Top 10 Kaldheim Cards for Commander

Top 10 Kaldheim Cards for Commander


Kaldheim

 

For the newest set in Magic, we enter one of the oldest worlds of mythology – the realm of the Norse gods. Kaldheim is heavily inspired by Scandinavian folklore, and the spoilers for the set are brimming with the flavour of ice, mysticism and the colours of the aurora. It’s great design that so far looks to do justice to the rich mythology it’s based on. 

 

Of course great flavour is all well and good, but we know why you’re really here: to find out which cards from Kaldheim you should be picking up for your EDH deck. So without further ado, it’s time to find out our picks for the top 10 Kaldheim cards for Commander. 

 

 

Llanowar Elves

Honorable Mention - Birgi, God of Storytelling/Harnfel, Horn of Bounty

 

Birgi didn’t quite make our main list because of how narrow her applications are. The reason she gets the honorable mention is that, in that narrow shell, she has the potential to be incredibly strong.


Birgi is a storm enabler, and an extremely strong one at that. As a legendary creature she can (like all the gods of Kaldheim) serve as your commander, making her a guaranteed play in a deck built around her. We’re not interested in her double-boasting ability here, or in the value generated by her horn. It’s that one red mana for each spell cast that represents Birgi’s true power. 

 

 

When coupled with a suite of one and zero mana cantrips like Renegade Tactics and Crash Through, as well as zero mana rocks like Mox Amber, her mana generating ability has the potential to churn through your deck, even netting mana as you go whenever making a zero mana play. At that point it’s just a case of digging to win conditions like Aetherflux Reservoir or storm cards like Grapeshot to wipe out your opponents in a single explosive turn. 


The World Tree

 

10.  The World Tree

The fact that this isn’t a legendary land definitely feels wrong given that it’s based on Ygradisil, one of the most famous legendary trees in all of human mythology! But whatever your feelings about the flavour implications, there’s no denying the power level here. Obviously, that explosive activated ability is the most eye-catching part of the card. Yes it’s very expensive to resolve at 10 mana, but in a deck that includes a sufficient number of gods (let alone a God tribal deck) this should win you the game on the spot. 
 
As an activated ability it’s exceptionally hard to interact with barring very specific counters like Disallow. Then, even after it has resolved, Gods in magic disproportionately have indestructible or are otherwise difficult to remove, making your new overwhelming board state extremely resilient even in the face of board wipes. 
 
 The other less flashy but still very important aspect of this card is that once you reach six or more lands (not exactly a huge achievement in Commander), it instantly perfectly fixes your mana by allowing every land you control to tap for any colour. That is a spicy benefit indeed, and we think it makes it a must-run in almost any five color deck even if you don’t include a single God. 

 

 

 


Rise of the Dread Marn

 

9. Rise of the Dread Marn

Wrath effects are the bane of many a Commander player’s existence, and an absolutely key part of the format. Finding ways to counter them is good, but why not let them resolve, wipe out the board states of all your opponents, and then create a huge zombie army? With Rise of the Dread Marn, you can quite easily generate a board of 10 or 15 Zombie Berserkers who, assuming you flash this in on an opponent’s turn, will be ready to attack immediately into a whole table of empty boards. 
 
This card makes great use of the new Foretell mechanic, allowing you to hold it up for a single black mana by exiling it for 2 generic earlier in the game. Best of all, thanks to Fortell cards being exiled face-down, you don’t even have to announce to the table the blowout you’re holding up. Of course, if you want to disguise the play effectively in EDH, you’ll need to include at least a couple of other foretell cards to keep your opponents guessing, but looking at the potential of the mechanic there are definitely other attractive options. 

Glorious Protector

 

8. Glorious Protector

Speaking of other foretell options, what’s better than creating a horde of zombies in response to a wrath? How about ignoring it completely and preserving your entire board, while retriggering all of your enter the battlefield effects?
 
Glorious protector does require you to hold up two additional mana when foretelling, but for that extra cost if does offer two big added benefits. Firstly, it saves all of your creatures that, unlike a horde of 2/2 zombies, are likely to be key parts of your synergistic plan. It achieves this by flashing in, exiling your entire board in response to a wrath, and then immediately dying, leaving you with a completely intact board and your opponents with nothing. But what really pushes her just above Rise of the Dread Marn (and even potentially above other classic anti-wrath options like Teferi’s Protection) is that if the wrath you were expecting doesn’t come down, you don’t need to waste your mana, and can flash in a 3/4 flier that will still do work for you in the air. You even have the option to exile a creature with an ETB ability like a Mulldrifter to hedge against Glorious Protector being removed later. 

