Hello, everybody! New Magic set is out, and naturally, it’s time for Kaldheim Draft Guide. In this article we’ll share as much useful information about the new draft format as possible. This way you’ll make better decisions, and have better chances to win the Kaldheim draft.
If you’ve been around for a while, you know what to expect from our draft guides. If you’re new (Welcome!), here’s what we’ll talk about:
- Kaldheim mechanics and how they affect the format.
- Best commons for each color.
- Kaldheim draft archetypes, and what they’re trying to do.
- Finally, the rankings of colors and archetypes.
As Kaldheim is a very interesting format, we better get right to it. Let’s start with the mechanics.
Kaldheim has five mechanics, two new ones and three returning ones:
We’ll examine each one of them to see how they affect Kaldheim draft environment.
Boast is a keyword ability, that appears on creatures. This ability can only be activated once per turn and only if that creature attacked that turn.
Boast creatures really want to be in an aggressive deck. The reason is pretty simple – you won’t get to activate their boast abilities, if you leave them on defense. However, there’s an interesting tension with boast cards. They want you to pay mana when attacking, but that often makes you unable to play more creatures after the combat.
This means you’ll have to make some smart decisions about what’s more valuable to you – using boast or developing your board.
Foretell is another new and pretty skill-testing mechanic. It gives you an option to pay two mana of any color and exile a card with foretell from your hand. You can cast it on a later turn for its foretell cost. This cost is usually cheaper than its regular mana cost, or/and comes with an added bonus.
Foretell has many interesting interactions and rules, if you want to know more about them, you can find foretell rules here.
Foretell offers some interesting choices. Do you want to lose tempo now, to get more later? Can you afford to foretell multiple cards in your first few turns and then cast multiple of them in the same turn?
We shall see in the upcoming days, but most likely you’ll be able to. Wizards certainly want their main mechanic in the set to be at least playable, and most of the foretell cards seem very reasonably costed for draft.
Foretell also plays well with various archetypes in the set, but more about this in the archetypes section.
If you’ve been around for a while, you already know everything about Sagas, as they last appeared just a year ago in Theros Beyond Death.
They are enchantments, that give you their full value in the course of multiple turns.
You get the first part immediately, and then each next one in your following turns. You can find more detailed information about how Sagas work here.
What do Sagas mean for the limited environment? There are ten multicolored ones at uncommon, one for each color pair. You’ll see those the most often. They have various effects, and some of them have their most powerful effect at the last chapter.
This might make a card like Broken Wings maindeckable. As you’ll get to destroy a Saga before it pops off completely. In addition to also being able to destroy a flyer or an occasional artifact.
Sagas certainly offer some interesting play patterns – as both you and your opponent know what’s coming. These are certainly a welcome addition to any draft format.
Several card in the set have the Snow supertype. This doesn’t do anything by itself, but various cards care about how many snow permanents you control, or want to use snow mana for their activated abilities.
Snow mana is any mana produced by a snow permanent.
How Does Snow Work in the Draft?
The most interesting decision this will cause in the draft is when to pick snow-payoffs and when to pick snow-covered lands. Each booster contains a snow land. Some boosters contain basic snow lands, and other contain snow-covered tapped dual lands.
You won’t be able to just add as many snow basics to your deck as you want. You’ll actually have to draft them in order to put them in your deck. So no longer should you just ignore basic lands in the booster. You’ll want to pick them at some point in the draft. When? That depends.
If you already have a very good snow payoff or two, you might want to pick snow lands in your colors as high as pick 3, especially, if the rest of the cards in the booster are mediocre. If you don’t have payoffs, but you’re still drafting the first booster, you probably want to start picking them around pick 9 or so. Once again, you can start doing this when there’s not many good cards in the booster anyways.
We’ll be able to provide a more exact pick order for picking snow lands, once we’ll do more actual drafts. So stay tuned for future updates.
To find out more about this mechanic check this article about MTG Snow Rules.
