Draft Trainer

Kaldheim Limited Quiz

Answered: 0/20
Accuracy: 0
Replicating Ring
Average Picked At: 5.54
Total Times Picked: 90
Average Last Seen At: 4.55
Total Times Seen 698
Pro Rating: 3.0
Pro Comment: This provides great fixing, and it actually ends up making a bunch of copies more often than you might think! And all of that extra mana is also pretty good, because there are several creatures at lower rarities with snow mana activated abilities, and if you can sink that much snow mana into them, they become quite formidable.
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.
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.
Starnheim Unleashed
Average Picked At: 1.26
Total Times Picked: 23
Average Last Seen At: 1.21
Total Times Seen 28
Pro Rating: 5.0
Pro Comment: So, even if you don’t foretell this, you get a 4-mana 4/4 Angel with flying and vigilance -- that on its own is a well above average card. Then, you add the Foretell upside into the mix and things get really silly. I mean, just paying 5 mana to cast this from foretell gives you TWO 4/4 angels, and that is insanely efficient. Now, you did pay two mana on another turn to make that happen, but still, the amount of power this can give you on a later turn is pretty amazing. 7 mana gives you three, which is pretty nice too. I think this will create 2-3 angels often enough that it is a very powerful bomb.
Alrund's Epiphany
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.
Frenzied Raider
Average Picked At: 6.34
Total Times Picked: 126
Average Last Seen At: 5.21
Total Times Seen 784
Pro Rating: 2.5
Pro Comment: This is a nice Boast payoff, and will give you another bonus to get while you’re attacking that could further complicate combat. There is a lot of Boast in Red, so it isn’t too hard to make him work in most Red decks.
Shackles of Treachery
Average Picked At: 12.57
Total Times Picked: 284
Average Last Seen At: 10.37
Total Times Seen 4113
Pro Rating: 0.5
Pro Comment: Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Righteous Valkyrie
Average Picked At: 1.84
Total Times Picked: 61
Average Last Seen At: 1.95
Total Times Seen 101
Pro Rating: 3.5
Pro Comment: So, on stats alone – a 3-mana 2/4 flyer is a pretty good deal. It can attack and block reasonably well, and that’s not a bad place to start when you have a really full textbox! This Valkyrie’s ability to gain life will be reasonably easy to trigger, especially because it checks for two different creature types that appear within White instead of just one, like some cards in this set. Now, I don’t think it will be especially easy to get the +2/+2 to your whole board, but it won’t be impossible either. But hey, I’m fully on board with a 3-mana 2/4 with Flying that gains me some life, and having the remote chance of getting the +2/+2 going is some nice additional upside.
Pyre of Heroes
Average Picked At: 7.63
Total Times Picked: 32
Average Last Seen At: 5.66
Total Times Seen 325
Pro Rating: 0.5
Pro Comment: This is really hard to make work in Limited. You have to have creatures with the right type AND the right mana cost to really swing it, and in Limited that’s not going to be easy to do, even if this is a tribal format
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.
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.
Snakeskin Veil
Average Picked At: 10.10
Total Times Picked: 403
Average Last Seen At: 9.01
Total Times Seen 3609
Pro Rating: 1.5
Pro Comment: This is a decent combat trick. It doesn’t give the biggest boost ever, even for one mana. Basically with tricks, you’re looking for the ones that can do the best job of helping your creature win combat, and you want to do it as efficiently as possible. One usually expects at least a +2/+2 boost from a one mana trick, and this doesn’t deliver there. However, it does grant a creature hexproof, and that means that it also has utility outside of combat -- plus, the boost it gives is permanent, so it isn’t SUPER far away from +2/+2.
Vega, the Watcher
Average Picked At: 7.16
Total Times Picked: 117
Average Last Seen At: 6.09
Total Times Seen 948
Pro Rating: 3.5
Pro Comment: Even if you only draw one card with Vega you are going to feel pretty good about your investment, since it has such reasonable stats to begin with. Drawing that one card isn’t too challenging, either!
