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Kaldheim Limited Set Review: Green, Artifacts, and Lands

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Welcome back! Today we get to see just how wintry Kaldheim really is with our primary snow color, Green. Just how icy is this landscape?

This article is the third of four, and in it I will be evaluating every Green, Artifact, and Land card and scoring them on a scale of 1-5. These ratings are purely based on Limited formats and have no bearing on Constructed play. I would also like to note these ratings are based on how I believe the card will perform in an AVERAGE Sealed or Draft deck. Often this means a lower score for cards with great potential in a highly synergistic deck.

Rating - Explanation

1 - Ideally not making the cut in any of my Limited decks.

2 - Not good, but a necessity for curve filling and smoothing out draws.

3 - Value cards I am happy to fill my deck with.

4 - Cards to get excited about and Premium Removal.

5 - Reserved for cards that will win the game if left

Green

Arachnoform
Arachnoform - 1.5 - This enchantment offers a fair amount of value. It is still a steep risk to be open to such an easy two-for-one. Ideally, I would bring this in against decks with little removal.
Battle Mammoth
Battle Mammoth - 5 - This elephant is huge! He is cheap and can even get multiple draws in the right situation. Snakeskin Veil is a cute way to protect Battle Mammoth and get an extra draw from their removal spell.
Blessing of Frost
Blessing of Frost - 1 / 3 - It's a bit expensive for any deck. The average snow deck simply won't have enough snow lands to make this card amazing. If you happen to be the only snow drafter at the table, I am happy to pick this up.
Blizzard Brawl
Blizzard Brawl - 3 - Any Green deck is happy to play one-mana fight spells. It is likely that your creatures will be larger than theirs. If the deck happens to have a fair amount of snow permanents (not just lands) this goes up to a 4 in value.
Boreal Outrider
Boreal Outrider - 2.5 - In a deck with a small amount of snow this is a fine pick up. It will trigger enough to make it worth playing, but with 5+ snow lands this becomes a lot better. The creature itself does not have to be snow, and that makes this really powerful.
Broken Wings
Broken Wings - 2 - With all the sagas and decent artifacts in the set I am far more likely to run this card. Ideally it is strictly a sideboard card, but if the deck is short on playables it is fine to play because Broken Wings is likely to find a target.
Elderleaf Mentor
Elderleaf Mentor - 2.5 - There is a surprising amount of Elf synergy in the format. You are likely to find cards this will trigger. With a few of these a deck can go wide really quickly.
Elven Bow
Elven Bow - 2.5 - The equipment cycle is fine to play. They give you a creature and some late game value. The creature option removes most of the downside to running high priced equip cards.
Elvish Warmaster
Elvish Warmaster - 4 - There are a lot of Elves in this format... Green is even the colors with cheap shapeshifters. It will be easy to get a few extra bodies with this Warmaster, and if he survives until the late game he is punishing.
Esika's Chariot
Esika's Chariot - 4 - Crew 4 is a bit more than I typically want to play, but this comes into play with enough creatures to crew it - But wait there's more! More cats! There is really no downside.
Fynn, the Fangbearer
Fynn, the Fangbearer - 3.5 - 1/3 deathtouch is best touch. It has enough booty to annoy opponents by threatening to kill more than one creature. This is probably just a 3, but the joy I get from the thought of killing someone with poison counters is too much for me to handle.
Glittering Frost
Glittering Frost - 2 - Solid ramp and fixing if the deck needs it. It typically isn't too hard to find room for these types of cards. Slightly higher score in the snow deck.
Gnottvold Recluse
Gnottvold Recluse - 2 - This spider is a bit confused. Its butt is where its face should be... That said I actually think this is better in this format. There are a lot of 4/4 fliers in the set. There is also that nasty 2/3 deathtouch. A trade is better than nothing.
Grizzled Outrider
Grizzled Outrider - 2 - Filler if the deck needs a larger creature at the top of its curve. It is also an Elf, and Elf synergy seems really good.
Guardian Gladewalker
Guardian Gladewalker - 3 - This is a bear with a lot of flexibility. The counter can go on a better creature when possible, and it triggers all of the creature type synergies. Always happy to play this.
Horizon Seeker
Horizon Seeker - 2.5 - Getting to search up snow lands is kinda nuts. This could be a great way to enable all the deck's more powerful cards! In the average deck it is just filler with some upside.
Icehide Troll
Icehide Troll - 2.5 - The stats are filler for the mana cost. It is a snow permanent, so it will help trigger other snow cards even if the deck is light on snow lands. With 6+ snow lands in the deck this becomes much better.