Changeling is a very simple keyword ability. It only appears on Shapeshifter creatures, and grants them all creatures types.
Guardian Gladewalker has changeling. That means that it has every creature type that exists in Magic the Gathering. So it’s at the same time a Warrior, Angel, Coward, God, Cat, and so on.
There are various tribal synergies in this set – two big ones are Giants and Elves. Shapeshifters can serve as a support for your tribal synergies. That’s pretty much it about the changelings. Pick them up if you need some tribal enablers, but don’t go out of your way if their stats and abilities aren’t good enough by themselves.
That’s it about the mechanics, let’s move to the best commons.
Best Commons for Kaldheim Draft
1. Bound in Gold
Often the best common in the set is a version of Pacifism, and that’s also true in Kaldheim.
Three mana is not on the cheapest side of these effects, but you do get some extra upside with this one. For starters, you can enchant any permanent – to turn off its activated abilities. So you might even use it on an uncommon land with activated abilities, if it would be particularly strong. Additionally, you can effectively remove a planeswalker with it.
But mostly, you’ll be preventing creatures from engaging in combat, and that’s perfectly fine for three mana. Just keep in mind that this doesn’t turn off static abilities.
2. Stalwart Valkyrie
3/2 flyers for four mana are perfectly fine. However, you’ll get the occasional chance of this costing two mana, which will also allow you to play two spells in a turn and get a massive tempo advantage.
So you have a card that has a floor of a fine card, and a ceiling of a completely busted two drop. Even, though you won’t get to cast this on turn two in most cases, you still want plenty of them in most of your white decks. You don’t even need to do much work to enable it, just play creatures and trade them off in combat.
3. Goldmaw Champion
The third white common isn’t so obvious than the previous two. However, we decided to go with Goldmaw Champion. Its stats are okay for a three drop, and its ability is great in any aggressive deck.
Remember, that you have to use its ability before the “declare blockers step” (that’s immediately after you attack) for it to do anything. Your opponent will never be safe by leaving just one blocker back when you have this Dwarf in play. It gets even harder for them if you have multiples.
The downside is that activating its boast ability might prevent you from developing your board. Nevertheless, you’re in charge of when you want to use it. If developing your board is more important than getting an unopposed attack in, just play your creatures, and use it next turn.
For each color we’ll also have some honorable mentions – cards that didn’t make the cut to Top 3, but are still worth paying attention to.
Iron Verdict is a very good removal spell. However, there’s one problem with it – white tends to be aggressive, and it doesn’t remove blockers. On the other hand, it can enable the two-spells-per-turn synergies and some foretell synergies in a blue-white deck, for example. You definitely won’t be disappointed with some copies of it in your deck.
Starnheim Courser is a fine flyer for three mana. If you make use of its cost-reduction ability, it gets even better, and you’ll actively want to pick it up.
The more likely you are to end up with a good enchantment or artifact in your graveyard, the better Master Skald becomes. So depending on the type of deck you’re playing, you might even want a second copy.
1. Augury Raven
Four mana 3/3 flyer is usually a respectable card in any draft format. However, this Raven has foretell. Sure, you’ll end up paying four mana total either way, but the option to split its cost in two turns truly is significant.
You could pay two mana on turn two, and get a 3/3 flyer out on turn three. This will most often stop your opponent’s early plays from attacking, plus you’ll have a very solid attacker on turn four.
Another option you have – as with most foretell cards, is to pay the foretell early on, and have an option to cast two spells in a later turn.
All in all, this is a very good common, and you won’t be disappointed if you end up with multiples of them. (Turn 2 foretell, turn 3 foretell, turn 4 two ravens?)
2. Bind the Monster
Now this is an interesting removal spell. The downside is real, but the cheap cost of one mana, might make this worth it. A good comparison would be Feed the Swarm from Zendikar Rising.
Even though this card doesn’t mention foretell in any way, it might be better because of the existence of that mechanic. The reason for this is pretty simple. Just take a look at the Raven that we mentioned before. If you foretell it on turn two and cast it on turn three, you’re left with one mana left over. Similarly, if you foretell a card on turn three, you have a mana left over.
