Draft Trainer

Kaldheim Limited Quiz

Answered: 0/20
Accuracy: 0
Behold the Multiverse
Average Picked At: 4.37
Total Times Picked: 390
Average Last Seen At: 4.38
Total Times Seen 1505
Pro Rating: 3.5
Pro Comment: 4-mana for instant speed Scry 2 and draw 2 cards is usually pretty close to being a first pickable card when we’ve seen it in the past. It just does a great job of letting you see tons of cards, and is the kind of thing you’ll want one of in basically every Blue deck. Adding Foretell to the mix makes it even better, especially because, in this case, you’re not paying extra mana -- you pay the same amount, just in two installments, and that’s just great. Fortell is a lot like Morph or Suspend, in that it adds nice flexibility to a card, and lets you do something with any excess mana you might have -- like if you don’t have a two drop in the early game, you can just Fortell this, and that feels really good.
Snow-Covered Mountain
Average Picked At: 7.93
Total Times Picked: 222
Average Last Seen At: 6.08
Total Times Seen 1613
Pro Rating: 2.0
Pro Comment: Red isn’t overflowing with snow payoffs, but this is still a snow land and those are quite useful in this format.
Dogged Pursuit
Average Picked At: 12.59
Total Times Picked: 281
Average Last Seen At: 10.04
Total Times Seen 3978
Pro Rating: 1.0
Pro Comment: Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Annul
Average Picked At: 14.09
Total Times Picked: 263
Average Last Seen At: 11.33
Total Times Seen 4519
Pro Rating: 0.0
Pro Comment: This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Maskwood Nexus
Average Picked At: 1.35
Total Times Picked: 34
Average Last Seen At: 1.57
Total Times Seen 86
Pro Rating: 2.0
Pro Comment: Paying 7 total mana to make one token is ugly, even if it is a changeling. It just isn’t that great at making tokens, though it isn’t a bad mana sink in the late game. My feeling, though, is that most of the time when you play this it won’t have much of an immediate impact. If the game goes long, it can really help you, though.
Valor of the Worthy
Average Picked At: 11.72
Total Times Picked: 239
Average Last Seen At: 9.92
Total Times Seen 3873
Pro Rating: 2.0
Pro Comment: I often complain about Auras that don’t give a good boost for the mana cost, as well as auras that don’t give you value to help a 2-for-1 not feel so bad. This does kind of okay on both of those fronts, but not super well on either. The efficiency here is pretty nice when you look at the whole package - one mana for a +1/+1 Aura and a 1/1 flyer if things go wrong, but I’m still not sure I like the risk of putting this on something. +1/+1 can have an impact, but it isn’t ultra likely to be game changing, and while you only spend a single White mana, you still have some risk here, as the 1/1 you get is probably worse than whatever you put it on.
Tergrid's Shadow
Average Picked At: 6.73
Total Times Picked: 126
Average Last Seen At: 5.33
Total Times Seen 822
Pro Rating: 1.5
Pro Comment: I tend not to be a huge fan of symmetrical edict effects in Limited. They have some really wide variance in terms of what they can do. There will certainly be board states where it devastates your opponent and doesn’t hurt you as much -- and those will be situations where you cast it. But there will also be times where it hurts you more than your opponent, and you just won’t be able to cast this card. It does have Foretell, which means that maybe if the board isn’t ideal, but you have the mana around, you can Foretell it to pay less mana for it on a single turn further down the road. And yeah, there will be times where you just foretell this on turn two, let your opponent play two creatures, and then cast the Shadow on turn four, which will be pretty nice, but you can’t count on that panning out regularly.
Basalt Ravager
Average Picked At: 3.32
Total Times Picked: 174
Average Last Seen At: 3.08
Total Times Seen 472
Pro Rating: 4.0
Pro Comment: This is a 4-mana 4/2 that does 1 to something when it comes into play, even if it is all alone, and doing two with this isn’t far-fetched at all. 3+ might not be that common, but it will happen too. It is great that it can also hit players, as that is not something we always see on these red creatures with an ETB ability that damages something. I also love that it has high power, which means it can block and kill a whole lot of things, getting you that muc-needed 2-for-1. Typically, this will come down and add to your board while subtracting something from your opponents, and that type of creature is very good.
Tundra Fumarole
Average Picked At: 2.53
Total Times Picked: 47
Average Last Seen At: 3.10
Total Times Seen 129
Pro Rating: 4.0
Pro Comment: 3 mana to do 4 to a creature or planeswalker is efficient enough to be premium removal, and this comes with some not insignificant Snow upside. You’ll be able to kill most things with this, and mostly things that cost more mana than this too. Getting some of the mana back you spend on this is pretty nice, though it won’t always matter. Sometimes there’s just not something to do with it. But, because this card is good without that, it is just some nice upside to an already pretty good removal spell.
Axgard Cavalry
Average Picked At: 8.71
Total Times Picked: 463
Average Last Seen At: 8.02
Total Times Seen 3065
Pro Rating: 2.5
Pro Comment: This is a nice two drop. Having a bear that can give haste to stuff is really nice. If the board is such that it can’t attack itself, there’s a good chance you can play a creature that has a nice attack on the board if you can make it attack right away, and that’s what the Cavalry does. These creatures who can give haste to other creatures always seem to overperform, and I think this looks like a nice Common for Red.
