Draft Trainer

Kaldheim Limited Quiz

Answered: 0/20
Accuracy: 0
Spirit of the Aldergard
Average Picked At: 3.03
Total Times Picked: 197
Average Last Seen At: 2.93
Total Times Seen 452
Pro Rating: 4.0
Pro Comment: This is a great card for decks that either interested in snow or fixing -- both of which seem to be what Green is interested in this format, so it has that going for it. Now, in terms of fixing, you will need to have picked up snow dual lands in the draft to really get the full value out of it as a “fixer” but that probably won’t be a huge problem if you’re going hard into the Snow deck. It does have kind of terrible stats on a base level, but it will often be a 2/4 or larger on turn 4, and that’s not a bad deal, and then in the late game it can become downright formidable. This is one of the best Uncommons in the set.
Goldspan Dragon
Average Picked At: 1.27
Total Times Picked: 37
Average Last Seen At: 1.63
Total Times Seen 41
Pro Rating: 4.5
Pro Comment: So, a 5-mana 4/4 with Flying and Haste is already a very high pick, and obviously this has way more going on! First, it makes you treasure, which are good for fixing of course, and second, it upgrades all of your treasure to add two mana, and that could come in handy. The fact it has Haste AND makes treasure when it is targeted also means that your investment will almost always net you at least some damage and treasure, even if the Dragon does die quickly. Now, there will be times in the late game where the treasure doesn’t really matter, and we do have to keep that in mind. I think between its aggressive stats and its ability to give you a bunch of extra mana, it is a bomb. This set will be able to benefit more than normal from a bunch of treasure that produce more mana as a result of both Boast and Foretell.
Varragoth, Bloodsky Sire
Pro Rating: 3.5
Pro Comment: This starts with some very playable stats, and adds a pretty nice Boast effect -- he lets you tutor up a card and put it on top of your library. Combining Boast with Deathtouch is nice, because a death touch creature is much more likely to survive their attack than most other 2/3s, so getting to Boast more than once is a real possibility. Even if they do decide to block it, it is very likely their creature is also going to die, while you also get to improve your card quality. So, with Boast on board, this is basically a 5-mana ⅔ with death touch that puts your best or most needed card on top of your library, and that’s pretty nice. Keep in mind, putting a card on top is significantly worse than putting it in your hand -- if it went to your hand he would obviously be insane, but still, on top of your library is pretty nice.
Elvish Warmaster
Average Picked At: 2.34
Total Times Picked: 73
Average Last Seen At: 2.31
Total Times Seen 128
Pro Rating: 3.5
Pro Comment: So, this card has a reasonable floor and incredible upside. Most Green decks in this format are likely to have 3-5 elves without even trying, and the Warmaster will be happy in that type of deck. Just getting one extra token out of this will be a good deal, after all, he is a two mana 2/2. Now, if your deck can really go crazy on Elves -- and make extra Elf tokens, and then utilize the overrun ability in the late game, then you’re talking. That isn’t always easy to do, but like I said, the Warmaster doesn’t need you to go crazy on Elves to be pretty good.
Koma, Cosmos Serpent
Pro Rating: 5.0
Pro Comment: Well, this is pretty obviously a bomb. Note that you get a serpent token every upkeep, which includes your opponents, and that’s important, because Koma can turn those Serpent tokens into powerful effects. Your opponent will basically never be able to untap and kill Koma, because by the time it gets to their main phase you will have a serpent you can sacrifice to make him indestructible, and the Serpent fuel will only keep on coming. Making things tapped and turning off activated abilities isn’t quite as powerful in Limited, but it is a nice bonus effect. Basically, Koma generates Serpetn tokens like crazy and is very difficult to kill.
Alpine Meadow
Average Picked At: 7.14
Total Times Picked: 156
Average Last Seen At: 5.50
Total Times Seen 1045
Pro Rating: 3.0
Pro Comment: This isn’t one of the more important snow lands around, because White and Red are the colors that care the least about Snow. Still, it does provide fixing and a snow permanent, and those are things that are pretty valuable in this set.
