Draft Trainer

Kaldheim Limited Quiz

Answered: 0/20
Accuracy: 0
Volatile Fjord
Average Picked At: 5.62
Total Times Picked: 199
Average Last Seen At: 4.70
Total Times Seen 842
Pro Rating: 3.5
Pro Comment: This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Giant Ox
Average Picked At: 12.85
Total Times Picked: 223
Average Last Seen At: 10.45
Total Times Seen 4082
Pro Rating: 1.0
Pro Comment: This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
The Bears of Littjara
Average Picked At: 2.47
Total Times Picked: 53
Average Last Seen At: 2.72
Total Times Seen 95
Pro Rating: 4.0
Pro Comment: This will normally give you a ton of value for three mana. Even if your board is otherwise empty, this makes a 2/2 when you play it, then turns it into a 4/4 on the next turn, and then lets you do damage equal to that creature’s power on the following turn. And, yeah, things could go really wrong there, but most of the time you will have a board with a few more shapeshifters around to really abuse this card. But the fact that this is pretty good even on its own certainly makes it attractive. You get a 4/4 token and removal in the end, all for only three mana.
Snow-Covered Island
Average Picked At: 6.57
Total Times Picked: 199
Average Last Seen At: 5.16
Total Times Seen 1296
Pro Rating: 2.5
Pro Comment: Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Glimpse the Cosmos
Average Picked At: 4.84
Total Times Picked: 166
Average Last Seen At: 4.27
Total Times Seen 646
Pro Rating: 3.5
Pro Comment: So, if you have 0 Giants in your deck, this is a Sorcery speed Anticipate, which is the kind of card that makes the cut when you are low on playables. But, this has some very real upside. Casting this from your graveyard if you’re in Blue really won’t be that hard, and that means you pay three mana to see six cards and draw two, which is awesome. If you have even a single Giant in your deck, this is worth running. You don’t even have to wait for things to line up really perfectly to use it -- if you just have U left over after you cast a Giant, you can do this. Obviously, the more Giants the better, but this has a reasonable floor and is very easy to make work, and the card selection and advantage it grants you is great.
Dual Strike
Average Picked At: 12.58
Total Times Picked: 118
Average Last Seen At: 8.99
Total Times Seen 1524
Pro Rating: 0.5
Pro Comment: Copying a cheap spell with this will be easier than it is with most Fork effects because of Foretell – you can set this aside in the early game and then wait for the opportune moment to copy a spell, and you only need one Red left over. Now, this won’t be giving you super insane value or anything, but copying something like a removal spell or card draw spell will be pretty nice. Still, you need things to line up right and this often ends up being a dead card, so I don’t think you normally want to play it.
Deathknell Berserker
Average Picked At: 8.99
Total Times Picked: 377
Average Last Seen At: 7.96
Total Times Seen 3060
Pro Rating: 2.0
Pro Comment: There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Snow-Covered Forest
Average Picked At: 6.21
Total Times Picked: 279
Average Last Seen At: 4.94
Total Times Seen 1272
Pro Rating: 2.5
Pro Comment: Green has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
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.
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.
Battle of Frost and Fire
Average Picked At: 2.41
Total Times Picked: 58
Average Last Seen At: 2.63
Total Times Seen 110
Pro Rating: 4.5
Pro Comment: Chances are good that if you’re in UR, you’ve got a decent number of giants, so Chapter 1 will almost always hurt your opponent more than it hurts you. Chapter II doesn’t have quite the impact on the board, but Scry 3 can really help you set up optimal draws -- and that’s especially useful because chapter 3 lets you draw two cards and discard one if you play something that has a CMC of 5 or greater -- which is pretty likely after you Scry 3. I like that this Saga has its big game-changing chapter as chapter one, instead of chapter three like most of them. And yeah, sometimes, your opponent will be a giant deck too and it won’t be so good, but most of the time? This is going to be really great for the player who casts it.