 

 


Dream Devourer

 

7. Dream Devourer

We’ve seen two cards with the new Foretell mechanic already, and Dream Devourer lets you have a taste of its power with very spell in your deck. By giving every spell the potential to have two mana shaved off its CMC, Dream Devourer offers a really interesting pseudo-ramp option, and in a colour that can struggle to provide that effect.
 
Yes, it’s costed so that you will still end up paying the same total mana cost for any card you foretell out, but the difference between paying, say, 8 mana in a single turn and paying 2 mana on one turn and six on another is massive. That’s the difference between playing an Ugin on turn 7 or 8 and playing it on turn 5 or 6. The card is also excellent at disguising tricky foretell cards like Glorious Protector by making your entire hand a source of unknown foretell effects. 
 
Being able to foretell your entire hand also offers some interesting side benefit against discarding to hand size, a surprisingly common peril in a format as heavy on card draw as Commander! Dream Devourer lets you effectively increase your maximum hand size by one each time you foretell a card into exile – with enough foretelling, you’ll be sure to keep your resources, safe from mass discard effects like Wheel of Fortune, along with all the other cards in your hand.  

Tyvar Kell

 

6. Tyvar Kell

Tyvar Kell is aimed squarely at Elf Tribal, but he’s set to be a powerhouse there. His passive ability on its own is very powerful in the very popular go-wide elf tribal decks, often allowing him to be cast for a net gain of mana on a wide enough board of elves.
 
He protects himself very well too, creating synergistic chump blockers and mana generators with his 0 ability, and offering additional deathtouch as a further deterrent with his +1. The +1 also allows him to generate yet more mana by untapping an elf that tapped for mana and tapping it yet again. This can be absolutely huge with a card that itself taps for large amounts of mana, like an Elvish Archdruid. 
 
As if all that utility and combo potential wasn’t enough, Tyvar Kell’s ultimate also threatens insurmountable card advantage if you can ever reach it. Every elf in your deck not only having haste but also drawing two cards on casting will win almost every game where you can trigger it. 

 

 



 


Tergrid, God of Fright
Tergrid's Lantern

5. Tergrid, God of Fright/Tergrid's Lantern

Tergrid is another very powerful card for a particular archetype, but her power there is so great she had to get a high spot on this list. This god is designed squarely for black discard and/or sacrifice decks, and we think she’ll be most effective in discard-focused strategies. In a deck filled with discard-focused cards - perhaps even some mono-black decks where she can serve as the commander for guaranteed value - Tergrid will quickly turn your opponents own biggest threats against them. 

 

Powerful enough in two player formats, Tergrid is at her very best in EDH where she will trigger on every discard from each opponent. That means that you can generate some insane value from mass discard effects. The most devastating of these are effects like Wheel of Fortune that discard the entire hand of all three opponents, while you net every single permanent discarded that way, including lands. Needless to say that has the potential to be instantly game ending.   And as an additional cherry on the cake, Tergrid’s flip side, her lantern, offers an instant-win combo to drain your opponents out if you are able to generate infinite or near-infinite mana, something that’s hardly unheard of in EDH combo decks. 


Ravenform

 

4. Ravenform

In the last couple of sets, Wizards have been tinkering around the edges of the limitations of the colour pie. This will always be hotly debated of course because so much of the character and balance of Magic comes from the distinct personalities and limitations of each of the five colours. With that said, we think Wizards have done a decent job at ensuring that where cards break the normal restrictions of the colour pie, they come with a flavourful drawback. In Zendikar Rising for example we saw Feed the Swarm, which allows a black player to trade life for the ability to destroy an enchantment. Destroying enchantments is very un-black, but trading life for power is about the most black thing imaginable. 

Ravenform continues that approach by offering blue the ability to permanently remove an artifact or creature, at the cost of giving the opponent a 1/1 bird token. Permanent, targeted artifact removal in blue, especially strapped flexibly to creature removal, looks set to be goldust in EDH decks that don’t have access to colours that can fill this gap in blue’s repertoire. The drawback is pretty tiny (“sorry I exiled your Panharmonicon, but hey at least you get a 1/1 bird!), but it does fit nicely into blue’s tradition of transmuting threats, in the same vein as cards like Pongify. Will the community accept this continued tinkering with the traditional limitations of the colours? Maybe, maybe not, but one thing is for sure: every blue EDH player will want a copy of Ravenform. 