Halvar, God of Battle
Average Picked At: 1.04
Total Times Picked: 28
Average Last Seen At: 1.03
Total Times Seen 33
Pro Rating: 5.0
Pro Comment: So with this double-faced modal card, you either get a crazy powerful Equipment or a crazy powerful God that will make all of your Enchanted and equipped creatures have double strike -- while also allowing you to move those things around for free. Keep in mind with this double-faced modal cards, you won’t be transforming them -- you just choose one side or the other and for the most part, it will remain that card. So, if we just look at the Equipment side of this, I’d say we’re looking at an excellent card-- +2/+0 and Vigilance isn’t the most exciting, but it isn’t a terrible boost, especially because the equipped creature comes back to your hand if your opponent kills it. That can be particularly nice with creatures who have ETB abilities, but it is nice in general. +2/+0 is enough to make many creatures into threats, and your opponent just won’t be able to block whatever it is effectively most of the time, since you keep getting it back! Then, you add to the mix the fact that you can also play this as a 4-mana 4/4 with insane upside, and we’re talking about a bomb. Now, obviously, the God side of the card is a little bit more build aroundy than the Equipment side, but it won’t be difficult to get Auras and Equipment int his set, so I don’t think we need to penalize it too much. Overall, I think this card does enough to get into the lower range of being a bomb. Both sides of the card can take over games depending on the board state.
Cyclone Summoner
Average Picked At: 2.43
Total Times Picked: 54
Average Last Seen At: 2.65
Total Times Seen 112
Pro Rating: 3.5
Pro Comment: When you pay 7 mana for a card in Limited, it better do something big! And Cyclone Summoner. Bouncing everything but a couple of creature types and lands will drastically reshape the board in most cases. And sure, it is a symmetrical effect, so it can hurt you too -- but your Tornado Summoner will still be in play at the very least, so you’re usually coming out way ahead there. And, if you’re in Blue and took the Summoner at some point in the draft, there’s a good chance you have plenty of other giants and wizards who are going to stick around. Now, it does require some set up -- and sometimes you’ll be playing against another deck with lots of Giants, Wizards, and Changelings-- and it does cost a whopping 7 mana, but it will usually reshape the board in your favor, so those downsides are well worth it.
Arachnoform
Average Picked At: 13.19
Total Times Picked: 277
Average Last Seen At: 10.65
Total Times Seen 4194
Pro Rating: 1.0
Pro Comment: This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
King Harald's Revenge
Average Picked At: 12.60
Total Times Picked: 332
Average Last Seen At: 10.60
Total Times Seen 4201
Pro Rating: 1.0
Pro Comment: I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Toralf, God of Fury
Average Picked At: 1.32
Total Times Picked: 28
Average Last Seen At: 1.79
Total Times Seen 35
Pro Rating: 4.5
Pro Comment: Toralf is 4-mana 5/4 with trample that will make all of your burn spells way more potent, as you can spread around the damage from your spells -- while it doesn’t quite make all your spells feel like Arc Lightning or Pyrotechnics, it gets pretty close. And, if yo’ure in Red, it is a safe bet to think that you will have at least 2 or 3 ways of doing noncombat damage to stuff. Then, let’s look at his Hammer -- that is also quite good, as it gives you a repeatable source to do 3 damage to things. You do have to pay a total of six mana for it every time, which is a little bit clunky -- but not that clunky for repeatable damage that can even go to the dome. And sure, it won’t give any other benefit to most creatures, but I don’t think it matters -- basically it is a really nice card that has the kind of relevant upside of also pumping the power of legendary creatures it gets equipped too. And, obviously enough -- the ability to return to your hand not only enables you to keep on playing it and re-equipping it -- which in the late game might be a lot of fun -- imagine having 8 mana around! Throwing the hammer at people over and over, or running them over with a super efficient God that can spread burn damage around sounds pretty good to me.
Dream Devourer
Average Picked At: 4.09
Total Times Picked: 32
Average Last Seen At: 3.58
Total Times Seen 141
Pro Rating: 3.0
Pro Comment: Obviously a two-mana 0/3 isn’t so good, but making it so you can foretell all your cards is nice especially since it basically guarantees you’ll never pay more than its mana cost to foretell it, so you just get the upside of being able to pay for things in installments. Attacking with this when you have a bunch of face down foretell card is going to be pretty hilarious, and kind of a nightmare for opponents -- and, getting all those face down card isn’t an impossibility, since the Devourer lets you do it with all of your nonland cards! I think most of the time if you play it early, this will cause serious problems for opponents, in addition to helping make it easier for you to cast cards, and that’s a lot of nice stuff to have on a two-drop. The real question is, how good of a job can you really do pumping its power? I sort of think that it will be challenging to keep it really scary forever, because eventually you’ll run out of cards -- but still, I think the upside here is pretty nice.
