Draft Trainer

Kaldheim Limited Quiz

Answered: 0/20
Accuracy: 0
Halvar, God of Battle
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.
Arctic Treeline
Average Picked At: 6.13
Total Times Picked: 176
Average Last Seen At: 4.73
Total Times Seen 914
Pro Rating: 3.0
Pro Comment: This is another snow land that isn’t super important because the colors it is in aren’t completely focused in on snow. However, it does provide fixing and a snow permanent, and those are valuable things
Darkbore Pathway
Pro Rating: 2.5
Pro Comment: This all provide good fixing, but the Snow duals in the set are actually way better!
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.
Run Amok
Average Picked At: 9.97
Total Times Picked: 386
Average Last Seen At: 8.72
Total Times Seen 3305
Pro Rating: 2.5
Pro Comment: This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Koll, the Forgemaster
Average Picked At: 7.45
Total Times Picked: 111
Average Last Seen At: 6.11
Total Times Seen 927
Pro Rating: 3.5
Pro Comment: This guy is pretty scary in RW decks, as making all of your Equipped and Enchanted creatures come back to your hand is a really big deal. The token pumping part comes up less often, but he’s still pretty good overall.
Esika's Chariot
Average Picked At: 1.18
Total Times Picked: 68
Average Last Seen At: 1.39
Total Times Seen 75
Pro Rating: 4.0
Pro Comment: 4-mana to make 2/2 tokens on its own is usually a solid card in Limited, so everything else this does is upside -- and that upside is considerable. Sure, crew 4 on a 4/4 Vehicle is kind of rough, but the fact that this copies a token you control every time it attacks helps to make up for that. And also, keep in mind, this comes with the necessary creatures to crew it in the first place. It is still going to be a bit clunky in terms of crewing it, and sometimes you just won’t be able to do it -- sometimes the two 2/2 tokens is all you’ll get -- but like I said, that is a decent card in most Limited formats, and this has the potential to take over games on the right board state.
Raise the Draugr
Average Picked At: 9.48
Total Times Picked: 353
Average Last Seen At: 8.49
Total Times Seen 3282
Pro Rating: 2.0
Pro Comment: Black always seems to get a common spell that lets you return creatures from your graveyard to your hand, and here is the Kaldheim version of that! Cards in the past with similar effects are basically always something you want to run a single copy of, because they give your deck some late game punch, and allow you to get extra uses out of the best creatures in your deck, which is pretty awesome. You don’t usually want more of this type of card because they are so useless early, but that first copy is something I always want. I think this one is particularly nice, because it is an instant -- we normally see this effect at Sorcery speed. And sure, it asks for a little bit of help to get going -- you really only want to play this if you are consistently getting the two creatures back, just getting one is not a great deal. But, with that in mind, I think your typical black deck in the format will have enough creatures that share creature types that this will get two things back by the mid to late game most of the time.
Sarulf, Realm Eater
Pro Rating: 4.5
Pro Comment: So, a 3-mana 3/3 that gets a +1/+1 counter every time an opposing permanent goes to the graveyard is pretty good. Sure, sometimes it will just get killed before gaining in size at all, but it is a creature that gets more imposing throughout the game, and it does a good job on the vanilla test anyway. Sarulf adds to that the ability to remove all of its counters during your upkeep to exile all nonland permanents with a CMC less than or equal to the number of counters. You get to decide when to do it, so you can always do it at an opportune time – like when it hurts your opponent a ton and doesn’t hurt you nearly as much.
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.
Weathered Runestone
Average Picked At: 13.13
Total Times Picked: 95
Average Last Seen At: 9.74
Total Times Seen 1562
Pro Rating: 0.0
Pro Comment: This isn’t really here for Limited, it is a hate card for constructed sideboards, and one that won’t have much of an impact on most of your games in Limited, so you should never play it.
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.
