MTG Arena’s Kaldheim Expansion Previews Kick Off With The ‘Week of Metal’


by in Magic: The Gathering Arena | Dec, 16th 2020

The official Spoiler Season for MTG Arena’s Kaldheim expansion hasn’t kicked off yet, but we do have some exciting previews! This week is MTG’s “Week of Metal”, where some of the biggest metal bands around preview some of the cards via Twitter. Yesterday, December 15th featured previews from Mastodon, Angra, and Torche.

Today, December 16th will have previews from Smoulder, Rhapsody of Fire, Oceans of Slumber, and Amon Amarth – one of my personal favorite bands, alongside Mastodon. Then, on January 7th, 2021, the serious spoilers will begin, from some of the big names in the MTG scene. While we don’t have a preview card, we will be keeping you up to date in January about everything Kaldheim.

However, it seems like the Oko leak might be false. There are four reported planeswalkers in Kaldheim (so far), and Oko wasn’t added to that list. We won’t know until sometime in January though. There are two new planeswalkers being teased, which you can see here.

Keep your eyes glued here! We will update this daily as we find new additions to the reveals.

Commander Deck Legendaries: Ranar the Ever-Watchful and Lathril, Blade of the Elves


The two Commander decks have been revealed for Kaldheim, each with its own two-color Legendary creatures.  Now, we did see a brief teaser of this a few weeks back, but it was so blurry, we didn’t want to report on them. They were practically impossible to read. Both of these cards look pretty fantastic, but one has an ability that isn’t clear yet. We don’t know what it does, but we will relatively soon. Since these are Kaldheim Commander decks, they’re going to be playable in Standard, but what do each of these do? Let’s take a peek at them.

Ranar the Ever-Watchful (4-Cost White/Blue Mythic Rare Legendary Creature – Spirit Warrior)


Ranar the Ever-Watchful

Ranar the Ever-Watchful has a brand-new mechanic: Foretell! We have no idea what it does yet. But let’s look at the ⅔ Flying/Vigilance card does. It reads “The first card you foretell each turn costs 0 to foretell. Perhaps this is casting a card from the top of your deck or from exile. That’s what it feels like to me. Playing any spell for 0 mana though, that’s class. That is the pure gas that Azorius needs.

Much like the other cards we’ve seen so far, it is built around exile. That’s because whenever you exile one or more cards from your hand and/or permanents from the battlefield, create a 1/1 white Spirit creature token with flying. As a note, the permanents aren’t specified to be your permanents. Plus it’s a great way to create regular flying tokens. Both of these creatures create tokens on top of that. As a four drop, this isn’t too bad. It’s a safe attacker, and can also utilize a potentially very powerful new ability in Foretell.

Lathril, Blade of the Elves (4-Cost Black/Green Mythic Rare Legendary Creature – Elf Noble)


Lathril, Blade of the Elves

Lathril, Blade of the Elves just shows me that Black/Green Elf Tribal is not only possible, but it’s also powerful. Whether it’s Standard or Historic, I think the ability to run Golgari Elves is going to be pretty awesome. This Elf in particular is a 4-cost, Black/Green Elf that is a ⅔ Menace. Whenever this creature deals combat damage to a player, create that many 1/1 Green Elf Warrior creature tokens.

Wow. You can slap any number of great Green/Black buff spells into this deck and gain immediate value. Say, for example, Demonic Embrace! It gives this creature +3/+1 and flying, turning it into a 5/4 Flying/Menace. So on top of being a flyer, it requires it to be blocked by more than one creature. It gets through, we create 5 1/1 Elf tokens! What else can this creature? You can tap this, and tap 10 untapped Elves you control to make each opponent lose 10 life, and you gain 10 life. Now we just need an untap mechanic. . .

Worst case, if the opponent can’t gain life, we just do this back to back turns without too much effort. At least Lathril doesn’t create tokens every time you deal combat damage to another player. It’s only through this Elf. Honestly, I adore this card. It has a lot of potential to be infuriating. In an Elfball deck, you don’t even need to attack with this to use its ability. It’s not hard to get 10-15 Elves in play, at least not in Historic.

