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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.

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