Released · Set Guide

Kaldheim

Foretell, boast and a snow-covered ten worlds, on the plane Magic built out of Norse myth.

ReleasedFeb 5, 2021
PrereleaseJan 29 – Feb 4, 2021
Set CodesKHM · KHC
Mechanics5
Release dateFebruary 5, 2021
PrereleaseJanuary 29 – February 4, 2021
Set codesKHM · KHC
Left StandardSeptember 2022

Magic's Norse plane

What this set is

Kaldheim is Magic's Norse plane: ten linked worlds, a World Tree between them, and gods who behave far more like people than like abstractions. It leans on the mythology without simply reskinning it.

Foretell is the mechanic worth knowing. Pay two generic mana at sorcery speed to exile a card from your hand face down, then cast it later for its foretell cost. It smooths your curve, hides information, and gives you something to do with a turn you would otherwise waste.

Themes

Every mechanic in Kaldheim

New

Foretell

Pay two generic mana at sorcery speed to exile a card from hand face down, then cast it on a later turn for its foretell cost. Your opponent knows a card is there but not which one, so it hides a trick as well as spreading the cost.

New

Boast

An activated ability you can only use once each turn, and only after the creature attacks. It rewards committing to the attack rather than holding back, which is the point of a set about warriors.

New

Runes

A cycle of cheap Auras that enchant an artifact or creature, grant a small bonus, and replace themselves with a card when they enter. Auras that do not cost you a card, which is the usual reason not to play them.

Returning

Snow

Snow-covered lands and snow permanents return, with cards that scale on how many snow permanents you control. A supertype rather than an ability, so it works quietly in the background of a deck.

Returning

Changeling

A creature with changeling is every creature type at once, wherever it is. In a set with this many tribes it slots into whichever one you end up in.

Where You Can Play It

Format legality

Kaldheim has left Standard, but that is the only format it left. Here's where each code is legal now.

Kaldheim left Standard at the September 2022 rotation, the one Dominaria United triggered, alongside Zendikar Rising and the rest of that rotation year. A rotation only ever removes cards from Standard, so everything here is still playable in Pioneer, Modern, Legacy, Vintage and Commander. Commons from any set are Pauper-legal; that isn't listed per set here.

Limited

Ten draft archetypes

A full ten-pair format, unusually tribal for a non-typal set: Elves, Dwarves, Giants, Angels, Demons, Dragons and Berserkers all have support, and changeling stitches them together.

All ten two-color pairs

Full ten-pair format

Most pairs carry a tribe as well as a mechanic. Foretell spreads across the whole format because a two-mana investment fits any curve, while boast concentrates in the aggressive pairs and snow in the green and blue ones.

Commander

The two Commander decks

One tribal, one graveyard-and-exile.

Elven Empire

Lathril, Blade of the Elves

Black-green Elves, going wide and draining with Lathril's tap ability.

Phantom Premonition

Ranar the Ever-Watchful

White-blue, built on foretell and cards exiled face down.

Building one of these into something of your own? The precon buying guide covers how to judge a deck, and the Commander deck template is the shape to build toward.

FAQ

Common questions

Is Kaldheim still Standard legal?

No. It left Standard at the September 2022 rotation, the one Dominaria United triggered, along with Zendikar Rising, Strixhaven and Adventures in the Forgotten Realms. KHM cards are still legal in Pioneer, Modern, Legacy, Vintage and Commander.

How does foretell work?

Pay two generic mana at sorcery speed to exile a card from your hand face down. On a later turn you may cast it for its foretell cost, which is usually cheaper than its normal cost. Your opponent knows a card is waiting but not which one.

What does boast do?

It is an activated ability you can use only once per turn, and only after that creature has attacked. It rewards committing to an attack rather than holding creatures back.

What are Runes in Kaldheim?

A cycle of cheap Auras that enchant a creature or Equipment, give a small bonus, and draw you a card when they enter. Replacing themselves is what makes them worth playing, since the usual problem with Auras is losing a card to removal.

How many Commander decks did Kaldheim have?

Two: Elven Empire, led by Lathril, Blade of the Elves, and Phantom Premonition, led by Ranar the Ever-Watchful.

Playing Kaldheim in Commander?

TurnZero HQ keeps deck records, MMR, and moments for every Commander night, so you can see which new cards are actually earning their slot.

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