Sarulf, Realm Eater (3-Cost Black/Green Rare Legendary Creature – Wolf)


Sarulf, Reamer Eater

The theme for Kaldheim is apparently “exile as many cards as possible”. Why do I think that? Sarulf, Realm Eater gets a +1/+1 counter whenever a permanent an opponent controls goes into the graveyard from the battlefield. That’s good, but not what we’re thinking about. At the beginning of your upkeep, if Sarulf has at least one +1/+1 counter, you can remove all of these counters. If you do, exile each other nonland permanent with converted mana cost less than or equal to the number of counters removed this way.

So run Black/Green control, and keep removing the counters to remove whatever threat you want. You just need to use removal to keep adding counters to the creature. Sure, we lose some of our own permanents to exile, there are going to be engines to cast cards we have in exile. Maybe 3-color Kaya? I don’t know if that is going to happen. But she does let you cast legendary spells from exile (as well as hand or graveyard) if you get her ultimate.

Sarulf is a pretty great creature that can be used offensively (boost it up and find a way to cheese lethal damage), or you can use him as a control option. Another fun way to use this is to also slide in Red, and play Surtland Flinger. That creature lets you sacrifice a creature when it attacks to deal that creature’s power to any target. Build up a huge Sarulf, and fling him to get the win. Hmm. The more I think about it, the more I like that idea. d

Modal Dual-Faced Lands


Hengegate Pathway

Modal Dual-Faced Lands were not exclusive to the current expansion, Zendikar Rising! Not at all! Kaldheim will keep this cool new style of land alive, with the following Modal Dual-Faced lands. These previews came to light thanks to some of the awesome metal bands previewing content on Twitter for MTG Arena’s Kaldheim expansion.

  • Barkchannel Pathway/Tidechannel Pathway: Green/Blue Dual-Faced Land
  • Blightstep Pathway/Searstep Pathway: Black/Red Dual-Faced Land
  • Darkbore Pathway/Slitherbore Pathway: Black/Green Dual-Faced Land
  • Hengegate Pathway/Mistgate Pathway: White/Blue Dual-Faced Land

So far, these are the only Dual-Faced lands that have been revealed, and we will add more as they come to light. These are all Rare and do not come into play tapped. What is great about this style of land is that it can be whichever land you need at the immediate moment. I can’t help but wonder if this, going forward is how all dual-colored lands will be treated. Doubtful, but it would sure shake the game up. 

Showdown of the Skalds (Red/White Enchantment – Saga)


Showdown of the Skalds was revealed by Angra, and is another really interesting card. It’s bringing back Sagas, so that style of enchantment stays alive for another expansion. This is, I believe, the first multi-colored Saga, and is in the Boros color pairing (White/Red). A 4-drop Enchantment (1 red, 1 white), it has 3 steps. Part 1 has you exile the top four cards of your library. Until the end of your next turn, you may play those cards. Parts II and III of the Saga read “Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control”. Are we going to see Jeskai Yorion make a big return? I don’t know, but this would be the perfect card to put in the deck! The ability to buff your creatures, again and again, sounds like a lot of fun to me. 

Pyre of Heroes (Colorless Artifact)


This was reportedly revealed on Torche’s Instagram, a colorless artifact called Pyre of Heroes! I’ve been scanning over this card for a few minutes now. Pyre of Heroes hearkens back to another card, that is, from all I can remember, banned – Birthing Pod. Birthing Pod let you go to your deck to basically Tutor (search) for a creature card for virtually no mana. It was wildly powerful and was used in so many powerful decks in physical Magic/Magic Online.

Pyre of Heroes

As far as previews go for MTG Arena’s Kaldheim expansion, I’m intrigued at the very least.  This is a version of Birthing Pod that you shouldn’t be able to win on turn 1 with, at least. So what does Pyre of Heroes do? This is a Rare artifact, that drops for 2 colorless mana. You can also tap 2 colorless, and tap this. Then you sacrifice a creature. The result? 

“Search your library for a creature card that shares a creature type with the sacrificed creature and has converted mana cost equal to 1 plus that creature’s converted mana cost. Put that creature onto the battlefield and shuffle your library. Activate this ability only any time you could cast a sorcery.”

