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MTG: Kaldheim Draft Tips and Tricks

I've been playing Magic: The Gathering for some time, and today I want to share my tricks.

Awooooooo!

Awooooooo!

Kaldheim Expansion

Kaldheim is the 86th expansion of Magic: The Gathering and is inspired by Norse mythology. Norse mythology is full of myths to explore, so the possibility of returning to Kaldheim for other expansions of Magic: The Gathering cannot be ruled out. The material provides the potential for several expansions.

There are 10 possible archetypes to choose from linked to each of the 10 realms made up of two colors. In this article, however, we explore in detail much other useful information regardless of the color pair chosen.

Game Mechanics

Foretell is present in all colors as part of cycles or on other single cards of different colors but focuses more on White, Blue, and Black.

The White-Blue archetype is even based mainly on interactions with Foretell cards and the White-Black archetype can take advantage of the reduced casting costs to cast two spells in a turn with greater consistency.

Foretell can be extremely useful in reducing the costs of spells by spreading the costs in two rounds but it is disadvantageous in terms of "Tempo."

This is because in the first rounds we will exile the cards with foretell for the following rounds and then . . . we do nothing else.

This means that we leave room for the opponent who knows that we are tapped out and therefore can attack us without fear of intervention on our part.

Another weak point is when casting spells with foretell in succession and is related to the casting cost of Foretell which is usually the normal casting cost of the spell without the initial investment of 2 colorless mana. This means that casting one spell from exile with foretell and exiling the next has the same cost as casting the spell normally.

So in order to be efficient, the mechanics require payoffs or other cards to support the theme.

The best common rarity cards (I think) are Iron Verdict, Demon Bolt, and the cycle of 3/3 creatures at CMC 4.

Now let's talk about Boast.

Boast is mainly present in red, black, and white and is developed to be able to support aggressive decks.

That is, it allows additional effects if our creatures are declared as attackers and we decide to spend extra mana.

Also, in this case, we find ourselves in a mechanic that is not too favorable from a "Tempo" perspective since many boast effects usually do not bring too marked advantages in the progression of the battlefield.

Generally speaking, paying the cost of Boast prevents us from playing other spells following the mana curve so it could lead to some disadvantages in the long run.

On the contrary, it can be favorable if used as a "last chance" when we know that they will be killed in battle by trading with an opponent's piece and we want to try to derive the greatest possible benefit from it.

Personally, among the common rarity cards, I got along very well with Axgard Braggart, Tuskeri Firewalker, Fearless Pup, and Horizon Seeker at the prerelease.

Aggressively playing Boast tends to trade our creatures very often with those of the opponent, and therefore both players find themselves defenseless unless a player can find a high toughness card to impose a roadblock.

Snowflakes!

Snowflakes!

Snowflakes!

Among the main mechanics of Kaldheim, we can also note a welcome return of the Snow mechanic.

The Snow mechanic requires possession of permanents with the snow supertype, most often via lands such as Snow-covered "land." If we do, we get a reward. Simple.

In Kaldheim it has been used in two ways: first, as a tribal with creatures that interact with snow, and secondly, with spells that offer additional effects if you cast mana produced from snow sources (usually snow lands).

In this expansion, however, snow lands are only one of 15 cards available in a pack and this could lead to problematic choices in a draft. The amount of a certain element in a booster pack (a Land or a Creature, etc.) is called as-fan (from “as fanned”), the higher the value the easier statistically for the player to come into contact with it. As-fan 1 means 1 card per pack, As-fan 2 means 2 cards per pack, and so on . . .

In order to have enough snow lands to be able to cast a spell like Narfi from your graveyard, you'll have to forgo a few more picks. For Narfi, I suggest having at least 5–6 snow lands.

The colors in which this mechanic occurs most are Green, Blue, and Black.

Tricolor? No Thanks!

As mentioned earlier in the snow theme, the as-fan of land cards is not very high (and the as-fan of lands providing more than one color is even lower).

This entails having to make very stringent choices in terms of Draft. In Kaldheim, it is very important to play a maximum of two colors to avoid mana screw problems or to help maximize a Draft archetype.

In other Draft environments (such as Ravnica, for example), where dual lands have a much greater as-fan (1.6 by heart), the game environment is designed to welcome tricolor decks. In a single case, I've even seen a four-color deck in a draft!

In Kaldheim always stay faithful to the two colors unless there are really good reasons such as excellent access to dual lands and cards to be used as a reward for the additional color such as limited bombs or planeswalkers.

Consider shapeshifters in the Kaldheim draft more valuable if you're drafting tribal decks (like Elves or Giants) because they can count as creatures of any kind. Use them to fill the holes in the mana curve.

Awooooooo!

Awooooooo!

Another parameter to better evaluate the choices in the draft is the calculation of the average values ​​of creatures of common rarity for each color.

This serves, among other things, to understand the strength of certain removals or to understand which colors play more offensively or defensively.

In Kaldheim, creatures tend to have a lot of power values ​​close to 3, so creatures with toughness 4 will have a distinct advantage in draft.

Similarly, many creatures have more power than toughness and this is also a clue to lead players to attack more and do less stalemate.

The low toughness of the attackers also helps the defending player not to fall too far back in the game because even with small creatures he can try to catch up.

The same can be said for the converted mana cost (to see the fastest colors to play and the slowest ones) or with the evergreen abilities per color (especially evasive ones help). Fearless Pup is a better attacker than average due to his first strike as few have him. (I can't resist howling when I attack with him!)

The same can be done with Flying Creature to oppose Reach, and so on.

Conclusion

Kaldheim has many facets that can be explored to better understand the tricks needed to guarantee victory.

For example, there are excellent build-around cards at uncommon rarity that can give certain decks an edge as they make the deck extremely robust.

Make sure you have this card in your 40-card deck!

Until next time, have fun!

© 2021 Christian Allasia