Magic The Gathering: The Best Commons of Kaldheim
I have been playing Magic: The Gathering since 1994 and have won a few draft tournaments in MTGO and MTG Arena.
Kaldheim has some quality commons that have mechanics such as Boast and Foretell. These mechanics enhance your arsenal and give you more gameplay options.
Demonic Gifts
Demonic Gifts is a black instant that cost one colorless and one black mana.
It gives a target creature plus two power and plus zero toughness.
It also has an insurance policy built in which resurrects your creature should it die that turn.
This can be used to counter your opponent's removal effects.
Elderfang Disciple
Elderfang Disciple is a black creature that costs one colorless and one black mana to play.
It has one power and one toughness.
When it comes into play, each opponent discards a card.
This a more powerful version of Ravenous Rats which only targets one opponent.
Feed the Serpent
Feed the Serpent is a black instant that costs two colorless and two black mana.
It exiles target creature or planeswalker.
This is a more expensive version of Hero's Downfall but it exiles the target instead of sending it to the graveyard.
This is better in most instances so the opponent cannot resurrect it.
Village Rites
Village Rites is a black instant that costs one black mana.
In addition to the mana cost, you also need to sacrifice a creature.
Draw two cards.
This lets you do some tricks especially with creatures that creates an effect when it goes into the graveyard.
Weigh Down
Weigh Down is a black sorcery that costs one black mana.
In addition to the mana cost, you also need to exile a creature card from your graveyard.
Target creature gets negative three power and negative three toughness.
Annul
Annul is a blue instant that costs one blue mana.
Counter target artifact or enchantment spell.
This is a limited counterspell that can be sideboarded in as a silver bullet to enchantment or artifact heavy decks.
Behold the Multiverse
Behold the Multiverse is a blue instant that costs three colorless and one blue mana.
Scry 2, then draw two cards.
Foretell one Colorless and one blue mana. (During your turn, you may pay two Colorless mana and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Depart the Realm
Depart the Realm is a blue instant that costs one colorless and one blue mana.
Return target nonland permanent to its owner’s hand.
Foretell one blue mana (During your turn, you may pay two Colorless mana and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Disdainful Stroke
Disdainful Stroke is a blue instant that costs one colorless and one blue mana.
Counter target spell with mana value 4 or greater.
This is a limited counterspell that is useful in the mid and late game.
This counterspell is deadweight in the first few turns but is powerful in the later turns.
Ravenform
Ravenform is a blue sorcery that costs two colorless and one blue mana.
Exile target artifact or creature. Its controller creates a one power and one toughness blue Bird creature token with flying.
Foretell one blue mana (During your turn, you may pay two colorless mana and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
With limited removal for blue, this card is a good way to slow down creature heavy decks and artifact heavy decks.
Strategic Planning
Strategic Planning is a blue sorcery that costs one colorless and one blue mana.
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
This is a good card to help you filter your deck or to get cards into your graveyard so you can resurrect them later.
Arachnoform
Arachnoform is a green enchantment that costs one colorless mana and one green mana.
It is an aura that can only be attached to creatures.
Enchanted creature gets +2/+2, has reach, and is every creature type.
Broken Wings
Broken Wings is a green instant that costs two colorless and one green mana.
Destroy target artifact, enchantment, or creature with flying.
This is a very versatile card that can take down an artifact, enchantment, or flying creature.
Roots of Wisdom
Roots of Wisdom is a green sorcery that costs one colorless and one green mana.
Mill three cards, then return a land card or Elf card from your graveyard to your hand. If you can’t, draw a card. (To mill a card, put the top card of your library into your graveyard.)
This is useful to help you filter your deck as you get to get rid of three cards you don't need and pick up a card in your graveyard you do need or at least draw another card from your library.
King Harald's Revenge
King Harald's Revenge is a green sorcery that costs two colorless and one green mana.
Until end of turn, target creature gets plus one power and plus one toughness for each creature you control and gains trample. It must be blocked this turn if able.