In some ways, this is a much better Birthing Pod. The original cost 4 mana – 3 colorless, and then 1 green or 2 life. The activated ability is 1 colorless, and 1 green/2 life. The difference between the two is that with Pyre of Heroes, you have to make sure they share a creature type. That will not be as bad of a downside as it sounds. 

Where I’d like to see this, is in Historic Goblins. We’ll have to see what kind of splash this makes, but I’ve got a really, really good feeling about a new Birthing Pod. It could also be used in Multi-Colored Human Tribal, to help you get that desired Full Party. 

Magda, Brazen Outlaw (Red Legendary Creature)


This could be a lot of fun in Historic decks. I’m sure there will be plenty of Standard Dwarves, but there’s already plenty in artifact decks in Historic. Magda, Brazen Outlaw is a 2/1 for 2 (1 red) and is a Dwarf Berserker. Other Dwarves you control receive +1/+0, and that’s only the start of what this rare can do. Whenever a Dwarf you control becomes tapped, create a Treasure Token. You can sacrifice five Treasure tokens to search your library for an artifact or Dragon card, and put that onto the battlefield. Good lord, this has a lot of uses. For only 2 mana?! Sure you have to tap 5 Dwarves to make it worthwhile, but I am willing to bet there will be plenty of good ones. 

You’ll also want to pair this with Bearded Axe we imagine. That’s a 3-cost Artifact Equipment piece for Red. The equipped creature gets +1/+1 for each Dwarf, Equipment, and/or Vehicle you control. It’s already going to be wildly powerful. At least it doesn’t read “each Artifact” I guess.  Don’t worry, there will be new vehicles, too. 

Halvar, God of Battle/Sword of the Realms (4/2-Cost White Mythic Rare Legendary Creature/Artifact)


Here is our first Mythic Rare Modal Dual-Faced Card, and boy is it a doozy! This is a Legendary Creature on one side, and a Legendary Artifact – Equipment on the other! This is also our first God card for the set. You’ll notice that Halvar, God of Battle does not have Indestructible as the previous Gods did. This can easily be explained though. Technically, the Norse Gods can die. After all, they die in Ragnarok. This could also be explained by the Indestructible God cards being bonkers and infuriating to deal with in game.

Sword of Battle

We may never know the true answer. But we can look into it! So, Halvar, God of Battle. He can come into play as either a God or a piece of equipment, and both are solid. Halvar himself is a 4-cost (2 White) creature that comes into play as a 4/4. It confers some pretty special powers. Creatures you control that are either Enchanted or Equipped have Double Strike. That’s so easy to do, and I could in theory see him in Historic Aura decks. 

At the beginning of Each Combat (so opponents combat counts), you can attach an Aura or Equipment to a creature you control to another target creature you control. Now that could be interesting. If you have a pacified creature, you could slap it onto something that you have no intent on attacking/blocking with. You can do so much with this. I imagine you could cast this as a God, and then drop him again as an Artifact and equip him to creatures. The Sword of the Realms (his other face) is a 2-cost legendary artifact – equipment. It costs 2 (1 white) to equip and gives +2/+0 and Vigilance. 

It gets better though. WHenever the equipped creature dies, you return it to its owner’s hand. This would be amazing on cards that have powerful “Enters the Battlefield” effects. You could then attach this, make super aggressive plays with it, and as it dies, you re-play, re-equip it. This could be a very useful card to be run in Boros or Azorius decks. Heck, any deck that splashes white could gain uses out of this.

Kaya the Inexorable (5-Cost White/Black Mythic Rare Legendary Planeswalker – Kaya)


We knew Kaya would get a new planeswalker card, and this is a more expensive version than her previous 3-drop White/Black affair. Kaya’s latest card is not OP, but it’s definitely powerful. It focuses pretty seriously on Legendary cards, which I’m certain there will be a lot of in this expansion. Here’s what her abilities are:

Kaya the Inexorable image
Kaya the Inexorable

+1: Put a Ghostform counter on up to one target nontoken creature. It gains “When this creature dies or is put into exile, return it to its owner’s hand and create a 1/1 white Spirit creature token with Flying”. 

