Draft Trainer

Kaldheim Limited Quiz

Answered: 0/20
Accuracy: 0
Glorious Protector
Average Picked At: 2.06
Total Times Picked: 50
Average Last Seen At: 1.88
Total Times Seen 93
Pro Rating: 4.0
Pro Comment: This is like a fixed version of Restoration Angel. It has the same keywords, stats, and converted mana cost as the Restoration Angel. Unlike Restoration Angel, though, Glorious Protector can exile multiple non-Angel creatures, instead of just one – and, unlike Restoration Angel Glorious Protector doesn’t Blink them – they stay gone until the Protector leaves the battlefield, and while that is some significant downside, there is some upside there too. In particular, it means that if your Angel dies you get that creature back, and basically no matter what you save with it, that means you are getting something back. Exiling creatures who have been shut down by Auras will feel particularly satisfying. You also don’t even have to use that ability if it isn’t advantageous, and it may not always be. Additionally, just being a decently sized creature with Flash can be a big deal, as it allows it to ambush block attacking creatures. In this case Fortell is a greater total mana investment, but you do only pay three mana for the angel the turn you play it, and that’s pretty sweet. So, basically -- this can act like a removal spell as an ambush blocker, it can help save a creature or creatures from complete and total death, and it can just be a win condition as a large flyer -- not to mention helping out Angel synergies and Foretell decks in general. I don’t quite think she’s a bomb, but she’s pretty glorious.
Koma's Faithful
Average Picked At: 9.93
Total Times Picked: 370
Average Last Seen At: 8.63
Total Times Seen 3502
Pro Rating: 2.0
Pro Comment: This seems solid. A 3-mana 3/1 with lifelink isn’t a terrible rate -- trading for an X/3 and gaining 3 life in the process isn’t bad, and it comes with some additional upside. Now, the graveyard isn’t a huge theme in this set, but there is some synergy to be had there.
Dwarven Reinforcements
Average Picked At: 9.26
Total Times Picked: 339
Average Last Seen At: 7.98
Total Times Seen 2974
Pro Rating: 2.0
Pro Comment: Normally when you pay 4 mana for a couple of tokens, you expect a couple of 2/2s -- and that isn’t what you get here. However, Foretell does mean you can pay for this in two separate installments, which does help overcome that downside.
Clarion Spirit
Average Picked At: 3.08
Total Times Picked: 160
Average Last Seen At: 3.41
Total Times Seen 454
Pro Rating: 4.0
Pro Comment: This is a really strong engine. Since it starts out as a 2-mana 2/2, you don’t have to get that much out of it for it to feel like you’re doing a good job -- even one 1/1 flying token will get you there, and this will sometimes produce far more than that. Double-spelling in this set is easier than it usually is, largely because of the Foretell mechanic, which typically allows you to pay less mana in a single turn for spells. But, even in a normal set, I would really be inclined to think of this as a really good card, so with foretell it is likely even better. If you can get 2+ tokens out of this, you’re going to be in great shape. It fits incredibly well into aggro decks especially.
Goldvein Pick
Average Picked At: 7.28
Total Times Picked: 354
Average Last Seen At: 6.60
Total Times Seen 2528
Pro Rating: 3.0
Pro Comment: This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Elderfang Disciple
Average Picked At: 7.98
Total Times Picked: 360
Average Last Seen At: 7.15
Total Times Seen 2699
Pro Rating: 1.5
Pro Comment: A two mana 1/1 that makes an opponent discard a card is nice, and because it does that, you’re at least starting out with a 1-for-1 in most cases. Then, if it can trade for an X/1, you’re getting some serious 2-for-1 value out of this card. Now, it won’t always line up that way, and in the late game the discard thing might not matter too much, and those are serious limitations, but this seems decent enough.
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.
Skemfar Shadowsage
Average Picked At: 6.33
Total Times Picked: 162
Average Last Seen At: 5.64
Total Times Seen 925
Pro Rating: 2.5
Pro Comment: This set is a lot less tribal than it looks, and the Elf deck isn’t particularly good, so the Shadowsage has really underperformed. Afterall, you do have to have at least two creatures in play that share a type for this to do anything . It doesn’t have the worst stats for 4 mana, as a ⅖ is a decentish defensive body. The set up here is just harder than one might think. I’m not saying it is bad exactly, just not as good as it would be in a super tribal set.
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.
Valki, God of Lies
Average Picked At: 1.20
Total Times Picked: 20
Average Last Seen At: 1.23
Total Times Seen 22
Pro Rating: 5.0
Pro Comment: On the creature side here, you have a very good creature -- one that makes your opponent exile a creature card of your choice from their hand would already be pretty good as far as disruption goes, especially since Valki has decent stats! But it doesn’t stop there, oh no -- Valki can also become a copy of the creatures he exiles, which is neat. Sure, they get their card back if they ever kill Valki, but I’ve played with enough disruptive creatures like this over the years to know that even if they get their card back, you will have disrupted them enough for it to be well worth it. If this was JUST the Valki side, it would be pretty good. Then, you add the Tibalt side to the mix and things get really crazy! You get a planeswalker who can exile artifacts, creatures, and cards from the top of your opponent’s library, and you can steal all that stuff you exile too! He does start with kind of low loyalty for the cost, and he isn’t able to protect himself with tokens or whatever, but his abilities will snowball, and you’ll start casting creatures from exile with him that will protect him int he long run.