This is an excellent finisher for token decks as they can produce a huge creature count. Trample makes sure that at least some damage goes through.
Demon Bolt
Demon Bolt is a red instant that costs two colorless and one red mana.
Demon Bolt deals 4 damage to target creature or planeswalker.
Foretell one red mana (During your turn, you may pay two colorless and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Frost Bite
Frostbite is a red instant that costs one red mana.
Frost Bite deals 2 damage to target creature or planeswalker. If you control three or more snow permanents, it deals 3 damage instead.
This is a decent removal spell that can take out planeswalkers or creatures for a mere one mana.
Open the Omenpaths
Open the Omenpaths is a red instant that costs two colorless and one red mana.
Choose one —
Add two mana of any one color and two mana of any other color. Spend this mana only to cast creature or enchantment spells.
Creatures you control get plus one power and plus zero toughness until end of turn.
This card can be a good mana filter or as a finisher to give your creatures a little boost.
Run Amok
Run Amok is a red instant that costs one colorless and one red mana.
Target attacking creature gets plus three power and plus three toughness and gains trample until end of turn.
This is a good card to surprise an opposing creature that is blocking you or to get that last few points of damage to win the game.
Squash
Squash is a red instant that costs four colorless and one red mana.
This spell costs three colorless less to cast if you control a Giant.
Squash deals 6 damage to target creature or planeswalker.
While this card is overcosted under normal circumstances, this becomes overpowered in a Giant deck.
Battlefield Raptor
Battlefield Raptor is a white creature that costs one white mana.
It has one power and two toughness and has flying and first strike.
This is a bargain of a creature for such a low cost.
Bound in Gold
Bound in Gold is a white enchantment that costs two colorless and one white mana.
Enchant permanent.
Enchanted permanent can’t attack, block, or crew Vehicles, and its activated abilities can’t be activated unless they’re mana abilities.
Codespell Cleric
Codespell Cleric is a white creature that costs one white mana to play.
It has one power and one toughness.
Vigilance
When Codespell Cleric enters the battlefield, if it was the second spell you cast this turn, put a plus one power and plus one toughness
counter on target creature.
Revitalize
Revitalize is a white instant that cost one colorless and one white mana.
You gain 3 life.
Draw a card.
This card not only gives you life advantage but card advantage as well.
Alpine Meadow
Alpine Meadow is a snowland that comes into play tapped.
It counts as a mountain and a plains.
It produces one red or one white mana.
Arctic Treeline
Arctic Treeline is a snowland that comes into play tapped.
It counts as a forest and a plains.
It produces one green or one white mana.
Glacial Floodplain
Glacial Floodplain is a snowland that comes into play tapped.
It counts as a island and a plains.
It produces one blue or one white mana.
Highland Forest
Highland Forest is a snowland that comes into play tapped.
It counts as a mountain and a forest.
It produces one red or one green mana.
Ice Tunnel
Ice Tunnel is a snowland that comes into play tapped.
It counts as an island and a swamp.
It produces one blue or one black mana.
Rimewood Falls
Rimewood Falls is a snowland that comes into play tapped.
It counts as a forest and an island.
It produces one green or one blue mana.
Shimmerdrift Vale
Shimmerdrift Vale is a snowland that comes into play tapped.
As Shimmerdrift Vale enters the battlefield, choose a color.
It produces one mana of the chosen color.
Snowfield Sinkhole
Snowfield Sinkhole is a snowland that comes into play tapped.
It counts as a plains and a swamp.
It produces one white or one black mana.
Sulfurous Mire
Sulfurous Mire is a snowland that comes into play tapped.
It counts as a swamp and a mountain.
It produces one black or one red mana.
Volatile Fjord
Volatile Fjord is a snowland that comes into play tapped.
It counts as an island and a mountain.
It produces one blue or one red mana.
Woodland Chasm
Woodland Chasm is a snowland that comes into play tapped.
It counts as an swamp and a forest.
It produces one black or one green mana.
© 2021 Jan Michael Ong