-3: Exile target nonland permanent.

-7: You get an emblem with “At the beginning of your upkeep, you may cast a legendary spell from your hand, from your graveyard, or from among the cards you own in exile without paying its mana cost”.

This card also comes into play with 5 Loyalty. She serves many purposes. You can use the +1 to make sure dangerous cards can come back. It means no matter what happens to the target, it’s coming back eventually (unless it’s countered). It’s also important to note that this is not a counter. So it won’t go onto Ozolith, and it can’t be removed by Heartless Act. The -3 is fantastic against Control decks, or when you see a super early Ugin. Send that thing packing. 

Finally, that -7. This Emblem is wild. You can cast a legendary from your hand, graveyard, or from exile without paying the mana cost. With so many legendaries, you can drop something without stressing. I’d love to see this in a planeswalker/control deck too, as a way to make sure you drop your planeswalker you need, while also holding mana open for counterplay. Definitely a fan of this new Kaya.

Realmwalker (3-Cost Green Rare Creature – Shapeshifter)


I wonder if you can pick “Shapeshifter” for this card’s ability. This is a 3-cost Shapeshifter, that comes out as a ⅔. When Realmwalker comes into play, choose a creature type. You can also look at the top card of your library at any time. You can also cast creature spells of that type from the top of your library! So you slap this into whatever Tribal deck you need it to be in – as long as it has Green Mana. So far, we’re seeing plenty of Shapeshifter creatures too. 

Realmwalker image
Realmwalker

I don’t really have a lot to say about the Realmwalker, truthfully. It’s very straightforward. I think it’s a good card and has a lot of potential uses. With a mana ramp deck, you could easily play this with Elves, and just start snowballing them wildly out of control. I could see it being fun in Elemental decks too. 

Kaldheim Set & Theme Boosters


So there are a lot of cards in the Kaldheim Set/Theme Booster list. 22 as of this writing. So, I’m going to give each of them a brief bit of what they do, sorted by color/multi-color/colorless. When the official spoiler season gets started, I’ll do my best to give each and every card it’s just and due time to be written about. 

Red Cards


Surtland Flinger [KHM]
Surtland Flinger

Surtland Flinger (5-Cost Rare Creature – Giant Berserker): A 4/6 Giant, you can sacrifice a creature when it attacks If you do, it deals damage equal to the sacrificed creature’s power. If it was a Giant, the Surtland Flinger does double that instead. Basically, you have a portable Fling that you can use every turn. In Giant Tribal, it’ll be even scarier.

Fire Giant’s Fury (2-Cost Uncommon Sorcery): Target Giant you control gets +2/+2 and gains trample until end of turn. Yes, Giant Tribal is coming. Whenever it the enhanced creature deals combat damage to a player this turn, exile that many cards from the top of your library. Until the end of your next turn, you may play those. Remember the Showdown of the Skalds? So Giant Tribal is going to be Red/White it sounds like.

Gilded Assault Cart (3-Cost Uncommon Artifact – Vehicle): Yeesh. A 5/1 with Trample and Crew 2 (needs to have creatures total power of 2 to turn this into a creature). You can sacrifice two Treasures to return this to your hand from the graveyard also. It could only be worse with Haste.

White Cards


Valkyrie Harbinger [KHM]
Valkyrie Harbinger

Valkyrie Harbinger (6-Cost Rare Creature – Angel Cleric): A ⅘ Flying/Lifelink Angel, that’s also a Cleric? Wow. Sure, it’s a 6-cost. But at the end of each turn, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying and vigilance. So some old cards are coming back with a new flavor. Mono-White lifegain is going to be frustrating.

Armored and Armored (2-Cost Uncommon Instant): Vehicles you control become artifact creatures until the end of the turn. So they don’t have to Crew! You can also choose a Dwarf you control, and attach any number of equipment to it. Wow. For 2 mana, this does a lot. I really like it, but wow.

Starnheim Aspirant (3-Cost Uncommon Creature – Human Cleric): Now that 6-cost Angel makes sense. This 2/2 for 3 makes Angel spells you cast cost 2 colorless less! I can see this being fun in Historic also.

