Drifter
Kaldheim looks like a really interesting and intricate format! I was worried during spoilers that it would be too tribal-focused, since that can sometimes make drafting decisions feel trivial, but I was totally wrong – Tribal is very limited in application this set really, and it looks to be more about building around the busted uncommons, splashing, and building up specific synergies.
I think the fixing is going to be amazing, and the payoffs for splashing really are out there more in this set than most, in fact that should be a major part of Green’s identity since it’s a bit lacking in power outside of that, but borrowing the best parts of the other colours will be a great way to go.
Kaldheim seems very uncommon-dominated compared to other sets – the card quality at uncommon is high almost across the board, and most of the colours have much weaker commons. I think Blue is likely to be the strongest colour, just because it has good common in spades, and is better able to account for its normal weaknesses in this than most sets. Playable counts may end up more of an issue than in most cases, especially for the snow decks.
I’ve reviewed with the idea that this is mostly a slow set in mind, since I don’t see the powerful common 2 drops, good tricks, late game reach, and really efficient cards that aggro needs to really take over formats, but I do think there will be good paths for beatdown decks to shine – punishing people who cut too many 2 drops for foretell cards and play too many of the slower durdlier sagas is probably going to be a good way to go, especially at the start of the set when builds will be all over the place!
If the format ends up faster or slower than I think, you’ll be able to see those changes in my tier list, which I plan to update regularly as usual.
Thanks for tuning in for my fifth review in a row, everyone. As always, they’re a lot of work but your insightful comments, great feedback, and those of you who make it clear to me that I’ve helped you in some way are a huge reward!