manycards in Kaldheim, and it would be humanly impossible to quote, for example, all that will affect Standard without doing an extensive review of the set dedicated only to that format. The same applies to the other competitive formats and we cannot forget the famous "Sleepers", cards that we end up underestimating but that shows great potential even in the first weeks, as it was with
Faceless Havenwill have an impact on the Metagame), Reidane's real threat is in her second ability: Making non-creature spells costing 4 or more cost 2 mana more can be extremely laborious to deal with for many decks of the format these days. Currently, Standard has a significant range of cards that fit into CMC 4 or more:
The Great Henge,
The Akroan War,
Ugin, the Spirit Dragon,
Into the Story,
Vivien, Monsters' Advocate, and others are among the most used cards in the format and having to pay a higher cost for them can be a significant problem for some decks . In addition, Reidane is a 2/3 Flying creature for 3 mana, which means that she survives a
Bonecrusher Giant's Stomp. I believe
Goldpsan Dragonwill be the most impactful card in the collection for Standard.
Goldspan Dragonis initially our classic "5 mana 4/4 flying haste dragon" that we saw several times before with
Glorybringer. And like the other dragons,
Goldspan Dragonhas an added value of giving you free mana for each turn he is in play, in addition to doubling the value of your Treasure tokens and still having some value if it dies with a removal, since it also produces tokens if it is the target of some spell. The dragon will certainly have a lot of value, especially on decks like the Temur Ramp (since it gives automatic setup for
Genesis Ultimatummana the next turn), the versions of Rx Ramp that are coming up with
Ugin, the Spirit Dragonand maybe even on Adventures decks.
In Search of Greatnessis the card that is asking to be broken from this set, and it definitely already has a possible home in Mono-Green Food. With the enchantment on the board, it will automatically escalate to 1 in the next turn, which is the cost of
Witch's Oven, in 2, it is the cost of
Trail of Crumbs, in 3, it is the cost of
Old-Growth Troll, at 4 is the cost of
Wicked Wolf, at 5 is the cost of
Vivien, Monsters' Advocateor
Elder Gargarothand at 6 is the cost from
Vorinclex, Monstruous Raider. The card can still see game in other archetypes and will probably be one of the biggest build-arounds of Kaldheim, but it looks like an easy inclusion within the competitive scenario. There are many good sagas in Kaldheim, but I highlight
Showdown of Skaldsfor being an effect very similar to another that we already have in the format and which is currently banned:
Escape to the Wildssince the card allows you " draw 4 cards "to play the next turn. However, this is where the comparison ends.
Escape to the Wildsallowed you to play an extra land, which in turn helped you to cast the spells revealed on the same turn or the next turn. However,
Showdown of Skalds, despite costing less mana, does not guarantee an extra land drop, being a less favorable option to use with many high cost spells on the deck since it can be very complicated to play 2 or more in a single turn. On the other hand, like many other sagas,
Showdown of Skaldsinteracts very well with an existing staple of the format in the form of
Yorion, Sky Nomad, allowing you to generate a lot of card advantage with the Saga and pump your Yorion with the second and third ability.
Faceless Havenis probably the main reason why one- or two-color decks might adopt snow lands in their manabase since the use of a 4/3 Vigilance manland has great value in not being killed by sweepers and establish a clock that needs to be respected, in addition to not die to Stomp and exchange well with
Bonecrusher Giant. I suppose the card could be used especially in mono-colored decks like Mono-Green or Mono-Red, but I wouldn't be surprised if we saw Control variants like Azorius or Dimir adopting manland as part of their winconditions. I am adding this extra card to the article for the simple reason that
Jorn, God of Winteris a more specific version of
Wilderness Reclamation, although more fragile and conditional but that, even so, may come to be become a great staple of the format if players find the right shell so they can make use of the "pseudo Time-Walk" that the ability to untap their lands can provide. Remember that the other side of Jorn allows you to play snow permanents from the graveyard, including another copy of the Jorn that may have died or been discarded. It is definitely a card whose mechanic I would try to work within Standard.