In Search of Greatness
In Search of Greatness - 1 - This feels like a Constructed jank build around card. The only way this really works in Limited is if the deck has a lot of draw spells. Even then it is not worth the risk of having too many draws with nothing to do.
Jaspera Sentinel
Jaspera Sentinel - 1.5 - This doesn't do enough to make it with playing. Pick it up if there is nothing better to side in against the Clarion Spirit decks. Two of those will kill you really fast...
King Harald's Revenge
King Harald's Revenge - 1 - There is an Elf deck this might be good in. That's a BIG might. It is far too situational and has very little flexibility.
Littjara Glade-Warden
Littjara Glade-Warden - 3.5 - This checks all the boxes I want it to. As a shapeshifter it fits into any deck, and it has a ton of late game power as a nice mana sink. The set has a lot of four-mana 3/3s and this might be one of the strongest.
Mammoth Growth
Mammoth Growth - 2 - Three-mana combat tricks are typically too expensive to play, but Foretell makes this far more reasonable. +4/+4 is a ton of power and can do some nasty things when successful.
Masked Vandal
Masked Vandal - 3.5 - Masked Vandal is a great card. It is a solid blocker against more aggressive decks, it synergizes with any deck, and it will almost always find a target to kill with its bonus ability. I would even play two.
Old-Growth Troll
Old-Growth Troll - 4 - This is hard to cast at the start of the game, but it still offers a lot of value in the midgame. Any Green deck is excited to play this. Sculptor of Winter might be a cute way to help with the casting cost at common.
Path to the World Tree
Path to the World Tree - 1 - Two-mana - get a snow land is what this actually says. Fine if you have huge splashed bombs you need to ensure you can cast.
Ravenous Lindwurm
Ravenous Lindwurm - 2 - Big Green creature doing big dumb creature things. This is likely to make it on the top of my curve far more than I'd like.
Realmwalker
Realmwalker - 3.5 - As a shapeshifter it fits into any deck, but really shines when the deck has a fair amount of creature type synergy. This gives you information and it will get some free value off the top of the deck.
Rootless Yew
Rootless Yew - 2 - There simply aren't enough 6 power creatures I want to run in the format. It's a fast format that will not reward a large number of 5+ drops.
Roots of Wisdom
Roots of Wisdom - 1.5 - A reasonable card to play when you are light on playables. It just doesn't do enough to make me not want to cut it. This isn't likely to make it into any of my decks.
Rune of Might
Rune of Might - 2 - When playing this it replaces itself - making it far easier to play without risking a 2-for-1. The value on this goes up a bit if it is likely to be attached to an equipment.
Sarulf's Packmate
Sarulf's Packmate - 3 - Creatures that draw cards when they enter the battlefield are always nice because they create a card advantage. Sadly, it isn't a relevant creature type, but it is still worth playing.
Sculptor of Winter
Sculptor of Winter - 2.5 - Chances are most decks will have some snow lands even without snow abilities (especially in Sealed). In a true snow deck this becomes much better.
Snakeskin Veil
Snakeskin Veil - 3 - I am always a little high on 1-mana hexproof spells. They always seem to find value. This one even doubles as a small combat trick with a lasting effect on the board. I am always happy to run one of these and maybe more if the deck has creatures worth protecting.
Spirit of the Aldergard
Spirit of the Aldergard - 1 / 3.5 - This is unplayable in the non-snow decks, but it is actually a really big threat with a fair amount of snow. It even gives a huge boost to a snow deck by providing two snow permanents to the board when played.
Struggle for Skemfar
Struggle for Skemfar - 3.5 - Green often has a four-mana fight spell at sorcery speed. It is risky because you open yourself up for a 2-for-1. Unlike those spells, this is far more flexible thanks to its Foretell cost.
Toski, Bearer of Secrets
Toski, Bearer of Secrets - 3.5 - With some evasion creatures this becomes a really fast way to gain card advantage. Also, I am just going to leave this here. Enjoy - Rune of Mortality.
Tyvar Kell
Tyvar Kell - 5 - Like most Planeswalkers in Limited, this will dominate a game if left unanswered... and there aren't many answers to Planeswalkers out there. Better in a deck with Elf synergies but it is a bomb in any Green deck. Slam this first pick and be ready to have it win you a draft.
Vorinclex, Monstrous Raider
Vorinclex, Monstrous Raider - 4.5 - Vorinclex has migrated from New Phyrexia to Kaldheim and remains just as scary to see across the battlefield. A 6/6 haste trampler for six will win games and doubling any counters you add to things while halving the same for the opponent can be huge. Just picking up a couple extra +1/+1 counters over the course of a game can make a huge difference. Combine this with Fynn, the Fangbearer and cut your poison clock down to 3 turns... achievement unlocked!

