Ragnarök, a cube of Kaldheim set Jump/Start packs
(240 Card Cube)
Blog Posts (20+)
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Mainboard Changelist+1, -1

Crush the Weak is the worst in-set burn spell for Toralf, because it wrecks his own board and only works for him on X/1s. Better to give him the Rune of Speed, and give another madness spell to Birgi.

Violent Eruption breaks the Jumpstart rules of no more than two pips of color per card. I still like it better than Malevolent Whispers for the slot. We'll see.

Birgi's deck is filled with boasters, which makes sense. But, this update adds some support for Harnfel, Birgi's artifact.

I left the Rune of Speed in because a haste enabler is still good for the boast mechanic, and Malevolent Whispers isn't very good.

So, I got to thinking that the Toralf pack wasn't quite as 'tight' as the Kolvari pack in terms of tying together both the god powers and the uncommon legendaries.

Toralf's Hammer wants legendary creatures. Legend #1 has to be Valduk, Keeper of the Flame, because he's a strong dude with a big ol' hammer. Legend #2, as much as it pains me to say this, ought to be Toggo, Goblin Weaponsmith, because if you can get a Rock or two onto Valduk, he's going to run away with his Elemental minions, plus he can use Rocks to clear away blockers.

The other common creatures from the pack ought to have reconfigure or bestow, so they can do their own thing in a pinch, or they can attach to Valduk when he's on the board. Plus sticking them onto Toralf himself wouldn't be so bad. The Cinderheart Giant gets to stick around because it's more thematic than Purphoros's Emissary.

I really hate Toggo. I hate that there's a 'stupid race' in Magic, and I hate the idea of someone 'inventing' rocks of all things as weapons of war. I'm going to go commission some alt artwork of Toggo just making javelins in a smithy on Kaldheim.

Just some of the white themes didn't sit quite right with me. These choices should be a little better.

A) Kaldring in the Jorn deck, even with all the any-color ramp, is probably too big an ask. Having a two-off-color card be a rare is too hard in Limited. Probably why Jorn is not a high pick in Kaldheim draft. So Blessing of Frost is the green 'spend snow mana on it' rare, and it's got a picture of Jorn on it, so it'll do.

B) Struggle for Skemfar is the only 'story spotlight' card in the entire cube. It's just a little weird for Jorn I guess. The other two choices are Roots of Wisdom and Mammoth Growth, and the Mammoth is at least a combat trick.

C) Everyone's lands should be special, so maybe only Esika gets a Crystal Grotto, and so Tibalt gets his second tapland, Immersturm Skullcairn back. To make up for it I switched out the Shadowmoor basics for Jund basics, which as far as I can tell is the only basic Swamp with lava in the art. Hopefully the cinderkin would feel at home on Jund.

Mainboard Changelist+1, -1

Eh, maybe 2 mythics and a rare really does break the rules too much. Amber here isn’t great, but maybe a 6/3 with haste that draws a card is good enough.

So A) Basalt Ravager isn’t very good.
B) Craven Hulk isn’t a very good minion for the ‘god of fury’.
C) I overlooked that Toralf’s Hammer works better for legendary creatures. So, I took out the Giant sub-theme for some legends who wouldn’t mind slinging Thor’s hammer around. If you’re offended that Arni Brokenbrow is a 3rd rare creature, replace it with Anax, Hardened in the Forge or something else.

Mainboard Changelist+1, -1

Brinebarrow Intruder is pretty shrug, and Dreamscape Artist isn't good per se, but it could be useful to boost Cosima.

Let's see: Cosima gets a fetch because landfall is good for her, Esika gets a fetchland for reasons, and Kolvori gets a fetchland because of Erinis, Gloom Stalker. Let's give Egon a fetchland just for graveyard synergy.

If the conventional wisdom is that a vehicle is half a creature in limited, then maybe the right thing to do would be to have a vehicle that included its own pilots. That, and while Inga Rune-Eyes isn't the best pilot really, she sure is thematic.

Ehh, let's not be cute. Tibalt still needs fixing, and Immersturm Skullcairn is cool, but all of those lands are pretty bad.

The Ringhart Crest and Fynn, the Fangbearer together pose a riddle: what green creature tribe has a bunch of expensive creatures who have deathtouch?

The answer is: spiders. Kolvori is the Queen of Spiders.

So I guess Ramirez dePietro, Pillager and Jasmine Boreal of the Seven are pretty build-around-y after all. Even though Narfi is a snow lord in a pack with only one other snow creature, he's still pretty good at coming back from the dead on his own. Good enough.

Valki's backside is a two-color planeswalker in Rakdos (black/red). His pack couldn't have the outrageous mana-fixing of Esika, nor the snow any-color ramp of Jorn.

I figured out that a perfectly reasonable pack could be made out of the 'cinderkin' elementals from Shadowmoor, because a whole lot of them use hybrid mana. You can use either a black mana or a red mana to play them. Plus, Manaforge Cinder is great at filtering mana to either black or red, allowing Tibalt or Kardur, Doomscourge to be played pretty easily. Oh, also, the cinderkin are badass fiery soot people.

I also let Tibalt steal an extra uncommon land. Why not? The Kaldheim 'realm-lands' are pretty bad overall, because a) you have to sac them to use them, and b) the activation always involves two pips of the land's 'off color'. The Immersturm Skullcairn might be good enough if health totals are low.

Esika and Kolvori, God of Kinship are both very interested in legendary creatures, but the payoffs are different. For a while I debated putting them into the same pack.

I finally decided to make a homage pack to the original Rainbow pack, subbing in the uncommon dual-color creatures for Dominaria United's 'Legends Retold'.

I picked legends from that cycle mostly because they aren't too build-a-round-y. Feel free to use Kaldheim legends instead, although, for instance, having a snow lord without any other snow creatures seems bad.

With the mild upgrade to the fixing package, Esika seems to have picked up a bit of a robot menagerie. I wonder where form?

I thought for a while about incorporating some of the MH1 draft cards, like Conifer Wurm to the deck, but ultimately I decided that Kaldheim had enough snow stuff to handle on his own. I also debated on whether to use Kaldring, the Rimetaff, or Blessing of Frost instead.

The big commons are in the pack because Jorn has access to a lot of ramp.

Kolvori's gadget, The Ringhart Crest really really wants to ramp for green legends. So there's a couple of options I considered:

  1. Use the signpost uncommon legends from Kaldheim that are green plus another color. This isn't a great plan, because two of those legends are Maja, Hero of Bretagard and Moritte of the Frost, both of which have double pips of the non-green color. Plus most of the 'any color' ramp/fixing is reserved for Jorn.

  2. Make a pack with 2 copies of Fynn, the Fangbearer and a mess of deathtouch creatures. This also isn't a great plan, because Fynn is a deathtouch-themed build-around. And also the other creatures with deathtouch (in Kaldheim at least) are black.

I went with option 3: recruiting legends from other planes. I bet Kolvori made a deal with Esika for some extra-planar help in exchange for those monstrous cats. Anyway, Kolvori's complement of common spells all have animal forms in their names.

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