Table of Contents – Ultimate Guide to Kaldheim Limited and Prerelease
Chapter 1 - Top Commons for Prerelease and Limited
Chapter 2 - Top Uncommons for Prerelease and Limited
Chapter 3 - Guide to Combat Tricks and Removal Cards by Colour
Chapter 4 - Guide to Playing Foretell
Chapter 5 - Guide to Building a Snow Deck
Welcome all to Chapter 1 of the Ultimate Guide to Kaldheim Limited and Prerelease. This week I’ll be posting some articles to help you prepare for Kaldheim Prerelease and Limited play. Today I’m going to be focusing on the cards you see the most in your booster packs, commons. Kaldheim looks like it will be very two-colour focused with many multicoloured cards to support that for each colour combination. Once you’ve figured that out though, you are going to need some strong commons to build out your deck. Most of all, what you’re looking for in commons is either a great creature or a card that can provide you with some value through removal or card advantage.
Here are some of the best commons from Kaldheim that you will want to be looking out for when building your first Sealed deck for Prerelease or drafting this sweet new set.
Bound in Gold
Bound in Gold – White usually has a lockdown enchantment for creatures and this is the one for Kaldheim. It’s nice that it also stops crewing Vehicles as there will be some flying around this set.
Iron Verdict
Iron Verdict – Five damage should kill most creatures in the format. You will want to try and pay the Foretell cost this so that when needed you can cast it for only one mana and perhaps fool your opponent. One of the few White removal cards in the set.
Stalkwart Valkyrie
Stalkwart Valkyrie – Three-powered Flying creatures are generally good at any rarity for four mana. I would play this in most White decks I’m building. Having the possibility to cast it for only two mana adds some potential value to this card.
Augury Raven
Augury Raven – Once again we have another three-power Flying creature for four mana, with the added benefit of Foretell for two mana. This could allow you to play multiple spells from your hand on turn four. Nice that it has a third point of toughness as well.
Behold the Multiverse
Behold the Multiverse – Instant card advantage is always nice. The Scry 2 allows you to get better card advantage for what you’re drawing as well. With other instant Foretell cards out there you can have it in reserves to cast for only two mana when you don’t need your mana to counter spells or use removal cards.
Bind the Monster
Bind the Monster – One-mana removal even at the cost of some life is something you want to have in your deck. This card is like Feed the Swarm from Zendikar Rising. Early on when you have some life to play with its great, but could be a dead card later in the game. Overall though, it’s worth having in your deck.
Ravenform
Ravenform – Blue removal just doesn’t happen very often, especially at common. The price to pay is changing their best creature or artifact into a 1/1 Bird. Being able to Foretell this is just a nice bonus and adds value to the card.
Draugr Recruiter
Draugr Recruiter – I like this card even though it can be a bit mana intensive because it has the possibility to win some games by gaining you some card advantage.
Duskwielder
Duskwielder – This will look nice in some aggressive decks looking to finish off the opponent quickly. This makes it get in for two total damage each turn while gaining you one life as well. Could play into some Elf and Berserker strategies as well.
Feed the Serpent
Feed the Serpent – Best common removal in the set and it’s only four mana, compared to sometimes costing five mana for common Black removal. It also exiles the creature or planeswalker as well which gives it more value as well.
Jarl of the Forsaken
Jarl of the Forsaken – We have seen creatures with this ability before, but adding Flash instantly makes it a stronger threat. Adding Foretell also makes it harder for your opponent to see it coming.
Village Rites
Village Rites – This reprint just helps you gain card advantage and can turn an opponents’ removal spell into dust.
Demon Bolt
Demon Bolt – Great instant creature removal that kills most things it targets. That fourth point of damage adds some extra value to the card. Being able to Foretell it and have it in reserves will be nice to cast for just one mana.
Dwarven Reinforcements
Dwarven Reinforcements – Always nice to get four power on the battlefield that can work with many themes in the set. It helps Dwarves, Berserkers, and is great for crewing Vehicles. If you have a spare turn early, you can Foretell it to get a ton of power out on turn four.
Frost Bite
Frost Bite – Cheap removal that can ramp up into a creature bolt with some snow permanents is nice. As simple as that.
Seize the Spoils
Seize the Spoils – Playing this on turn three allows you to get better card selection for your current hand as well as ramp you up for turn four.
Icehide Troll
Icehide Troll – Anytime you can make a creature Indestructible it gains some value. Activating this after you’ve attacked or blocked allows you to activate it multiple times gaining basically power equal to the number of snow mana you have available.
Roots of Wisdom
Roots of Wisdom – This is a can’t whiff spell that will always get you something out of it. It will also help you fill your graveyard to help other Green or Black spells from the set that want your graveyard to be full.
Snakeskin Veil
Snakeskin Veil – One of the best combat tricks in the set. It not only gives a permanent +1/+1 counter on the creature but acts as a counterspell against an ability or removal spell.
Snow Lands
Any Snow Lands, Regular and Dual – These will be so powerful when it comes to snow strategies that these could be drafted higher than some valuable cards for certain Limited decks. If you need them, get them early or you’ll be left out. There will twenty-four or more Snow Lands between all the drafters in a Kaldheim draft, so hopefully, there aren’t more than two snow players in the group.
Shimmerdrift Vale
Shimmerdrift Vale – There isn’t a ton of mana fixing in the set, so this land will help you in meeting the colour requirements for your deck. Will work even better if you’re able to have a snow deck as well.
I hope that this list of common cards can help you navigate the tough deck choices needed for Prerelease and Limited play. Remember that winning a game of Limited starts with the cards you will see the most often, the commons. Thanks again for reading Chapter 1 of the Ultimate Guide to Kaldheim Limited and Prerelease. Click the link below to read Chapter 2 and see the top Uncommons from Kaldheim for prerelease and Limited.
Table of Contents – Ultimate Guide to Kaldheim Limited and Prerelease
Chapter 1 - Top Commons for Prerelease and Limited
Chapter 2 - Top Uncommons for Prerelease and Limited
Chapter 3 - Guide to Combat Tricks and Removal Cards by Colour
Chapter 4 - Guide to Playing Foretell
Chapter 5 - Guide to Building a Snow Deck