Top 3 Green Commons:

  1. Struggle for Skemfar
  2. Masked Vandal
  3. Sarulf's Packmate

Artifact

Bloodline Pretender
Bloodline Pretender - 3 - To get decent value from Bloodline Pretender you really only need to trigger its ability once. It can be played in a deck with very minimal tribal synergy. Keep in mind this becomes big really fast in the right deck.
Colossal Plow
Colossal Plow - 1 - Even if you find a Giant Ox you still shouldn't play this. I hate that the cards with the most flavor are always unplayable... I want the Ox to pull the plow. Wizards never wants us to have any fun.
Cosmos Elixir
Cosmos Elixir - 3 - This card actually makes combat tricky for an opponent. It forces them to make trades they might not otherwise make to keep you from drawing cards. It is also a decent way to fight Dogged Pursuit decks.
Funeral Longboat
Funeral Longboat - 3 - Crew for one is extremely low and easy to maintain. This is a great aggressive card that also stops opponents from attacking back.
Goldvein Pick
Goldvein Pick - 2 - Too low impact for me to be excited about playing. It is cheap enough to equip so I don't hate it. Perfect with a few Runes.
Maskwood Nexus
Maskwood Nexus - 3.5 - Mana sinks that make bodies are always great. The fact that these are Changelings adds a lot more value to the card. It works great in any deck. It's a bit slow, so be careful not to get run over.
Pyre of Heroes
Pyre of Heroes - 1 - Not a card I am looking to play in Limited.
Raiders' Karve
Raiders' Karve - 3 - Crew three isn't too much and I love that it can help ramp in the early game and get lands out of the way in the late game. I wouldn't run too many of these.
Raven Wings
Raven Wings - 1.5 - Flying Equipments don't typically do enough to take a spot in my deck. With powerful Boast creatures it might be worth running this. As I write this, I am thinking about how mad I am going to be each time I lose to this...
Replicating Ring
Replicating Ring - 1 / 2.5 - I have no idea what to make of this card. Ramp and fixing is always nice. Maybe I want this if I have two Svella, Ice Shapers. It does produce snow mana for decks where that can be relevant.
Runed Crown
Runed Crown - 1 / 3 - It works really well with runes. It gets a lot of value when you consider it gets the rune then the rune draws a card. Make sure the deck has 2+ runes before playing this. It will feel really bad if the one rune is in your hand when playing this.
Scorn Effigy
Scorn Effigy - 2.5 - I love that this can be cast for 0 after being foretold. This makes playing a second spell really easy.
Weathered Runestone
Weathered Runestone - 1 - There are a few cards that bring creatures out of the graveyard and into play, but it is unlikely an opponent will have enough to warrant boarding this in.

