are also, instead of just being “Land”, are two specific colors. Island Swamp, Plain Forest, et cetera. So these can be tapped for either or, and count as Snow Mana. So far, we’ve only seen the Common Lands. This is the present list:

Common Snow Lands (Comes Into Play Tapped)


  • Ice Tunnel: Island Swamp
  • Highland Forest: Mountain Forest
  • Glacial Floodplain: Plains Island
  • Arctic Treeline: Forest Plains
  • Alpine Meadow: Mountain Plains
  • Rimewood Falls: Forest Island
  • Snowfield Sinkhole: Plains Swamp
  • Sulfurous Mire: Swamp Mountain
  • Volatile Fjord: Island Mountain
  • Woodland Chasm: Swamp Forest

Uncommon


Bretagard Stronghold: This land comes into play tapped, and taps for 1 green mana. You can also tap 1 green, and 2 white and sacrifice this to put a +1/+1 counter on up to two target creatures you control. They also gain lifelink and vigilance for the turn. You can only do this as a sorcery, so no using it mid-combat. I like this card, I think it’s okay. It’s not game-breaking, but it’s a pretty nifty card. You can use this on your big doom creature to suddenly gain a bunch of life, and also be pretty aggressive on one turn. I think this will probably get a bit of play, and it’s okay. It’s perfectly fine for it to just be “okay” though!

Bretagard Stronghold

As the rare versions come to light, we’ll be giving you the details as well. We do also have Snow-Covered Basic Lands also confirmed for the set.

Surtland Frozenflame (Red Land): This land enters the battlefield tapped, and taps for 1 red mana. I’m a bit confused by this card though because it is not translated. I have a feeling this land sacrifices though, considering what it does. You can tap 5 mana (2 blue, 1 red), tap this, and likely sacrifice it to deal 2 damage to each creature. It can only be done whenever you could play a sorcery. It’s expensive, but it’s a great way to clear out cheap, low-cost creatures without being able to counter it (save a few spells). It’s still pretty rad, and it’s pretty clear what kind of decks it will go in: Izzet Giant/Wizards!

Karfell Port (Blue Land): Another “enters the battlefield tapped” land, and this one taps for blue mana. It has a much better power, compared to Surtland Frozenflame, for me personally. For 6 mana (1 blue, 2 black), you mill four cards off your deck, and then put a creature card from your graveyard onto the battlefield tapped. The reason I like this so much more is it’s a safer way to reincarnate creatures. Though to be fair, it’s very expensive. The other player just has to see it, and know that it’s inevitably coming, unless they can counter an effect/ability instead of just spells.

Axgard Armory (White Land): Like these other lands, it comes into play tapped. It taps for white mana and requires White and Red mana to use its special power. Sacrificing this and paying 4 mana (2 red, 1 white) lets you search your library for an Aura and/or Equipment card and reveal them. They go into your hand. This might be the best of this style of land. You get two potentially very powerful cards of your choice and get to put them in your hand. Just hope you don’t play against discard at the same time.

Littjara Mirrorlake (Blue Land): Oh boy, a Simic Land for Blue mana, that lets us make new copies of creatures! For 5 mana (2 green, 1 blue), we can sacrifice this and create a token. That token is a copy of a target creature we control, except it gains an additional +1/+1 counter. This can only be cast as sorcery though, which makes sense. The more I see Simic, the more powerful it feels. Lots of creature copying, buffing, and general shenanigans. I’m just glad all of these land sacrifice abilities are prohibitively expensive. If they weren’t, we could just find a way to bring these lands back from the graveyard and do them ad infinitum without consequences. So thank God for that.

Great Hall of Starnheim (Black Land): This is a land that comes into play tapped, and taps for Black Mana. Like many of the other sacrifice lands we covered in the earlier days, it requires White/Black mana for its cost (2 white, 1 black). You also have to sacrifice a creature in addition. This gives you a 4/4 white Angel Warrior creature token with Flying and Vigilance. This can only be done when you can cast a Sorcery. Now, you could run this in Mardu, and steal your opponent’s creatures and sacrifice them to get 4/4 flyers. Considering this is a regular (“regular”) land, you can play 4 in play – as it’s not legendary. I don’t hate this card, but I think it’s pretty neat. I don’t know that I think it’s a must-play, but it is pretty rad nonetheless.

Rare


Faceless Haven (Snow Land): Faceless Haven is our first transforming land that I’ve seen so far. This taps for 1 colorless mana, and not Snow Mana it seems. However, you can tap 3 snow mana to make Faceless Haven become a 4/3 with vigilance, which has all creature types until the end of the turn! It’s also still a land. So it likely still counts as a Snow Permanent for other cards. Useful, and as a colorless land, it can go in lots of decks.