Warchanter Skald (3-Cost Uncommon Creature – Dwarf Cleric): Whenever this creature becomes tapped, if it’s enchanted or equipped, create a 2/1 red Dwarf Berserker creature token. More and more, I see Red/White decks coming back. Either Boros Dwarves or Boros Giants. Heck, why not put them in the same deck?

Youthful Valkyrie (2-Cost Uncommon Creature – Angel): The possibility of casting this for 1 mana is very appealing (see Starnheim Aspirant). This is a ⅓ Flyer for 2, and whenever another Angel enters the battlefield under your control, this gets a +1/+1 counter. Great, Angels that buff. So with this and Valkyrie Harbinger, there’s a lot of value. Since these are set/themed boosters, it makes sense. They could do a lot in the meta regardless though.

Blue Cards


Surtland Elementalist [KHM]
Surtland Elementalist

Surtland Elementalist (7-Cost Rare Creature – Giant Wizard): This even has an additional cost, on top of it costing 7 mana. It better be amazing. In order to cast this, you need to also reveal a Giant from your hand or pay 2 more colorless mana. That made sense on Merfolk, because those were low-cost, high-value. Whenever this attacks, you can cast an instant or sorcery from your hand without paying its mana cost. Nevermind, that’s pretty incredible. It’s also an 8/8 Giant Wizard on top of that. I sort of like this. I don’t know how often it’ll see competitive play, but I want it to.

Absorb Identity (2-Cost Uncommon Instant): Simple enough: Return a creature to its owner’s hand. You can make Shapeshifters you control become copies of that creature until the end of turn. Oooh, Shapeshifters are going to be wild in 2021.

Giant’s Grasp (4-Cost Uncommon Enchantment – Aura): This can only enchant a Giant you control. Whenever this spell enters the battlefield, you gain control of a nonland permanent until Giant’s Grasp leaves play. Wow. Giant Control? Maybe?

Green Cards


Canopy Tactician [KHM]
Canopy Tactician

Canopy Tactician (4-Cost Rare Creature – Elf Warrior): Wow. What a fantastic Elf Lord! It’s a 4-cost that gives Other Elves you control +1/+1. You can also tap it for 3 green mana. That’s fantastic, and it’s also a 3/3. Honestly, there are zero downsides to playing this. 

Elven Ambush (4-Cost Uncommon Instant): Create a 1/1 green Elf Warrior creature token for each Elf you control! This is an Instant, so you can drop this on your opponent’s turn, in response to them declaring attack. Now you have a host of chump blockers that are potentially 2/2s minimum, thanks to Canopy Tactician

Gladewalker Ritualist (3-Cost Creature – Shapeshifter): Now we know why Absorb Identity is blue. Because Simic Shapeshifters is going to be a thing. This is a 3/3 Changeling (This card is every creature type). Whenever another Gladewalker Ritualist enters the battlefield under your control, draw a card. This could get ridiculous fast. Yorion Shapeshifters?

Black Cards


Cleaving Reaper [KHM]
Cleaving Reaper

Cleaving Reaper (5-Cost Rare Creature – Angel Berserker): A 5/3 Flying/Trample Angel Berserker is already pretty awesome. You can pay 3 life to bring this back from your graveyard to your hand. This can only be triggered if you had an Angel or Berserker enter the battlefield this turn under your control.

Elderfang Ritualist (3-cost Uncommon Creature – Elf Cleric): There are not enough Mono-Black Elf creatures. This one brings another elf card from your graveyard to your hand when it dies. Now that’s a fun revival mechanic. It’s a 3/1, so it will definitely be used aggressively. 

Renegade Reaper (3-Cost Uncommon Creature – Angel Berserker): More Angel Berserkers! Awesome! A ⅔ Flyer, this creature makes you mill 4 cards when it enters the battlefield. If at least one Angel gets milled that way, gain 4 life. So it’s certainly a brilliant card for revival decks.