Doomskaris an equally important card for Standard, I consider it even more important at Pioneer where the main aggro decks are always trying to play low and end the game in very few turns. With the inclusion of
Saw it Comingand
Behold the Multiversein the same set, it is possible to include a very important "bluff" factor for reactive decks, as is the case with Pioneer UWx Control, making the opponent think twice before crowding the board with threats or even choose to do so and end up being punished for it.
Valki, God of Lieswith
Bring to Light, here I am focusing specifically on the value related to Valki's creature part. Pioneer is a format where you have access to great discard in the form of
Thoughtseizeand the use of a low-cost disruption to remove your opponent's removal to, in the next turn with Valki, remove his threat (which preferably it will be a
Uro, Titan of Nature's Wrath) with the possibility of still copying it, makes the Impostor an extremely interesting and possibly very efficient card for the format. It is, by far, one of the cards I'm most excited to test on Pioneer. As with Standard, Pioneer's Mono-Green Walkers also have an ideal curve for enchantment, starting with
Oath of Nissaon 1,
Scavenging Oozeat 2,
Old-Growth Trollat 3,
Karn, The Great Creatoror
Vivien, Arkbow Rangerat 4 and [[Nissa, Who Shakes the World] ] at 5. In addition, the enchantment costs two green mana, which means that it generates 2 devotion for
Nykthos, Shrine to Nyx, further accelerating the deck's game plan in both mana ramping and playing several permanents in a single turn. Outside of Mono-Green, the card has the potential to make room in other archetypes like the Gruul Midrange, which also has a great permanent curve with
Elvish Mysticat 1,
Goblin Rabblemasterat 3,
Questing Beastat 4 and
Glorybringerat 5, or Naya Winota which has a similar curve of creatures and playing a Winota for free adds a lot of value. As mentioned above, this creature has a dedicated space in Mono-Green Walkers or in versions of Stompy because it is a 4/4 threat with Trample for 3 mana, which adds 3 to devotion and which, if it dies, can be both a ramp in that turn (a Troll on 2 or 3 being killed can mean a
Nissa, Who Shakes the Worldon the next turn) or a recurring threat, as it can spawn another body. With the obvious comparison to
Birthing Pod, I believe that
Pyre of Heroeswill not have the expected impact at first on Pioneer, but it is a card that only gets better for each tribal interaction that exists in the format from here on. It is not the most impactful card, since today I cannot imagine chains of play that can be fundamentally broken with
Pyre of Heroes, but it is the most promising card in the long run.
Valki, God of Liesinteracts very well with cards that have the Cascade ability, such as
Bloodbraid Elf, which allows you to cast Tibalt's side without having to go to 7 mana, while already serving the plan naturally disruptive that the deck usually has with
Liliana of the Veil. Unfortunately, Valki is a very fragile card in Modern because it is the target of a number of other relevant cards in the format like
Path to Exile,
Lava Dartand even an activation of
Wrenn and Six, but it still looks like a good addition to Jund, which, unfortunately, doesn't yet have what it takes to get back to the top of the format.
Birgi, God of Storytellingis a great addition to the format's Storm decks, turning all of your cantrips into "pseudo-free spells", while enhancing the rituals and
Manamorphoseof the deck, giving even more breath for the archetype.
Harnfel, Horn of Bounty, also collaborates with the deck as it is very common for the archetype to have more lands in hand than desired while trying to go off, and the artifact allows you to discard these lands or even a
Past in Flamesto look for other resources. In my view, it is a great addition to the archetype.