What better use of that mana than to lock their potential attacker down, and make up for the lost tempo with foretell cards?
Of course, you don’t want too many of them. You’re probably happy with two copies, but three is already pushing it.
3. Pilfering Hawk
The third best blue common is Pilfering Hawk. However, this rating assumes that you can reliably get snow mana (let’s say at least 5 sources).
Merfolk Looter is always a useful card to have in your draft deck, flying is also a welcome addition. Early on you can get in for some damage or maybe even search for your missing land drop. In the late game, you can get rid of useless lands, and just overwhelm your opponent with cards of higher quality.
As it often happens, with those creatures in the late game, your opponent is usually forced to use a removal spell on them. All of this makes Hawk a very solid blue common for Kaldheim draft.
Ravenform is a very interesting removal spell. The downside is very real – against certain decks, this won’t even do much. However, most of the decks will have at least a couple of creatures that you’ll happily downgrade to a small flyer. You’ll probably always want the first copy in all your blue decks, and maybe even a second one.
Behold the Multiverse is a superb draw spell. It can help you find your third land drop, and it can find you cards that matter in the late game. Foretell cost reduction is a very significant bonus here.
Disdainful Stroke is better than usual, thanks to foretell cards. Some cards have a converted cost of four or more, but come in play earlier than turn four. For that reason, you can safely play the first copy of Stroke in your main deck.
Depart the Realm is your classic bounce spell. Players often end up underrating them, and they always overpreform. Include them in all your blue decks.
1. Feed the Serpent
Well this one is clearly the best black common in the set. It’s basically a rare from Ixalan – Vraska’s Contempt without the life gain.
While four mana is not the cheapest, it is an instant, and gets rid of everything that matters. Exile clause is definitely a plus, as there are some graveyard shenanigans in the format. It’s not splashable, which provides some boost for black color.
And the color desperately need any help it can get, as there’s a big gap after the black’s first and second best common.
2. Infernal Pet
Two mana 2/2 is truly subpar. However, even if you manage to cast two spells in a turn just once, you have a 3/3, which is good enough. But once you get to cast two spells in a turn for the second time, you have a real beefy creature, that’s hard to block.
The thing is, that it can be hard to activate it multiple times per game and even when you do, these game you’re probably winning as you’re casting multiple spells per turn.
So all in all, this Imp can be very bad in some situations, even though we rank it as the second best black common – that should tell you something about black commons.
3. Weigh Down
This can be a tricky card to properly evaluate. You’ll want to have cheap creatures, which will trade off early. This way you’ll unlock your powerful cheap removal spell. Another option is to have some incidental self-mill, and get creatures in the yard that way.
It also plays well, with the two-spells-per-turn cards and foretell cards (making use of the leftover mana).
Don’t go to crazy with too many copies, but you can usually make it work with two.
Koma’s Faithful is a fine three drop, that can do some work against the aggressive decks.
Jarl of Forsaken has the effect that we’ve seen many times before. However, thanks to its foretell cost reduction, it now becomes much better, as two mana is easier to hold up.
Karfel-Kennel Master can be quite a bomb on some battlefields. If you have enough mana, you can even safely trigger your boast abilities. However, even if you don’t, you can just make two attackers bigger and impossible to deal with profitably. If your opponent manages to survive that combat step, they still have to worry about your next turn when you’ll also have a 4/4 available as an additional attacker. Of course, you want to play it in more aggressive decks.
1. Demon Bolt
Three mana, instant speed, 4 damage to creature or planeswalker. That’s already a rock solid card, which will always be very good.
Add foretell for one mana on top of that, and you get a common that’s even better. It’s clearly the best red common in Kaldheim draft. This Bolt destroys 112 creatures in the format – that’s 85.5% of all the creatures in the format.