Thornmantle STriker (5-Cost Uncommon Creature – Elf Rogue): When this comes into play, you can choose one of two abilities:

  • Remove X counters from target permanent, where X is the number of Elves you control.
  • Target creature an opponent controls get -X/-X until end of turn. X is the number of Elves you control. 

Multicolored


Rampage of the Valkyries (5-Cost Uncommon Enchantment): Whenever this enters the battlefield, you create a 4/4 white Angel with flying and vigilance. On top of that, whenever an Angel you control dies, each other player sacrifices a creature. I’d love to see this with Yorion too, to bounce it in and out a few times. Play this, be very aggressive, or sacrifice Angels, and laugh as other players are punished too.

Rampage of the Valkyries [KHM]
Rampage of the Valkyries

Wild, Powerful Cards Over the Holidays


A few of these cards I missed last week because let’s be honest, it was very busy going into Christmas. That just means I have a few things to talk about this week! In particular, a lot of these cards revealed/leaked are green/green adjacent! They’re all in the Rare/Mythic Rare vein, but look to be legit. The only one that was revealed by Wizards themselves was Toski, Bearer of Secrets. The rest came from Heroes Hideout.

They allegedly were pulled from Kaldheim Commander packs, so if true, this is pretty great. There may be other Kaldheim leaks just sitting out there from these Commander packs, but we’ve yet to see any of them. We also see a new Keyword of sorts by the name of Boast. We’ll go into what it does for Arni Brokenbrow soon, but it changes his base power, then adjusts it further. It looks like it could be pretty fun for Arni if nothing else. So what came to our desks during the busy holiday season? Let’s chat about them!

Most of these appear to be legit, but there’s some contesting the Snow Sorcery. Well, not from us, but from Wizards. We’re willing to bet that it’s a real card/card archetype that’s coming back. 

Toski, Bearer of Secrets (4-Cost Rare Green Legendary Creature – Squirrel)


Toski, Bearer of Secrets

So, I’ve heard a lot of ill-informed people cry about this card. “Why have a color pie when we can just play green?” like deal damage/draw a card didn’t already exist in MTG for Green. For example, Driven gives all of your creatures trample and “If it deals damage to a player this turn, draw a card”. Edric, Spymaster of Trest does something similar to a Simic card (Blue/Green).  Hunter’s Prowess does too! So the long and short is – stop crying about it, good lord. 

Let’s see what Toski actually does this! He’s a 1/1 squirrel for 4 (1 green), which cannot be countered. It’s also indestructible and must attack each turn if able. Whenever a creature we control deals combat damage to a player, draw a card. So we can actually draw several cards a turn if things go well. But what do I like about this the most? This is an amazing engine for Mutate Decks. If we can stack some ridiculous effects on top of this already being indestructible? The results could be devastating. Bear in mind we can still exile this. There are lots of ways to do that. So it’s far from overpowered, but definitely very useful. I love the card, and it fits the chaotic, frustrating force that was the squirrel god Ratatoskr, which it’s designed after.

Vorinclex, Monstrous Raider (6-Cost Mythic Rare Green Legendary Creature – Phyrexian Praetor)


This is not the first iteration of Vorinclex. Vorinclex, Voice of Hunger debuted back in New Phyrexia. What I find to be interesting about this, is we haven’t seen much of the Phyrexian Praetors in years. Since we know most of what’s to come for MTG Arena in the foreseeable future, why are we seeing a Phyrexian Praetor? Maybe we aren’t going to Phyrexia, but perhaps there’s going to be a Phyrexian invasion for one/more of these sets? 

Vorinclex, Voice of Hunger

We also have “Phyrexian” as a creature type now, which fascinates me. This is a 6/6 legendary for 6 mana (2 green). It also has Haste/Trample, making it even more interesting. If you would put one or more counters on a permanent or player, put twice as many of each of these on that permanent or player instead. Conversely, if an opponent would put one or more counters on a permanent or player, they put half of that number on instead.

Wow. This would be hilarious in Infect decks if we could get it out on turn 1 or 2. Consider this as an addition to your Superfriends Decks. After all, this counts for your Loyalty Counters on your planeswalkers. It also counts for +1/+1 counters! So for buffing decks, this could also be amazing, and it slows down your opponents. This not only makes the story of Kaldheim very interesting with the introduction of the Phyrexians, but I’m also incredibly curious to see the uses of this card. If we can get it out faster than turn 6, it’s going to be stressful to deal with. 