Realmwalkeris very interesting for Modern as the format has large tribal decks in the form of Humans and Spirits, in addition to other fringe options like Elementals and Elves. And
Realmwalkerfits all of them like a glove. In Humans, he is a human creature that offers a constant card advantage, allowing you to use your mana on turns to cast the top cards, while using
Aether Vialto play the cards in the hand. At Spirits, he is a spirit that offers more value to the deck and can be found with
Collected Company. I would dare say that all Bant Spirits decks today will start with 4
Collected Companyand some number between 2 and 4
Realmwalker. In Elves,
Realmwalkerworks almost like a
Glimpse of Naturein a body, since the deck usually generates a lot of mana and commonly you can mitigate lands and use more and more creatures from the top of the deck, in addition to be a target for
Collected Companywhere the then used
Beast Whispererwas not. I assure you that many tribal decks will try to fit the Shapeshifter on its lists. Although it didn't seem like a big deal at first,
The Trickster-God's Heisthas a very interesting value especially on Midrange decks as it allow you to take cards like
Uro, Titan of Nature's Wrathand
Field of the Deadwith the same card, which can often mean the punctual turnaround in the match against the Goodstuff decks. I am putting this card because we are already seeing some overreacting by the community in terms of getting
Emrakul, the Aeons Tornin turn 3. The idea works like this: You make a spell with Cascade costing 3 (
Demonic Dread), this spell will pull
Tibalt's Trickerybecause no there is another lower cost spell on the deck.
Tibalt's Trickerywill exile cards from the top until it reveals a card with a different name, which will be another card with Cascade or
Emrakul, the Aeons Torn. When you reveal Emrakul, you play it without paying mana cost, play an extra turn and win the game. Although the combo seems absurd, it suffers from the same inconsistencies as the Neoform Combo: A) It has deckbuilding restrictions that make the deck behave worse than a conventional deck B) The combo does not protect itself well because the more different cards you use, the more inconsistent the combo becomes. C) The deck suffers a lot for any and all disruptions. So, as much as I know that people are going to try and that it may even work sometimes, I don't think
Tibalt's Trickeryis going to break the format.
Curse of Chainsor
Narcolepsy, but there were never cards that could be used for maindeck and the most efficient removal that the deck has ever had,
Fall from Favor, was recently banned. Although I don't believe that
Bind the Monsteris the ideal card for Mono Blue to use as a removal, since taking a significant amount of damage for a card that can bounce with
Kor Skyfisheror be blinked with
Ephemeratelooks like a pretty unfavorable exchange, but it's a card that clearly has some potential.
Ravenformis blue and not white. But, here we are: A efficient removal of creatures AND artifacts, in blue, which exiles the permanent (effect already seen with
Reality Shiftin blue) and whose alternative cost is very affordable for blue decks. Among the Foretell cards, I believe it has the greatest potential within Pauper and is a card you can expect to see on 75 of blue decks like Faeries or Tron.
Masked Vandalis not the
Reclamation Sagewe want, but it is what we can have and with a very relevant upside: It fits like a glove in Slivers. I particularly believe that the new Changeling will see more play within the Slivers than on other tribal decks like Elves for the mere fact that he benefits from the buffs created by the other Slivers while still retaining a good body, and his ability becomes much more consistent in a list of Slivers because it is the type of deck where the opponent constantly needs to respond to its main threats, thus leaving cards in the grave in a more recurrent way than Elves, where the opponent can choose to only respond to some punctual threats such as
Priest of Titaniaor
Timberwatch Elf. The new version of
Ranger's Guilehas some potential for keeping a permanent pump in the form of a +1 / +1 counter on the creature that the player will normally use
Snakeskin Veilto protect it. The fact that it is a counter is relevant mainly for the reason that it is possible to protect your creature permanently from a
Fiery Cannonadeor to increase the amount of damage that a
Skarrgan Pit-Skulkcan do without being blocked. Snow Duals are probably the most impactful cards for Pauper in Kaldheim. Not only because they enable a better manabase for the decks to use
Skredmore efficiently, but also because they are the first duals of the format that have land types The fact that they have these subtypes means that the cards interact very well with cards already known in the format like
Utopia Sprawlwhile improving cards not as common within the metagame as
Tribal Flames. I believe that the inclusion of these cards within the format's manabase will bring great benefits both for decks little known in the competitive scenario today and for decks that are already at the top of the format like Izzet and Dimir Faeries.