Kaldheim Cheat Sheet

Welcome to my take on the pre-release primer! Instead of trying to be a sad photocopy of the fine work Limited Resources et al do, I like to do a quick breakdown of the major properties of a limited set: removal, combat tricks, blue nonsense, and splashing. How these four stack up go a long way in determining the speed of the format, viability of enchantments, etc.

Removal

By the numbers, there are 16 pieces of removal, 5 of which are at uncommon. By comparison. This feels average-ish (Eldraine had 9 & 8, M20 10 & 3). The usual hits are here: three red direct damage at instant speed, a green fight card, white pacifism. Note that black has unconditional, instant, removal at common, so be wary of that. Also, blue looks unusually stocked with removal with two fairly unconditional options at common and two quasi-tricks (bounce and Slimebind) at common as well.

Combat Tricks

Okay, so basically nothing is safe. White and green have 1-mana plays, with and without foretell. Blue has a bounce spell at 1 mana (when foretold) and a pair of flashes that can impact combat math. Even black has a respectable option at 2-mana. As for red, well as is often the case red’s idea of a combat trick is a burn spell and they have plenty of those.

blue nonsense

Nothing too odd jumps out at blue as it has its usual suite of tools. Bounce, card draw, counterspell etc. Note two pretty good options for counterspells, both at 2-mana. Looks to be a reasonable tribal theme, supported by changelings scattered throughout the set. No really aggressive creatures or tempo plays that I see.

splashing

The artifact is at uncommon, so let’s just assume that’s not going to be a thing. There’s no Evolving wilds, though snow-dual-lands (the hyphens are getting out of control) will be in each pack (?). But green, green has the tools. Two at common and two at uncommon, covering both snow and regular splashing mana. There are a lot of gold uncommons (and the sagas) so 5C Green might be a source of great hilarity.

Throne of Eldraine Cheat Sheet

Welcome to my take on the pre-release primer! Instead of trying to be a sad photocopy of the fine work Limited Resources, et al do, I like to do a quick breakdown of the major properties of a limited set: removal, combat tricks, blue nonsense, and splashing. How these four stack up go a long way in determining the speed of the format, viability of enchantments, etc.

Removal

So we have 17 pieces of removal, 8 of which are uncommon. This is richer than M20, which had 10 common and 3 uncommon. Naturally some of these have conditions attached: three pieces need opponents with deep graveyards (see Milling, below), four (!) are enchantment-based, which might be weak with above average bounce effects. Removal will always be a premium and I think this set will be no exception.

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M20 Cheat Sheet

Removal

Removal, the speed/power/flexibility, generally defines a set. There are lots of different iterations (more instant-speed lends itself to defensive, card-advantage decks etc.) but it’s always the first thing to look at. Let’s take a look at what M20 brings us.

So a lot of the greatest hits, not too surprises for a Core set. Enchantment-based removal for white & blue, a good punch card for green, a variety of speed/size/reliability for red and black. 10 common and 3 uncommon. This is much closer to Ravnica Allegiance (10 & 3) than War of the Spark (10 & 12).

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