2. Frost Bite
Now on the other hand, we also have Frost Bite. It always costs one mana, but it only deals two damage. Nevertheless, 2 damage can still kill many creatures (39.7% of the format), and finish off some bigger ones post combat.
If you manage to get three snow permanents, it even gets an upgrade – it now kills around two thirds of Kaldheim creatures – but it’s already perfectly playable in a deck without any snow permanents.
The third best common in red is also a burn spell. It deals the most damage, but also costs the most – that’s unless you control a Giant.
If you can consistently have a Giant in play, this over preforms both other removal spells in the list. So keep that in mind during the Kaldheim draft. The more Giants (or Changelings) you have, the higher pick should Squash be.
It’s worth mentioning that only 4 creatures have a toughness higher than six. So Squash is able to deal with a whooping 96.9% of creatures.
Tuskeri Firewalker has a good enough body as a 3/2 for three and a very relevant ability. Even if you just send it to trade off in combat, you can still activate its ability and potentially end up with an additional card. If it remains unchecked, it can bury your opponent in card advantage. In order to do so, you’ll probably want some combat tricks.
Speaking of which, Run Amok is a very good one. Not only does it grant a very big boost, your creature also gains trample. This can end up some games out of nowhere, while your opponent is feeling pretty safe.
Creatures like Axgard Cavalry usually costed one mana and were mere 1/1s. Now you get an actual creature with the same ability – 2/2 for two is playable in an aggressive deck. Occasionally, giving something haste can really be devastating for an unprepared opponent.
Tormentor’s Helm is actually a perfectly playable equipment in aggressive red decks. You often want to play multiples of them. The equip cost is low, and you can make your small creatures become relevant in the late game. You can even equip multiple Helms to one of your creature and send it to its death, just to get some damage in. If you managed to deal some damage early, you can easily finish the game in this manner.
1. Sarulf’s Packmate
This wolf is amazing.Four mana 3/3 that draws you a card is a very very solid card. You’d want to play multiples of them all the time, but you might get your four drop slot to crowded – which would ruin your mana curve.
However, Packmate takes care of that worries with foretell. You can split its cost into two and two over the course of two (or more) turns. We already talked about the benefits of this with Augury Raven. But this wolf might be even better.
Why? The card draw is really crucial. It enables you to keep hands that you otherwise couldn’t. Two lands and a Sarulf’s Packmate or two, sounds like a dream hand, no matter what the rest of your cards do. You see where we’re getting at. Sarulf’s Packbeast is great at helping you find the third (or the following) land.
This card truly is amazing. Pick them early and pick all of them when you’re playing green. They’ll help you win games.
2. Struggle for Skemfar
Hunt the Weak is always a good card to have. Sure, you’ll need some beefy creatures, but you’re playing green, so that shouldn’t be a problem. Making your creatures permanently bigger is also a real deal.
This variation, certainly doesn’t struggle to compete with the original Hunt the Weak. Foretell ability is really powerful, costing just one mana, after you foretell it.
This enables some pretty sweet plays. The one you’ll probably see the most often is play a big creature, and have one mana up to make it fight your opponent’s best thing. That play pattern can often turn the game into your favor.
3. Sculptor of Winter
The third best common is another great one. Sculptor of Winter is a nice ramp creature. While it does ask you to have a snow land in play, it’s not the end of the world if you end up without it.
The reason is simply that it’s a two mana 2/2, which while not spectacular, isn’t that bad either. However, once you do have a snow land, you can start having some really explosive turns. (Like hard casting Sarulf’s Packbeast on turn three).
So if you manage to get it in play on turn two, and have a snow land to go along with it, you can start doing everything a turn earlier and just demolish your opponents.
There’s also a nice combo with Glittering Frost. If you untap a land that’s enchanted with it, you’ll get two mana. Now that’s pretty neat.
Broken Wings is usually a sideboard card. Most of the play recently was on Arena when players prefer best of one drafts. That would make the card practically unplayable. However, that’s not the case here. As we mentioned before, there are uncommon Sagas that get their full effects on their last chapter. There’s also some equipment in the set. Pair this with your usual flyers, enchantments and artifacts, and you’re suddenly looking at a card that might be worth main deck play. Of course, you just want one copy to start with.