Frostpeak Yeti
Average Picked At: 11.89
Total Times Picked: 246
Average Last Seen At: 9.45
Total Times Seen 3658
Pro Rating: 1.5
Pro Comment: So, this is a Hill Giant that can become unblockable if you have some Snow mana. That certainly isn’t a good card, but if you are in a controlling Snow deck and you need a win condition well...you probably hope this isn’t it, but it can do the job if you need it to.
Mistwalker
Average Picked At: 6.35
Total Times Picked: 358
Average Last Seen At: 5.80
Total Times Seen 2179
Pro Rating: 3.5
Pro Comment: This card will overperform for you. 3-mana 1/4s are usually already playable, but the Changeling status and the ability to pump power makes it so that Mistwalker can do a whole lot of stuff for a three drop. It counts for your Giant payoffs, blocks effectively, and can even attack pretty hard.
Immersturm Raider
Average Picked At: 9.97
Total Times Picked: 353
Average Last Seen At: 8.74
Total Times Seen 3371
Pro Rating: 1.5
Pro Comment: We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Divine Gambit
Average Picked At: 11.05
Total Times Picked: 120
Average Last Seen At: 8.01
Total Times Seen 1434
Pro Rating: 2.0
Pro Comment: Two mana to exile any of those three types of cards is great -- but letting your opponent put their best permanent into play...not so much. Now, if yo’ure using this to deal with a super high power card, chances are good you’re downgrading their board state, but it won’t always feel like removal since they’ll get something out of the deal. You basically have to look at this as a really expensive removal spell – because you only want to play it late when your opponent can’t really take advantage of the upside. It isn’t entirely unplayable, but it is nowhere near premium removal either! It is mostly just filler.
Provoke the Trolls
Average Picked At: 8.03
Total Times Picked: 157
Average Last Seen At: 6.30
Total Times Seen 974
Pro Rating: 2.5
Pro Comment: 4-mana to do 3 to anything is not an amazing deal, and it is definitely kept out of the “premium” tier of removal, but at least it can do it at instant speed. The additional upside here is that you can also use this as a combat trick, by targeting one of your own creatures to give it +5/+0. And, while that is certainly upside, it isn’t that much upside. First, you need the creature you target with it to survive, so that means it has at least 4 toughness. Second, if you’re using it to help you kill a blocking or attacking creature in combat, well -- you just 2-for-1’d yourself. Third, if you’re interested in using it to help you do lethal, it isn’t actually that much more damage than the card can do as a burn spell, since the 3 damage can just go after the opponent. So, yeah, on occasion you’ll use it for that stats boost -- but most of the time, this is just an okay removal spell.
Struggle for Skemfar
Average Picked At: 4.58
Total Times Picked: 538
Average Last Seen At: 4.58
Total Times Seen 1703
Pro Rating: 3.5
Pro Comment: So, this is a strictly better Hunt the Weak. And, while I think Hunt the Weak seems a bit weaker these days thani t used to, it was always a solid card. The +1/+1 counter makes it so more of your creatures are capable of killing opposing creatures, and yeah -- you do have to be super cautious with this, since if your opponent interacts in response it will be a blow out -- but it still does a pretty good job at getting creatures out of the way for Green decks. Adding Foretell to this is great -- because in this case, you actually end up paying less total mana. Additionally, by only costing Green the turn you cast it, it means you can play a new creature and have it fight right away, and in general, it will mean that it is easier for you to find a safe window to cast it, since you don’t need a whole bunch of mana to make it do its thing. This is premium removal for Green.
Icebind Pillar
Average Picked At: 3.72
Total Times Picked: 136
Average Last Seen At: 3.47
Total Times Seen 476
Pro Rating: 3.5
Pro Comment: This type of card is always quite strong in Limited -- it often amounts to a removal spell that is flexible enough to allow you to switch which creature you use it on, and you can also choose whether to use it defensively or aggressively. And, even though it costs Snow mana, it only asks for one, so it isn’t super crazy. That said, the times where you play this and don’t have snow mana, it will be super abysmal, and that will happen – but not too often. This can really turn a game around for you, which is great!
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