This could come out of our deck nice easier with Pyre of Heroes, especially if it’s our only 6-cost creature in the deck. It feels very pushed and very powerful, among all the other wildly powerful green big creatures. But I do wonder about planeswalkers. It sounds like even if we put a planeswalker into play with this, it would come in with double since we put those loyalty counters on it. This also completely stops Sagas of your opponents! When they play it, they put half the counters they would put on (so 0 instead of 1). Thus, no ability of the Saga activates, making it a worthless card in play.

Praise Yawgmoth, Lord of the Wastes. 

Blessing of Frost (4-Cost Rare Green Snow Sorcery)


Snow-covered lands and spells are back! This is confirmed by the printing of Blessing of Frost, which is a Snow Sorcery. Given that this is Kaldheim which is set in a frozen world similar to the Norse mythos. There’s always a chance that this is fake. Wizards’ PR is firm on there being “No Snow in Kaldheim” after all. There are people that think Snow Lands/Snow Mana somehow broke formats like Modern, or that it ruined the game. 

In particular, this card is interesting. When you cast this Snow Sorcery, you distribute X +1/+1 counters among any number of creatures you control. The X is how much Snow Mana is paid to cast this spell. Then you draw a card for each creature you control with power 4 or higher. Ideally, you’d want to pay 4 snow mana for this. A nice, simple, easy card, but with Vorinclex, it suddenly can drop 8 +1/+1 counters onto something/somethings. Just think about how frustrating that would be for your opponent. You could also slap these onto Toski to make him a 5/5 or 9/9! 

Battle for Bretagard (3-Cost Rare Green/White Enchantment – Saga)


This is an interesting card, that’s for sure. Is this going to be a thing for Green/White in 2021? This is a 3-part Saga that costs 3 mana (1 green, 1 white). Part 1 creates a 1/1 white Human Warrior creature token. Part 2 creates a 1/1 green Elf Warrior token. Then part 3 lets you choose any number of artifact tokens and/or creature tokens with different names. Then, for each of these, make a token copy of them. The part that is interesting, is that it’s only tokens that you copy. Typically, it’s nontokens. So I feel like clones/token creatures are very much going to be en vogue. This feels more than anything, that it’s printed for Historic though. Lots and lots of artifact tokens/creature tokens for the Green/White decks in that setting. Saprolings, Cats, Thopters, you name it. I don’t know how I feel about this card though. I think it’s neat, I think it’s interesting. Perhaps too niche? Maybe. Not overpowered? More than likely. If it’s a real card and doesn’t feel overpowered. I could wind up being wrong. For now, it seems neat.

A Non-Green: Arni Brokenbrow (3-Cost Rare Red Legendary Creature – Human Berserker)


After seeing all these Berserkers, I wonder if the Party mechanic will be expanded to include Berserkers. This Berserker in particular has an amazing ability that I feel will probably be linked to Berserkers in general: Boast. He has a Boast cost of 1 colorless. You can change Arni Brokenbow’s Base Power to 1, plus the greatest power among other creatures you control until the end of turn. Baseline, he’s a 3/3. It’s important to call it “Base Power” too. That means it doesn’t take into account any +1/+1 counters he might have.

He also has Haste, so if you have 4 mana, you can drop him, turn him into a ⅓ that then becomes any kind of ridiculous number. However, Boast can only be used after this creature has attacked for the turn, and only once each turn. I feel like each Boast is going to be different, too. It’s going to be a style of combat buff. This can be used in response to your declaring attack, and you could, in theory, use this as Fling fodder. Red’s already got plenty of Fling options, so you could make this suddenly into, say, a 7/3, attack, and then fling him. Or slide a fancy Embercleave onto him. Because why not? 

Boast is genuinely a cool concept, and I have a feeling it’s going to make combat pretty interesting. Does the other player dare pop it? Do we have answers for it? Can we stop the buffs of the Boaster? We’ll just have to see! 

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