Mammoth Growth is a very good combat trick, you’ll probably want at least one in all of your green decks.
Horizon Seeker is a very fine three drop. It can trade with something (usually), and make sure that you hit your land drops.
Grizzled Outrider and Ravenous Lindwurm are your beefy green commons for the set. It’s hard to say which one will end up being better on the long run, but you can’t miss with having a copy or two of either in your deck.
In the first version of this Kaldheim Draft Guide we talked about some common artifacts. However, after doing some actual drafts, we quickly realized that they are mostly mediocre.
You can play one Raven Wings in an aggressive deck to get some evasion, and potentially push the final points of damage in.
In theory it seems like it could be a fine two drop, giving your three drop pseudo-haste, but in practice, it usually doesn’t work out very well. It usually plays out like a bad aura card would.
Finally, there’s Scorn Effigy, which seems fine if you’re getting paid for foretell synergies, or for two-spells-in-turn synergies. However, it’s still very mediocre even in those decks.
Kaldheim Draft Archetypes
Perhaps the most interesting thing about Kaldheim draft archetypes is that their themes aren’t so in-your-face, like with some previous draft formats.
For example, if you were in blue-white in Zendikar rising, you really wanted to go for all the party payoffs and enablers. In Kaldheim the theme for white-blue is foretell. But it doesn’t feel like you have to go all-in on the foretell mechanic. You can just play good cards in these colors, some of them will have foretell, and some will have foretell synergies.
The vast majority of the Kaldheim archetypes feels that way. Each archetype has a direction, but for the most part, you aren’t forced to commit totally to that one theme. Just pick the good cards in your two colors, and you’ll end up with some incidental on-theme synergies anyways.
With that said, let’s take a look at the two color pairs and and their themes.
Blue – White: Foretell
Blue and white seem like a foretell archetype. However, as we said, you certainly don’t need to build around the mechanic to make the color pair viable. Why? Because the only two good payoffs are both gold uncommons that you can see above – at least without rares and mythics.
Your blue-white decks will naturally get some foretell cards, because there are just so many good ones in this combination. So you don’t have to get out of your way to make it work. Just pick good white and blue cards, and you’ll do fine.
If you’re looking for blue-white flyers archetype, you might make it work, but don’t try too hard, there simply aren’t that many good flyers as usual.
Black – White: Second Spell
Black-white has a fascinating theme, and one that is worth building around to support it. Whenever you cast your second spell for a turn, you get a bonus. As you can see from the three uncommons above, the payoffs are very good.
That’s also true for enablers, there are quite a lot of them, and most of them are already perfectly playable on their own. In general, you have three major type of enablers:
- Cantrips – card that replace themselves, like Revitalize or Runes, they allow you to not run out of cast while counting as one of your two spells
- Foretell cards – they can be cheap to cast for foretell cost, so you can cast two spells in a turn
- Other cheap spells, like Weigh Down
Card that fill multiple roles, are particularly good enablers. For example, in a turn where you’ll cast Villiage Rites, you’re quite likely able to cast one more spell – as you used only one mana, and because you drew two more cards.
White-black certainly looks like a fun archetype to try early on in the Kaldheim draft.
Red – White: Auras & Equipments / Aggro
While red-white, does have an Aura & Equipment theme, it’s again one of those archetypes, that has some minor synergies, but you probably should go all-in on the plan.
You’re better off by just drafting an aggro deck with a good curve, with some incidental synergies with your equipments and auras. The reason for that is that – once again – there just isn’t that many amazing payoffs for doing so.
If the format tends to be more clunky, and people are slowly developing their foretell cards, this deck could steal some wins very quickly. One way to do so, is with a somewhat risky, but efficient play of enchanting Battlefield Raptor with Spectral Steel, and just going to town. The plan might be less risky than usual, as Spectral Steel can later replace itself.
