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Jumpstart God Packs

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You've heard the rumors. God packs are full of a trove of rares, or perhaps a sought-after masterpiece worth hundreds of dollars. You struggle to tear off the pack's plastic wrapper. It crinkles then finally gives way. What will you discover inside? Will this be a foretold god pack?

Tergrid, God of Fright

I've played Magic for decades, and I've never opened a god pack. So, I'm making my own. In the Limited casual format of Jumpstart, you shuffle two packs together and begin playing with your friends. The packs have variable power, some with both a rare and a mythic. Today we're creating four such ones, each with their own god.


In this pack we're building around the theme of forcing our opponent to discard and or sacrifice creatures. Our foe's misery honors Tergrid, God of Fright. She benefits from both strategies. If her eerie lantern isn't haunting the battlefield, we can still capitalize on discard effects with Raiders' Wake or Fell Specter. No way will your opponent want to cross that Black Cat's path.

And what better way to activate the cat's ability than with Fleshbag Marauder. Your opponent will also have to sacrifice, and if you are so blessed, your god will then allow you to put that creature into play.

Not only are these gods powerful, but they introduce great play decisions. If you have nothing else to do turn two, should you cast The Ringhart Crest or do you wait to try to make use of the powerful Kolvori, God of Kinship?

Kolvori, God of Kinship


Here we make use of uncommon legends to cram a full five historic creatures into a single pack. And we have more ways to find them, with Adventurous Impulse and Track Down (very thematic with Halana, Kessig Ranger).

Putting legendary creatures into play is its own reward, but sitting beneath The World Tree, we can dream of true greatness. We may never be able to cast Esika, God of the Tree in her enchantment form, but I do appreciate the card design. In a Constructed deck with multiple copies, Esika can help bring forth the Prismatic Bridge.

Esika, God of the Tree

Speaking of rainbow bridges, the references to Norse culture run deep in Kaldheim. Even the cloak pin design you see in The Ringhart Crest is specific to Nordic customs and was worn in the Dark Ages (and possibly at other times, but that's as far as my studies extend).

If only I had the cosmic wisdom of Alrund. As a mere mortal, I am prone to err. Why, I may even be so foolish as to make a pack full of ravens and include Storm Crow.

Alrund, God of the Cosmos


Seriously, though, you may be wondering about the Storm Crow. Yes, it synergizes with Lofty Denial, but it's mainly there for the lols. The best Jumpstart packs should have one questionable card, to increase variety and hilarity. Storm Crow will make games more amusing and create discussion, as it is doing now. Besides, beware of insulting any such bird. It may not fly alone, and you could end up eating crow.

Murder of Crows

Like the gods themselves, the ability foretell gives you more options. If you have no other plays, foretelling Cosmos Charger can effectively use all your mana. And once you have your horse spirit on the battlefield, you can hold up mana to threaten countermagic or foretell again.

This pack has a light flying theme. I was considering Winged Words, but between Augury Raven and Behold the Multiverse, I think we're good on card draw for Limited. I try to give each pack multiple appropriate methods of interaction. Here we have countermagic, Tightening Coils (more flying synergy), and the grandest of all ravens, Mist Raven. I would be remiss if I went to the next pack without mentioning it.

Mist Raven

If you're looking for a pack dedicated to Halvar, God of Battle, I wrote that here. Today our last list is dedicated to something more nefarious.

Valki, God of Lies


Though you will most often cast the god half of Valki, God of Lies, we'll still have the ability to summon Tibalt, Cosmic Impostor. Even if our second pack isn't Red, we have Thriving Moor and a very thematic Burnt Offering. If we sacrifice, say, a morphed creature we have three Red right there and can hope to bring forth the devilish Planeswalker from the ashes as soon as turn five.

Rather than trying to synergize with the ability of our trickster god, we're appeasing him with tricky cards. Morph creatures will keep your opponent guessing. Is it a Haunted Cadaver, which will rot their mind if unblocked? Is that innocuous 2/2 a Zombie Cutthroat, which could win a combat even when we're tapped out? Is that mysterious being a Skinthinner, which will jump-scare one of their creatures to death? Or is it something even more ominous?

Gift of Doom

If an opponent tries to kill one of your devotees, you can sacrifice it to morph Gift of Doom. This unwholesome blessing may well have been bestowed by the god Valki himself. A battlefield full of morphs will unsettle your foe. They will have difficulty deploying removal, and you will have the flexibility of commanding both early plays as well as late game fatties like Marsh Hulk.

You may have noticed this pack has an additional ninth land, Zoetic Cavern. This sneaky morph can turn into a land if blocked by a bigger creature or targeted with removal. That's fun to imagine, but two other scenarios are more likely. First, you play it as a colorless land because you want to hit all your land drops with morph. In the Tarkir block we would often register eighteen or even nineteen lands. Second, if you are flooding, you can deploy Zoetic Cavern as a Gray Ogre.

As of the time of writing this article, we have packs for the entire pantheon. In future weeks I look forward to building around changelings and snow creatures. What themes are you eager to see?

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