Kaldheim Serra Angel Variants

A Quick Peek at the Original Serra Angel:

The original 4/4 flying, vigilance, Angel

Serra was a classic include back in the days of The Deck, and made two different Top 8 decks way back at Pro Tour 1.

Kaldheim seems to be going crazy with the Serra Angel variants. It’s got land-Serra, enchantment-Serra, Saga-Serra, and Sorcery-Serra! With so many variants, it’s kind of excusable that we don’t have, you know, creature-Serra Angel (at least not yet).

So… Who’s in for a 4/4 flying vigilance?

Great Hall of Starnheim is the Serra You Play Out of Your Resource Row

Pro: It’s a land

Con: It enters the battlefield tapped. While it only taps for B, it requires WW to power up. More than that, it requires having a creature already to make a 4/4 flying vigilance Angel.

Still… It can make a Serra Angel without consuming a “spell” slot. Look for this card to sacrifice Omen of the Sun tokens, support at least some B/W Angels decks, or slide right into a heretofore unseen Mardu sacrifice deck. Claim the Firstborn + Great Hall of Starnheim is awfully spicy, no?

Starnheim Unleashed is a weirdly discounted Broodmate Dragon-Serra Angel

So many options with Starnheim Unleashed

Some options:

  • Foretell for two mana on turn two; X=1 on turn three… This will give you exactly one Serra Angel for the cost of a Serra Angel; but you get to pay for it in installments.
  • Hard-cast: Essentially a one mana discount on the classic
  • Broodmate Dragon! If you Foretell on a previous turn (doesn’t have to be turn two), you can tap five mana to get a one mana discount (and double vigilance upgrade). Technically 7 > 6, but again, the installment plan on mana provides an effective discount
  • Tap LOTS of mana. Get lots of Angels.

Firja’s Retribution is “Only for Angels Decks”

Firja’s Retribution

Like Starnheim Unleashed, Firja’s Retribution gives you a let up on the classic cost.

Adding a quasi-Vindicate ability to a creature that already has vigilance is a great combo for Chapter Two.

Chapter Three is kind of exciting with one 4/4… But super devastating only if you have more than one.

The question here is how Angels will coexist with the other decks in the metagame. If Standard is just about StOmPy decks… Clearly Angels is going to have the tools to slow down their offense and chip shot / trade through the mid-game. But if opponents are going over the top with mana Ramp into Ugin, the Spirit Dragon… Playing out a ton of 4/4s is just going to give them more materiel to blow up with a cheap minus.

The synergies and rates are solid in the abstract. But we anticipate Angels will still have to invest in disruption or additional card advantage to compete in a wider field.

Plus! How to Play Foretell

… It ain’t the same as morph and megamorph

Check out our new episode here:

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Let’s Take a Ride on The Omenkeel!

Have You Seen The Omenkeel from Kaldheim?

The Omenkeel

The Omenkeel is a 3/3 vehicle for two mana… It’s got more than a little Smuggler’s Copter to it.

In Standard, this card seems like it could slot into a Dimir Rogues deck. And that Crew 1 — one — is an attractive pair with almost any creatures. Okay, okay… Maybe not Ruin Crab. But most.

It might work in larger formats; but there is a heck of a blue one drop in Kaldheim for potential Standard play, as well.

Buuuuut… The Omenkeel isn’t even the front side of this card!

Cosima, God of the Voyage is The Omenkeel’s Other Side

Say hello to Cosima, God of the Voyage

Cosima, God of the Voyage is a complicated card with eight lines of rules text before you consider it’s a modal double-faced card that also gives you the option of The Omenkeel.

First and foremost… There is no shortage of 2/2 creatures for three mana that people are willing to play, so long as they get even a little bit of card advantage. Borderland Ranger, Trinket Mage, Treasure Mage and more all fall into this category. Cosima is a comparatively gigantic 2/4.

This card allows you to set up a slow grind. Provided you can exile it the first time, Cosima can accumulate a ton of potential extra cards (and size), assuming the opponent doesn’t just kill you.

The two sides of the card potentially work nicely together. You can exile Cosima, but run a conveniently-not-redundant The Omenkeel to ensure a steady stream of lands. An exiled Cosima in fact works wonderfully with other modal double-faced cards. It’s lands Lands LANDS that lead to inevitability here.

Plus…

  • The fair — and unfair — implementations of Tibalt’s Trickery
  • One of the sickest blue one drops ever. Ever!
  • A new engine that is a little bit Sensei’s Divining Top, a little bit Neoform… And a little bit Survival of the Fittest.

Check out “Let’s Take a Ride on The Omenkeel!” right now!

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Valki, God of Lies (and tons more Kaldheim)

Meet Valki, God of Lies

Valki, God of Lies

A little smaller on the back-side than a Tidehollow Sculler. With disruption a little less disruptive. Or, as Mike points out, a little bigger than a Mesmeric Fiend. If terrible, terrible, types.

But that’s not all!