Land

Alpine Meadow
Alpine Meadow - 2.5 - Snow lands that help fix are great! Picking these up when they are in your color is always a good idea. Even when they are off-color I would still pick these up when there is nothing else in the pack just in case.
Arctic Treeline
Arctic Treeline - 2.5 - Snow lands that help fix are great! Picking these up when they are in your color is always a good idea. Even when they are off-color I would still pick these up when there is nothing else in the pack just in case.
Axgard Armory
Axgard Armory - 1 / 3 - Unlike the other utility lands this one is unplayable unless the deck has other cards to support it. If you can consistently get two cards this provides a fair amount of value for a free spot in the deck.
Bretagard Stronghold
Bretagard Stronghold - 3 - This is a lot of value stapled onto a land. Including the tap it is 4 mana, but there is very little downside to playing it in place of a Forest and getting a ton of free value late in the game.
Faceless Haven
Faceless Haven - 1 / 3.5 - All snow decks are happy to play this because it provides snow mana to activate other abilities. Late game it just becomes a free body for value.
Gates of Istfell
Gates of Istfell - 3 - This is a lot of value stapled onto a land. Including the tap it is 6 mana (that's a lot), but there is very little downside to playing it in place of a Plains and getting a ton of free value late in the game.
Glacial Floodplain
Glacial Floodplain - 2.5 - Snow lands that help fix are great! Picking these up when they are in your color is always a good idea. Even when they are off-color I would still pick these up when there is nothing else in the pack just in case.
Gnottvold Slumbermound
Gnottvold Slumbermound - 3.5 - This is a lot of value stapled onto a land. Including the tap it is 7 mana (that's a lot), but there is very little downside to playing it in place of a Mountain and getting a ton of free value late in the game.
Great Hall of Starnheim
Great Hall of Starnheim - 3.5 - This is a lot of value stapled onto a land. Including the tap it is 4 mana, but there is very little downside to playing it in place of a Swamp and getting a ton free value late in the game. Look for cards like Elderfang Disciple when playing this.
Highland Forest
Highland Forest - 2.5 - Snow lands that help fix are great! Picking these up when they are in your color is always a good idea. Even when they are off-color I would still pick these up when there is nothing else in the pack just in case.
Ice Tunnel
Ice Tunnel - 2.5 - Snow lands that help fix are great! Picking these up when they are in your color is always a good idea. Even when they are off color I would still pick these up when there is nothing else in the pack just in case.
Immersturm Skullcairn
Immersturm Skullcairn - 3 - This is a lot of value stapled onto a land. Including the tap it is 5 mana (that's a lot), but there is very little downside to playing it in place of a Swamp and getting a ton of free value late in the game.
Littjara Mirrorlake
Littjara Mirrorlake - 3 - This is a lot of value stapled onto a land. Including the tap it is 6 mana (that's a lot), but there is very little downside to playing it in place of an Island and getting a ton of free value late in the game. Make sure to do this when it is less likely the creature can be removed in response.
Port of Karfell
Port of Karfell - 3 - This is a lot of value stapled onto a land. Including the tap it is 7 mana (that's a lot), but there is very little downside to playing it in place of an Island and getting a ton of free value late in the game. It also fuels graveyard synergies.
Rimewood Falls
Rimewood Falls - 2.5 - Snow lands that help fix are great! Picking these up when they are in your color is always a good idea. Even when they are off-color I would still pick these up when there is nothing else in the pack just in case.
Shimmerdrift Vale
Shimmerdrift Vale - 3 - There is very little downside to running this. Even in a two-color deck it allows you to pick what color you need based on what was drawn, it also fixes and provides snow. Great upside.
Skemfar Elderhall
Skemfar Elderhall - 3 - This is a lot of value stapled onto a land. Including the tap it is 6 mana (that's a lot), but there is very little downside to playing it in place of a Forest and getting a ton of free value late in the game.
Snowfield Sinkhole
Snowfield Sinkhole - 2.5 - Snow lands that help fix are great! Picking these up when they are in your color is always a good idea. Even when they are off color I would still pick these up when there is nothing else in the pack just in case.
Sulfurous Mire
Sulfurous Mire - 2.5 - Snow lands that help fix are great! Picking these up when they are in your color is always a good idea. Even when they are off-color I would still pick these up when there is nothing else in the pack just in case.
Surtland Frostpyre
Surtland Frostpyre - 2.5 - The ability is a bit worse than normal because an opponent can see it coming, but it's stapled onto a land so it's free to play. Very little downside.
Tyrite Sanctum
Tyrite Sanctum - 1 - Definitely a Constructed build around. There just aren't enough legendary creatures and even if you find a bunch they can still be exiled or bounced.
Volatile Fjord
Volatile Fjord - 2.5 - Snow lands that help fix are great! Picking these up when they are in your color is always a good idea. Even when they are off-color I would still pick these up when there is nothing else in the pack just in case.
Woodland Chasm
Woodland Chasm - 2.5 - Snow lands that help fix are great! Picking these up when they are in your color is always a good idea. Even when they are off-color I would still pick these up when there is nothing else in the pack just in case.
The World Tree
The World Tree - 1 - With any splash card this becomes playable. There is little downside to replacing a Forest with this and ensuring you get to play your spash removal or bombs once you hit 6 mana is a nice perk.
Barkchannel Pathway
Barkchannel Pathway - 3 - There is no downside to playing modal lands. Happy to pick up as many as I can even if they only share one color with my deck. Allows you to splash if you happen to open something good later, or you can just play them to freak out an opponent and make them play around stuff you don't have!
Blightstep Pathway
Blightstep Pathway - 3 - There is no downside to playing modal lands. Happy to pick up as many as I can even if they only share one color with my deck. Allows you to splash if you happen to open something good later, or you can just play them to freak out an opponent and make them play around stuff you don't have!
Darkbore Pathway
Darkbore Pathway - 3 - There is no downside to playing modal lands. Happy to pick up as many as I can even if they only share one color with my deck. Allows you to splash if you happen to open something good later, or you can just play them to freak out an opponent and make them play around stuff you don't have!
Hengegate Pathway
Hengegate Pathway - 3 - There is no downside to playing modal lands. Happy to pick up as many as I can even if they only share one color with my deck. Allows you to splash if you happen to open something good later, or you can just play them to freak out an opponent and make them play around stuff you don't have!

These articles are used for draft ratings on Untapped.gg, and because of this we will be updating them periodically with new information and insight. Comments and discussions help me improve the articles and provide the best information for both other readers and Untapped.gg. So please feel free to comment below and give me your thoughts.

Tomorrow is our last article! We will be looking at all of the really exciting cards - Multicolored and Modals. This is where most of our signpost cards and bombs are. Looking forward to checking them out with you tomorrow. Thank you for reading!

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