Rune of Sustenance
Average Picked At: 5.29
Total Times Picked: 137
Average Last Seen At: 4.32
Total Times Seen 639
Pro Rating: 2.5
Pro Comment: I think the whole Rune cycle is pretty solid. The problem is often that Auras are risky because they 2-for-1 you -- but by adding a cantrip to all the cards in the Rune cycle, they made sure you won’t normally get 2-for-1’d. Now, you do have to be concerned about an opponent killing what you target in response, but as long as it resolves, you’ll be in the clear. It is also interesting you can put this on any permanent, so in a pinch -- like stuck on two lands in the early game, you can effectively cycle these by putting them on a land or something. Now, that isn’t ideal -- but having that in a moment of desperation is definitely upside. It only does something more than draw you a card if it is on a creature or an Equipment though, and lifelink is pretty nice on either of those things. It isn’t quite an evasive ability, but it is one that can really wreak havoc on races. It is also worth noting there are lots of Aura and Enchantment payoffs in this set, which is going to make it a bit better. I think this is a card you’ll play the first copy of in most White decks.
Usher of the Fallen
Average Picked At: 4.42
Total Times Picked: 90
Average Last Seen At: 3.98
Total Times Seen 554
Pro Rating: 3.0
Pro Comment: One mana 2/1s aren’t normally as impressive in Limited as they are in constructed. They just end up trading 1-for-1 for the most part, and you really need a critical mass of really good aggressive cards to make them thrive, and that’s hard to do in Limited. Luckily for Usher of the Fallen, though, that isn’t all it is. It also comes with a pretty nice Boast effect, which makes a one-one token. That means that trading 1-for-1 with this is suddenly not too bad. If you play this on turn one, and attack into your opponents one or two drop on a later turn, you get to make a 1/1 token before the Usher goes down, and that’s not a bad deal. If you can get it to attack more than once, and have the extra mana for Boasting, it will be pretty nice. That said, the likely outcome with this will more often be what I first described -- one token out of the deal. And that’s not bad, but it isn’t incredible either.
Infernal Pet
Average Picked At: 9.99
Total Times Picked: 345
Average Last Seen At: 8.86
Total Times Seen 3369
Pro Rating: 2.0
Pro Comment: You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Woodland Chasm
Average Picked At: 5.40
Total Times Picked: 184
Average Last Seen At: 4.15
Total Times Seen 741
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.
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.
Cosima, God of the Voyage
Pro Rating: 4.0
Pro Comment: Both sides of Cosima are things I would be interested in playing. On the front, you have a 3-mana 2/4, and you’ll leave Cosima in play if you really need the body -- but in an ideal world, you’ll exile Cosima for a few turns, play some lands, and bring her back later as a bigger creature that reloads your hand. Sometimes, you won’t have time for that, and that means you may have to live with the 3-mana 2/4 -- OR you can cast the Vehicle side, which is reasonably efficient, crews for only one mana, and helps you steal lands from your opponents library, all things that I like. It does take awhile for for it to ever really help you out when you are really far behind. But at parity or if you’re ahead, she’s going to do a lot to improve your chances of winning.
Reflections of Littjara
Pro Rating: 1.0 // 3.0
Pro Comment: This format mostly doesn’t seem tribal enough to make this really work well. Making token copies of all your creatures of a chosen type is great. That said, unlike some tribal payoff things in this set, Reflections of Littjara is something you probably only play when you really get there on a creature type -- I’m talking 10+ cards. This is because it has a pretty significant downside, which is the fact that the turn you play it -- it doesn’t do anything. That means you really have to be able to untap and utilize it immediately, and if you can’t, you might be dead.
Sarulf, Realm Eater
Average Picked At: 1.98
Total Times Picked: 64
Average Last Seen At: 2.07
Total Times Seen 97
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.
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.
Sigrid, God-Favored
Pro Rating: 4.0
Pro Comment: Wow, this has a lot going on! Creatures that oblivion ring other creatures are always good. Sigrid is a little more situational than some of those, because he does need the creature to be attacking or blocking, but he also is way better in combat than most creatures like this we’ve seen before. A 3-mana 2/2 with First Strike is basically playable in Limited anyway, and it also works nicely with Flash. There will be times where you Flash this in, exile a scary attacker, and then use Sigrid to block something he can just straight up kill in combat without dying himself. That will be a pretty brutal turn. Protection from Gods will actually matter more than you might think, too, because Changelings are Gods!
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