Valki might only hit creatures, but gets better the better the opponent’s creatures.

Still not all!

Valki, God of Lies can come down, trigger his 187, and die in response. (For instance you can sacrifice Valki to the Pyre of Heroes before actually looking at the opponent’s hand.) Valki will die, giving the creature back. But because you have not taken it yet, there is nothing to give back. Ergo, when the trigger does fully resolve, it will be permanent.

And of course there is the option of just stealing a big Baneslayer Angel… Which will allow you to make Valki, God of Lies into the Baneslayer Angel. The aforementioned Baneslayer Angel will not have the text referencing the return of the Baneslayer Angel; so if and when it dies, they opponent will be returned zip, nada, nothing.

Great card on the front side? Good at least? Did we mention Valki, God of Lies is a Modal Double-Faced card?

… Who is also Tibalt, Cosmic Imposter

The artist formerly known as
“Valki, God of Lies”

Notably, using the [+2] only twice will put you in a position to [-8].

And in this case? [-8] is akin to drawing like twenty cards.

Valki’s fail state is “2/1 for two mana” which isn’t good enough in the abstract… But can still put the opponent on a clock. That, combined with all the rest of Valki’s options — including the option to play him as a big seven — makes this one of the most exciting potential options in Kaldheim.

We’re buyers.

Kaldheim Continues to Heat Up

  • Hakka, Whispering Raven – Does an awful lot. The fact that it can bounce back to hand (to be played as a Maro-like God afterward) is cool… But potentially restrictive. Patrick points out that it’s a Hammerhead Shark (which was a killer)
  • Behold the Multiverse – Is great! Seems better than Glimmer of Genius (which was heavily played, even in non-energy decks)
  • Glimpse the Cosmos – Is a worse Shimmer of Possibilities… But has a great synergy with Giants. Mike points out he won a PPTQ with Bonecrusher Giant and original Shimmer of Possibilities without the possibility of a one mana buyback.
  • Niko Aris – Is in just for the Nekrataal-ness. Seems cool with Elspeth Conquers Death… And is clearly a great option for grinding card advantage OR tap-out decks.
  • Old -Growth Troll – Almost has to be seen to be believed! Short list for the best card in the set, for sure.
  • Absorb Identity – Might not be that great. But when it does win? It’ll be very satisfying!

But nothing from Kaldheim is even the coolest thing to talk about this week:

Don’t Miss Patrick’s Swimsuit Calendar!

Mike guest stars along with a number of Magic: The Gathering’s biggest superstars.

All proceeds to to The Trevor Project.

Check it out now on etsy.

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It’s Kaldheim Spoiler Season!

It’s Kaldheim Spoiler Season!

This set seems to be exploring creature types in multiple dimensions. Last week we talked about a card where race (i.e. Dwarves) mattered. Increasingly we see cards where class (like Berserker or Cleric) might, too.

Are you in it for Humans? Elves? Dwarf Berserkers? Angel Berzerkers? (For the record we delve all the way to Demon Berzerkers in the first few minutes.)

Do You Like Angels? How About Them Angels?

Angels seem like a pretty mechanically pushed creature type in Kaldheim. With a limited number of cards revealed we aren’t 100% sure how the Angels deck will manifest, but we can see an initial direction:

Youthful Valkyrie

Mike is never going to let anyone forget that 1/3 for two mana can make for a competitive body if you know who you’re up against. But even if it’s not a squad of Jackal Pups you’re up against, Youthful Valkyrie seems like an awesome way to spend your second turn if you are playing an Angels-themed deck!

What about following up with Renegade Reaper?

Renegade Reaper

This card doesn’t seem like the best on rate… But 1/3 for two mana followed by 2/3 on three mana with multiple triggers actually makes for a cohesive theme. Angels can certainly be set up for blocking, life gain, and generally forcing a StOmPy or Red Deck in Standard to play into strategic blocks.

Can we do better than Renegade Reaper on three? Probably. But the message is clear: Angels Matter.

This is especially true with payoffs like Rampage of the Valkyries making “fair” Magic play impossible.

Kaldheim Spoiler Season Goes Big with Giants

Got five mana? A Red Deck could do worse than…

Surtland Flinger

Surtland Flinger is a 4/6 for five mana with a — pardon the adjective — giant text box. Mike points out that medium and big Red Decks over the years have been happy with 4/4 Dragons at five; Surtland Flinger can be in the range even without the appropriate fuel.

Patrick brings it back to reality, pointing out that there have been some truly awesome Giants to Fling the last couple of years:

Kroxa — conveniently still legal to play in Standard — probably did a bunch of damage already, so if Surtland Flinger is reading off that text box, it might very well be game!

Giants have a variety of interesting if not spectacular new tools… Like Fire Giant’s Fury! Imagine connecting with a Beanstalk Giant. It’s not just about the card advantage… Trample is a powerful upgrade to the X/X cantrip.

All That And…

The Big, Bad, Wolf. (is it good?)

Find out here!

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