Weigh Down
Average Picked At: 8.23
Total Times Picked: 381
Average Last Seen At: 7.53
Total Times Seen 2885
Pro Rating: 3.0
Pro Comment: -3/-3 for one Black mana is super efficient. Having to have a creature in the graveyard does mean this will often be dead in the early game, and sometimes even later than that -- but, all you have to do to make it work is trade with something, and if you’re doing that and getting the additional value out of that creature by exiling it to pay for this, it will feel pretty good. I think the first copy of this tends to really feel like premium removal, but you generally don’t want to run too many of them, as there is only so much fuel in your graveyard.
Draugr Necromancer
Average Picked At: 1.48
Total Times Picked: 44
Average Last Seen At: 1.78
Total Times Seen 60
Pro Rating: 4.0
Pro Comment: A vanilla 4-mana 4/4 is already playable, and this is far from vanilla! Just making your opponent’s creatures that die go to exile is a somewhat relevant ability. Most decks have at least 1-2 cards that care about the graveyard, so hey, that’s upside. But where you really get the value is out of the ability to cast the creatures that are exiled by the Necromancer. Now, you do have to have snow mana to cast creatures that aren’t in a color that lands you control could produce, but that isn’t a huge ask -- you generally will just need one snow land to make that work in most cases, and then of course there’s the fact that a decent chunk of opponents will have creatures you can cast with your mana anyway! Now, the snow limitation is definitely relevant, and there will be times where this guy is just too slow to help you out, but he’s still pretty great.
Battle for Bretagard
Average Picked At: 5.23
Total Times Picked: 47
Average Last Seen At: 4.29
Total Times Seen 233
Pro Rating: 3.5
Pro Comment: This is a pretty powerful token payoff for the GW deck, and it does a good job all on its own. If this Saga is just left alone – with your opponent not doing anything to hinder it, and you not doing anything to make it do more, you end up paying 3 mana for four 1/1 tokens, and that’s not a bad deal. Obviously, you can make more than that happen with this, especially because the GW deck is all about tokens. It takes some set up to really take advantage of it, but sometimes it will just make your board drastically expand.
Vault Robber
Average Picked At: 13.06
Total Times Picked: 277
Average Last Seen At: 10.90
Total Times Seen 4414
Pro Rating: 1.0
Pro Comment: This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
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.
Frostpyre Arcanist
Average Picked At: 8.02
Total Times Picked: 131
Average Last Seen At: 6.08
Total Times Seen 945
Pro Rating: 1.0 // 3.5
Pro Comment: This type of design always interests me -- and by “this type” I mean cards that pay you off for having multiple copies of some card in your deck. The Giant deck -- which is UR -- is a spells deck, so this fits in very nicely -- it costing 4 won’t be that far-fetched, and a ⅖ isn’t too shabby for that kind of mana. You probably need at least two sets of duplicate spells, and ideally, cheap ones, so that is more likely when you play this that one of them is in your graveyard. If you can get this to draw a card for you even like half the time, you’re going to be pretty happy with this card. But yeah, if you don’t have any duplicates, it is probably best to steer clear.
Battlefield Raptor
Average Picked At: 8.14
Total Times Picked: 275
Average Last Seen At: 7.20
Total Times Seen 2750
Pro Rating: 1.5 // 3.5
Pro Comment: This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Bound in Gold
Average Picked At: 4.55
Total Times Picked: 338
Average Last Seen At: 4.23
Total Times Seen 1536
Pro Rating: 4.0
Pro Comment: So, here’s White’s usual Common Aura that is a premium removal spell. For three mana this shuts down pretty much everything -- apart from static abilities -- and that’s a really good deal. Keeping the creatures from even being able to crew vehicles is a really big deal too. This is white’s best common -- it just answers pretty much everything, and does it efficiently. It has the downsides of aura-based removal of course -- like there are ways to get rid of it -- but it is worth the risk. You can also splash it easily, which really matters in this format.
Inga Rune-Eyes
Average Picked At: 5.61
Total Times Picked: 181
Average Last Seen At: 5.13
Total Times Seen 821
Pro Rating: 3.0
Pro Comment: So, I was pretty much sold on this card after the ETB ability. A 4-mana 3/3 that Scries 3 is very nice. Never underestimate how good scrying is, especially higher scry values like 3 -- that is going to have a very real impact on how good your next few draws are, and that can often determine a game. She then has an ability that will be a little bit harder to make work -- if you jump through some hoops though, her drawing you three cards is pretty much insane, and if you can pull it off, it will be hard for your opponent to win. But, temper your expectations, pulling that off will be difficult. The most likely outcome is that she has an impact on how your opponent attacks and blocks, since they will be trying to avoid letting you draw those cards, but that is definitely not a bad thing.
Brinebarrow Intruder
Average Picked At: 12.88
Total Times Picked: 221
Average Last Seen At: 10.41
Total Times Seen 3981
Pro Rating: 1.0
Pro Comment: This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
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