Green – White: Tokens / Go-Wide
Here’s another deck, that can punish slow and clunky decks. While your opponents are foretelling their cards, you just want to develop your board, and start swinging with your creatures. Finally, you can win the game with a well-timed Warhorn Blast.
Even though the theme of the archetype might be tokens, there really aren’t that many cards that make them. So you’ll often have to be content with just playing multiple smaller creatures. Nevertheless, with low enough curve, and a mass pump spell or two, you can certainly win games.
Blue – Green: Snow
If you’re looking forward to drafting around the snow mechanic, green and blue has the most snow-matters cards (followed by black). One thing to note is that therefore, snow lands in these colors might be more desirable than the others.
So if you end up in this archetype early on, start picking up some snow covered lands, even though you don’t have payoffs yet. You’re pretty likely to get at least some in these colors. Of course, you shouldn’t just commit to snow permanents and play bad snow cards, just to make other cards work. You still have plenty of room in your deck for non-snow cards, so pick good cards highly (despite them being snow or not).
Blue – Black: Snow
Another snow archetype is blue and black. There are various payoffs for drafting snow permanents. The best one is most certainly Nafri, Betrayer King. It’s a very powerful card, that can be a real problem for your opponent, if you manage to reliably produce three snow mana – now they have to exile it, to get rid of it for good.
Similarly, to the green-blue, don’t go to crazy for snow synergies – that’s unless you have multiple great payoffs. In that case you should pretty aggressively pick snow mana producing cards.
Blue – Red: Giants
Blue – red has an unusual archetype – tribal Giants. There aren’t that many payoff cards for Giants, but almost all of them are quite good, especially if you get something on your rare slot, like Battle of Frost and Fire.
To enable your cards you want to draft some good Giants, plus Shapeshifter, this way you’ll have enough creatures to make your payoff cards consistent.
One of the big cards that pay you for being in this archetype is certainly Squash. While lots of red decks will want it, you’ll use it as a two mana spell the most reliably.
All in all, this archetype looks pretty fun to draft and play.
Black – Green: Elves
The second tribal deck is black-green which focuses on Elves. However, contrary to the Giants, there aren’t that many amazing payoffs. Sure, there are some, but these are another of those Kaldheim archetypes that we talked about in the beginning. You just want to play good black and green cards (like Binding of the Old Gods), and have some incidental Elf synergies.
You don’t need to have to go out of the way, or try to draft just Elves. Your deck with good green and black cards can do just fine on its own.
Red – Green: Good Cards
Red-green doesn’t even have a theme at all. Sure, there might be some snow cards in both colors, but nothing in particular stands out. So that means that in this color combination, you’ll just have to play good cards in both colors and that’s it. Well, not quite, as you’ll still be able to get some Giant synergies with red cards, and green Shapeshifters.
However, this doesn’t mean that this archetype is bad. Just look at the three uncommon cards for this color-pair, all of them are quite good. Same is true for various red and green cards too (even at the common slot). In red, you get a bunch of efficient burn spells, while green provides you with good creatures.
There’s no reason that red-green wouldn’t be a very good archetype, just thanks to its cards’ quality.
Black – Red: Good Cards
Here’s another color pair that doesn’t have a clear theme. There’s really not much to say about it that wasn’t said about red-green. You won’t have as many big creatures, but you’ll have even better removal.
So once again, just draft good cards in this color pair – no need to force anything particular – and you’ll do fine.
Kaldheim Draft Guide: Power Rankings
It’s time to rank the colors and archetypes of Kaldheim draft. As always take this with a grain of salt, especially so early in a format. Once we get more data, we’ll update the rankings.
Even if a color or an archetype is last, that doesn’t mean that it’s unplayable. With the more recent sets Wizards have usually done a good job of balancing the draft format and all colors and pairs were at least somewhat viable.