Valki, God of Lies
Tibalt, Cosmic Imposter

3. Valki, God of Lies/Tibalt, Cosmic Imposter

Tibalt is a huge part of the story of Kaldheim, so it’s probably fitting that he hits our top three hard. This card introduces Modal Double Faced Planeswalkers, another powerful evolution of the MDFC design space Wizards has been playing with in recent sets. 

On the front side, Valki, delivers massive value at two mana, particularly in Commander. Not only do you get to see every opponent’s hand, you get to exile the most threatening creature from each opponent until Valki leaves the battlefield. On top of that (and if he wasn’t already enough of a removal magnet) Valki threatens at any time to become a copy of any of the cards exiled as long as you can pay their CMC in colorless mana. Even after transforming, the exiled cards still stay exiled. 

The front side alone would be powerful enough for some decks to run on its own. But the flip side is the even more powerful Tibalt, Cosmic Imposter. He comes in at a hefty seven mana, but it’s worth knowing that you can cascade into him, with cascade checking the two mana cost of the front side, but you can then choose to cast the Tibalt side for free. Even if you do need to actually pay the full seven, we guarantee you won’t be disappointed. Tibalt comes with an instant emblem just on entering play, which after a single activation of his plus 2 ability is effectively a draw three in Commander that doesn’t even count towards your hand size. Because it’s the emblem that gives the effect, you will always be able to cast those exiled cards even if Tibalt is removed. On top of that, he acts as flexible artifact and creature removal with his minus 3, and mass graveyard hate and ramp with his minus 8. What more could you want?


Tibalt's Trickery

 

2. Tibalt's Trickery

Tibalt continues to dominate our top three, with another of his cards taking second spot. Tibalt’s Trickery is probably the most discussed card in the set, being the first unconditional red counter spell ever printed. Red has had cards that counter specifically blue spells before, but never a hard counter to any spell. 

 Of course, this being red, such an out-of-character ability has to come with a pretty serious and flavorful cost. Hence the total chaos that ensues when you cast this spell, something that’s a classic feature of red decks. Essentially, when you cast this card, you will give your opponents ammunition for their graveyard strategies by milling them for one, two or three at random, but much more importantly they will always get to cast a random spell from their library for free. Clearly, this has the potential to go very wrong! You could counter a Doom Blade and end up giving your opponent an Ulamog. But generally speaking, when used well, we think Tibalt’s Trickery will do the job you’ll want it to do. It will counter a worst-case scenario spell, perhaps a wrath effect that would be terrible for you, and will give your opponent what will very likely be a much worse replacement at random. 

It’s pure card disadvantage, and certainly risky, but it’s a tool that will give a huge suite of decks that run red but no blue access to countermagic, and with it crucial protection for their strategies. Not to mention that if you really want to, you can counter your own spell and rip something far more powerful from the top of your deck. There are already Modern brews trying to make use of that aspect of the card designed to give it the maximum chance of finding a Polukrinos or some similar horror. The bottom line is, this card is powerful, flexible and, because of the randomness and risk it introduces, guaranteed to be great fun to play in any format.  


Mystic Reflection

 

1.   Mystic Reflection

Mystic reflection has two main uses. Firstly, you can cast it with your own small insignificant creatures on the stack, ideally a bunch of small tokens from something like an Elspeth ticking up. You target the scariest nonlegendary creature on the board, and then when Mystic Reflection resolves and the tokens enter, they will all enter as Craterhoof Behemoths, or whatever other nonsense you targeted. 

 

 This type of usage will make Mystic Reflection a key component in any token deck running blue, with the potential to transform the game in your favour. But its power doesn’t end there. This card can act as a one mana soft counterspell when foretold, allowing you to hold up a single blue mana when you expect a powerful threat to enter the battlefield. When that creature is on the stack, you can target the weakest mana dork or token on the board and have that Kozilek enter as a squirrel token. Hilarious to pull off, and most certainly powerful enough to swing a game. It even acts as a rare workaround in blue for creatures that cannot be countered (example). 

 The applications are endless, and the card looks incredibly fun to use and build around. Pick up a copy for your blue decks and enjoy!

 


Card Crate Blog Team

Jonathan Widnall

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