Sculptor of Winter
Average Picked At: 5.82
Total Times Picked: 495
Average Last Seen At: 5.55
Total Times Seen 2070
Pro Rating: 3.0
Pro Comment: A two-mana 2/2 is passable. Additionally, the fact it can untap snow lands is pretty nice too, since it will allow you to ramp, and produce two snow mana off of one snow land, which matters for many cards in this set.
Arni Brokenbow
Average Picked At: 2.89
Total Times Picked: 56
Average Last Seen At: 2.93
Total Times Seen 111
Pro Rating: 3.5
Pro Comment: A 3-mana 3/3 with Haste is already pretty nice, and the Boast here is pretty nice. It is one of the cheaper ones in the set, so you don’t have to go out of your way to activate it, and because it has Haste, you will sometimes be able to play it and smash your opponent right away with an enlarged Arni. Now, if Arni is your biggest creature, the Boast ability does absolutely nothing, but that’s the fail case on what is already a pretty efficient card.
Kardur, Doomscourge
Pro Rating: 4.0
Pro Comment: Kardur is strong, so it is kind of unfortunate that BR collectively isn’t really. You’ll mostly play him off a splash in other decks. Forcing all of your opponent’s creatures to attack you can make a big impact, not only because you can set up blocks to kill their creatures -- which, with Kardur in play, also means you’ll drain them 1 life -- but also because it opens your opponent up for a crack back that might just be lethal. In other words, Your opponent will have to attack in what is likely a less-than-optimal situation, while you’ll be able to attack in a pretty good one. Now, if your opponent’s board is significantly better than yours, things might not go so well, but if that’s true, well -- they were probably going to attack you with everything anyway! Note, by the way, that it doesn’t matter who controls an attacking creature for the drain life trigger, so it matters when you attack and when your opponent attacks.
Quakebringer
Average Picked At: 1.52
Total Times Picked: 21
Average Last Seen At: 1.59
Total Times Seen 33
Pro Rating: 4.5
Pro Comment: A 5-mana 5/4 that does two to your opponent during each of your upkeeps is a good card already. Then, you factor in the graveyard and foretell upside, and you have a considerably better card. This type of effect really puts pressure on your opponent, and the fact that killing the Quakebringer won’t necessarily put an end to his damaging them every turn is great. This is a card where, in an ideal world, you aren’t ever going to use the foretell side of things, because your total investment is 6-mana instead of 5, but, like all of these, if you have the extra mana lying around anyway, fortelling it isn’t a bad plan, since you will get it into play a turn earlier. This is a bomb.
Draugr Thought-Thief
Average Picked At: 12.03
Total Times Picked: 311
Average Last Seen At: 9.99
Total Times Seen 3948
Pro Rating: 1.5
Pro Comment: If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Return Upon the Tide
Average Picked At: 8.95
Total Times Picked: 99
Average Last Seen At: 6.48
Total Times Seen 1049
Pro Rating: 1.5
Pro Comment: So, most of the time, if you’re reanimating an Elf with this, you’re probably not getting the largest creature -- probably a 3/3 at the most, so it is nice that if you do go for an Elf you get those tokens, which will make the 5-mana investment a little bit less of a burden. Then, if you reanimate something big, you won’t get the tokens, but you’re probably still getting your 5 mana’s worth. So, basically, if you’re in an elf deck at least, Return Upon the Tide helps you get around the downside of 5-mana reanimation spells, by giving you a wider variety of options that will feel like you are doing an okay job with the card. It also has Foretell, which means that you can pay for it in installments, though with this one you end up paying one additional total mana if you go that route -- but that will sometimes be worth doing.
Open the Omenpaths
Average Picked At: 14.04
Total Times Picked: 263
Average Last Seen At: 11.56
Total Times Seen 4669
Pro Rating: 0.0
Pro Comment: This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Haunting Voyage
Pro Rating: 3.0
Pro Comment: If the game goes long and you’re in a tribal deck, this will basically end the game on the spot when you Foretell it. Additionally, even if you don’t Foretell it, in the late game it will still be a pretty strong play that gets you back two creatures. It does ask for some set up, but tribal is pretty strong in this set, so I have a hard time imagining you won’t be able to get two things more often than not when you just cast this normally. It is worth noting that it is one of the few cards in the set that has a higher Foretell cost -- you end up paying a total of NINE mana to reanimate all your creatures with the same type, and that’s not exactly a great deal. It requires the game to be pretty late to get going, and a little bit of building around, and that definitely holds it back some.
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