The best color seems green. It has very efficient creatures, as it always does, plus Wolf really seems amazing. In addition, it got two pretty good fight spells one at common and one at uncommon. The color seems pretty deep and is a favorite for the best one early on.
Red follows with its amazing suite of removal smells, combined with some nice creatures. Black is close on the third place.
White and blue are pretty close in power level, but somewhat less powerful than the other three colors.
Best Archetypes in Kaldheim Draft
- Red – Green: Good Cards
- Black – Green: Elves
- Black – Red: Good Cards
- Black – White: Second Spell
- Blue – Red: Giants
- Blue – Green: Snow
- Green – White: Tokens / Go Wide
- Red – White: Auras & Equipment / Aggro
- Blue – White: Foretell
- Blue – Black: Snow
Archetypes seem pretty evenly matched, in the top half you’ll find decks with red and green, which we consider the best two colors in the format. Additionally, there’s also Black-White archetype. Its second spell synergy has some really nice payoffs and might be a very good deck for Kaldheim draft.
Additional Tips for Kaldheim Draft
Finally, here are some additional tips and thought about the Kaldheim draft format.
Format speed is a very hard thing to correctly predict early on, especially in a format so complex as Kaldheim draft. There are some conflicts even in the mechanics themselves.
For example, you have boast that rewards attacking, but at the cost of developing your board. On the other hand you have foretell, which is giving up tempo now for more tempo later. So while foretell might suggest a bit slower format, boast might want to attack and make games end quickly.
So while some decks might want to take their time and durdle around, you still have to be prepared for quick aggro decks, that won’t bother with foretelling their cards. They’ll just have a solid mana curve, and they’ll try to beat you down as quickly as possible. Currently, Kaldheim looks like a format where slower decks might be viable, but they’ll have to account for faster decks as well.
How Many Lands to PLay in Kaldheim Draft?
You should usually play 17 lands in the Kaldheim draft.
However, if you have multiple cheap draw spells in your deck, like Revitalize in order to support your two-spells-per-turn strategies, you might want to cut a land and go down to 16 lands.
Similarly, if your deck is full of foretell cards you might want to go down to 16, especially, if many of your foretell cards have cheap foretell costs.
On the other hand if you have multiple uncommon lands that you can sacrifice to get an effect, you can go up to 18, as you have a pretty good mana sink on your land.
Unccomon Dual Lands Kaldheim
Speaking of which, uncommon dual lands are all pretty good. You should pick them highly, especially if you’re already in their two colors.
Don’t just evaluate them as cards with similar effects. They don’t replace you 23rd best card in your deck, but they replace your land slot, which is a very rare and good effect that can prevent flooding.
The thing to note here is not to overextend if your opponent is playing those colors. If you have enough creatures on your board to kill your opponent in a turn or two, you can consider not playing any additional creatures. That’s especially true if your opponent didn’t play anything relevant on the board in the last few turns. Maybe they’re setting up for a blow-out with a well-timed wrath?
Sometimes you can afford to play around it and still win if they end up having it.
But Wait, There’s More Kaldheim
That’s the end of our Kaldheim Draft Guide. However, if you want more Kaldheim content, we’ve got you covered. Here’s just some suggestions that you might enjoy.
First up, for Commander fans. You can find Kaldheim Commander decklists here. One is focused on Elf tribal, and the other on the foretell mechanic.
If you’re playing on Arena, you’ll want to check out MTG Arena codes. This way, you can get various free stuff, including cosmetics, and free packs. If you’ll be playing some Sealed, you can find Kaldheim Sealed Guide here.
Finally, if you’re a collector, or if you just like nice art, you can find Kaldheim Viking Showcase styles here. These are available in special boosters, you can get full information about Kaldheim Collector Booster contents here.
Don’t want to miss another draft guide? Give us a follow on Facebook or Instagram. Besides reminders for articles, you’ll also find some Magic memes over there. Finally, if you plan on playing Standard, you can find 22 new Kaldheim decks here.
Until next time, have fun, and may you reach the seven wins in Kaldheim draft without much trouble.