Reckless Crew
Average Picked At: 9.64
Total Times Picked: 33
Average Last Seen At: 6.77
Total Times Seen 384
Pro Rating: 1.0
Pro Comment: This basically only going to be worthwhile in a deck that really got there on equipment and artifacts -- and especially Equipment, since you get some free equips when you play this. This set does have enough decks that play 3+ pieces of Equipment that this kind of works in those decks, but even there, you will sometimes find yourself in situations where this makes 0-1 tokens, and that’s not so good. Mostly, you probably shouldn’t play it.
Binding the Old Gods
Average Picked At: 2.94
Total Times Picked: 194
Average Last Seen At: 2.90
Total Times Seen 392
Pro Rating: 4.0
Pro Comment: I would already sign up for a Sorcery that was 4 mana to destroy a nonland permanent -- more than sign up, I would take it with a first pick a decent chunk of the time, even if it was multi-colored! But because this is a Saga, it does some other stuff too -- and while most of the power is in Chapter 1, Chapter 2 and 3 aren’t nothing -- getting an extra land can help you ramp, and giving your whole board death touch can make your attacks a little more of a problem for your opponent.
Depart the Realm
Average Picked At: 10.31
Total Times Picked: 297
Average Last Seen At: 8.75
Total Times Seen 3403
Pro Rating: 2.0
Pro Comment: Two mana to bounce nonland permanents at Instant speed is usually fine. Bounce spells won’t always straight up trade for a card, but the tempo they give you can be worth it – and, sometimes you can get one of your opponent’s cards with this, if you bounce something that they are using a trick on or putting an Aura on. This has Foretell too, but I still don’t think it is much more than “fine”.
Frost Augur
Average Picked At: 8.52
Total Times Picked: 106
Average Last Seen At: 6.65
Total Times Seen 1089
Pro Rating: 1.0 // 3.5
Pro Comment: Drawing more cards than your opponent is a good way to win in Limited, and this little one drop can definitely enable that. You do need to have a decent chunk of Snow permanents to make it do its thing consistently, but I think 5-7 is probably enough that you run this -- even drawing once with it is great. It will certainly be possible in this set to end up with 10+ snow cards though, and when you do, that’s when you’ll be in business. It is pretty bad in a deck without that critical mass though, so keep that in mind.
Alrund's Epiphany
Average Picked At: 1.84
Total Times Picked: 25
Average Last Seen At: 2.20
Total Times Seen 36
Pro Rating: 4.0
Pro Comment: Well, Time Walk effects are always super strong -- but they are also always pretty expensive. Alrund’s Epiphany does a couple of things that make it better than your typical 7-mana Time Walk, though. One of these is that it actually adds to the board -- and sure, it just adds a couple of Bird tokens, but adding to the board is a big deal -- we have seen other time walks that make creatures, like the one with Awaken, and it was pretty nice. The other nice thing about Alrund’s Epiphany is that with Foretell, you can actually cast this a little earlier. Now, note that unlike some cards with Foretell, this one doesn’t cost the same total mana -- it actually costs one more between the 2 mana to foretell it and the foretell cost of 6-- but that will usually be worth getting it down a turn earlier. I don’t think this is a bomb -- after all, for a Time Walk to do its job it does generally need to have an at least decent board state, but it is really good.
Snow-Covered Swamp
Average Picked At: 7.41
Total Times Picked: 237
Average Last Seen At: 5.52
Total Times Seen 1457
Pro Rating: 2.5
Pro Comment: Black has some nice snow payoffs, so you should value this over most average cards.
The World Tree
Average Picked At: 3.07
Total Times Picked: 69
Average Last Seen At: 3.14
Total Times Seen 192
Pro Rating: 3.5
Pro Comment: This gives you great fixing, and that’s hard to say no to in this format.
Kardur, Doomscourge
Average Picked At: 6.07
Total Times Picked: 161
Average Last Seen At: 5.31
Total Times Seen 808
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.
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