Moritte of the Frost
Pro Rating: 3.5
Pro Comment: Clones tend to be nice because they can be whatever the best creature on the battlefield is -- or, in this case, whatever your best permanents is -- , though clones that cost 5 do start to be a little less attractive, because it is normally less likely that you’ll be able to get 5 mana’s worth of value out of it. But, the whole “two +1/+1 counters” thing is important here, and it will often make it hard for Moritte not to give you 5 mana’s worth of value. As long as you are copying something that costs 3+ mana, it will feel pretty nice -- and oftentimes you’ll get a lot more than that. I think you’ll be copying creatures with this like 90% of the time, but the fact he can also copy like an Aura that is a removal spell and stuff like that is definitely nice additional upside.
Tergrid, God of Fright
Average Picked At: 1.34
Total Times Picked: 53
Average Last Seen At: 1.32
Total Times Seen 72
Pro Rating: 4.0
Pro Comment: So, both sides of this seem like they have their place. The god side really needs your deck to have the right composition to really take advantage. Not all Black decks will have enough sacrifice or discard effects to actually utilize that part of her text, but she is a 5-mana ⅘ with Menace at worst, so she has a very reasonable floor. Even if you just have like two ways to take advantage of that text, she would be pretty nice. Worth noting, too, that because Sagas technically “sacrifice” after their last Chapter, she can steal those for you. The Lantern side, on the other hand, needs a little bit less effort to be built around, but it is more situational. Basically, it just pressures your opponent by making them give up a permanent or life, and that type of effect can sometimes be really bad -- like if your opponent is significantly ahead of you. If you’re well ahead of your opponent, the Lantern side will likely be better at helping you finish off your opponent, especially because, if you have enough mana lying around, you can use the ability more than once a turn! Basically, Tergrid is better in the early going most of the time, and the Lantern is better late – and having the flexibility of a card that is good at both of those times is pretty nice.
Great Hall of Starnheim
Average Picked At: 8.63
Total Times Picked: 151
Average Last Seen At: 6.67
Total Times Seen 1103
Pro Rating: 3.5
Pro Comment: Because you have to give up a creature for this effect, you will often just be upgrading a creature -- or sacrificing one that has been negated by an Aura or something -- but if you have some tokens around, or creatures with death triggers, it will feel pretty good, and I think it will be often enough that ONE of those things is going on on your board in the later part of the game, which means this is just another really nice utility land that does something very real late.
Narfi, Betrayer King
Average Picked At: 4.76
Total Times Picked: 140
Average Last Seen At: 4.20
Total Times Seen 593
Pro Rating: 4.0
Pro Comment: In most UB decks, Narfi will likely be able to pump at least half of your creatures, and that’s more than enough for Narfi to be pretty powerful. His recursion ability won’t always be something you can use, but the good news is that he is going to be nice to bring back even in the late game, and you can do it over and over. Note, by the way, that you can do it at instant speed, and you may be able to take advantage of that to really surprise your opponent with the additional stats boost for your creatures.
Faceless Haven
Average Picked At: 4.02
Total Times Picked: 41
Average Last Seen At: 3.48
Total Times Seen 187
Pro Rating: 3.0
Pro Comment: Heavy snow decks in the format can get this going pretty easily, though it does also compromise their mana a little bit.
Elven Bow
Average Picked At: 5.26
Total Times Picked: 170
Average Last Seen At: 4.22
Total Times Seen 646
Pro Rating: 3.0
Pro Comment: Generally, I think it is a bad plan to just straight up cast this as Equipment – when you do that, the bonus you get from them is not very good – 3 to equip is rough for +1/+2 and Reach. So normally, you want to cast this and make the elf token – which in effect, turns this into a 3-mana 2/3 with Reach that, if it dies, leaves equipment behind. And in a lot of ways, it is better than that – because you can move the Equipment before then if there’s a reason too, and even if your creature gets shut down by an Aura or bounced, you still have the Bow.
Gates of Istfell
Average Picked At: 9.78
Total Times Picked: 137
Average Last Seen At: 7.66
Total Times Seen 1303
Pro Rating: 3.5
Pro Comment: It is great having a land that can draw you some cards and gain you some life in the late game – most lands become useless at that point! But not this one.
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.
Goldmaw Champion
Average Picked At: 9.63
Total Times Picked: 298
Average Last Seen At: 8.35
Total Times Seen 3155
Pro Rating: 3.0
Pro Comment: This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
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