Faceless Haven

Tyrite Sanctum (Colorless Land): My instinct to say “This card is really bad”, but I’m not so sure now. You can make a legendary creature into a god, for tapping 2 and tapping this land. It also receives a +1/+1 counter. That’s already pretty rad. However, we can also tap 4, and sacrifice this land to put an Indestructible counter on target God. So we set this up, and have the creature leave play. It can’t die (Indestructible), but it can be Exiled. This could be a lot of fun with The Ozolith. That way we can transfer the Indestructible token, passing it from creature to creature as they get exiled or removed from play. I don’t think it’s an OP card and I don’t think it’s pushed. But we can make our Gods indestructible, and that’s pretty neat. We just need a way to make a non-legendary into a legendary, and things can get very silly. If nothing else, it’s a really great card for flavor. We can also use this in Historic to keep playing lands from the grave to do this again and again if we really want. I wonder if someone’s already thinking of that combo.

Colorless Cards


Common


Goldvein Pick (2-Cost Artifact – Equipment): Want more treasure tokens? Need yet another outlet for him? Then try Goldvein Pick! It gives the equipped creature +1/+1 and equips for 1 colorless mana. Whenever this creature deals combat damage to a player, you create a Treasure Token. Give it to something unblockable, and just stack those sweet, mana producing Treasure Tokens. I love the possibilities.

Scorn Effigy (3-Cost Artifact Creature – Scarecrow): What a neat card! I don’t think it’s busted, but Scorn Effigy is interesting! Normally, this is a 3-cost artifact creature, that’s also a ⅔. It also has Foretell! So you spend 2 colorless to exile this card face down. Its Foretell cost? 0! You can bring this to life later in the game for 0 mana! This is great if you need to activate triggers for creatures coming into the battlefield. You can also use this in conjunction with In Search for Greatness. You pay 0 to put a 3-cost creature in, and so the next turn you can bring a 4-cost card in for no mana. There’s definite value in this card.

Uncommon


Weathered Runestone

Bloodline Pretender (3-Cost Artifact Creature – Shapeshifter): A 2/2 Shapeshifter (all creature types) lets you pick a particular creature type when it comes into play. Then, whenever you put a creature of that type onto the battlefield under your control, Bloodline Pretender gets a +1/+1 counter. Another fun card to mix into decks, especially if it’s a Shapeshifter deck! Then we just make sure that everything in the deck is a Shapeshifter, and this creature spirals wildly out of control.

Weathered Runestone (2-Cost Artifact): Are you, or someone you know tired of seeing Aura enchantments come back en masse? Or are you frustrated by Lurrus decks or other reanimation nonsense? What about cards that are played off the top of someone’s deck? Weathered Runestone is the Uncommon you need then! Weathered Runestone prevents nonland permanent cards in both graveyards and libraries from entering the battlefield. It also stops spells being cast from graveyards and libraries. It’s essentially a better Grafdigger’s Cage, for one more mana, and one lower tier of rarity. Even if it won’t be in a lot of mainboards, I think it will in a ton of sideboards to make sure if a player gets bopped by graveyard/deck shenanigans, there is a way to get around it.

Consulate Dreadnought (1-Cost Artifact – Vehicle): Okay, so here me out. This is a 7/11 Vehicle for ONE MANA. That sounds terrifying, right? But it has a Crew cost of 6. So it’s not something your opponent is going to be able to do on turn 2, right? … Right? Except yes, you absolutely can. Giant Ox is a common white card and is a 0/6 for 2 (1 white). It can use its toughness to crew vehicles (6) instead of its power. So you can swing for 7 on turn 2 in the most perfect of situations! I don’t foresee this happening too frequently, but it’s definitely a frustrating combo that can start happening. Then you just buff it with whatever you want to do as much damage as possible.

Runed Crown (3-Cost Artifact – Equipment): Though I have not seen any Rune cards yet, I’m pretty excited about this card. When this 3-cost equipment piece comes into play, you can search your library, hand, and/or graveyard for a Rune card and put it onto the battlefield, attached to Runed Crown. The equipped creature gets +1/+1, and it can be equipped for 2 mana. But the fact that you can just search a Rune out for this and put it into play without consequences? That’s fantastic, potentially. Time will tell how powerful this is though.

Rare


Maskwood Nexus (4-Cost Artifact): This is a card that’s absolutely going to be busted in a variety of modes. What’s it do? This is a 4-cost artifact that makes all creatures you control every creature type. In addition, creature spells you control (but don’t own) and creature cards you own that aren’t on the battlefield. So every creature you have access to, and could have access to are all creatures. Need dragons? Gods? Dwarves? Berserkers? Giants? This has you covered! You can also tap 3 colorless and tap the Maskwood Nexus to create a 2/2 blue Shapeshifter with Changeling (making it all creature types anyway). I have a feeling that this is going to be a very useful card to put together cards that may not necessarily work well together. Now they can! Are we going to see Muxus in non-Muxus decks in Historic? Possibly!

Cosmos Elixir (3-Cost Artifact): Some people have said “This is bad because it’s 4 mana! You don’t want this turn 4!” but to them, I say “You don’t bloody play this on turn 4!” There’s more than enough mana ramp to go around right now. Plus this is colorless, so it can go in literally any deck. I would have loved to see this as a white artifact (for less) but that’s okay. Here’s what it does though: At the beginning of your end step, draw a card if your life total is greater than your starting life total. Otherwise, you gain 2 life. It’s a neat card, and the right deck is going to do a lot of this. Like White/Green, or Mono-White. Anyway we can pop out a bit extra mana early, we’re going to drop this and start the free card draw.

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