They are very hard to fit into the rules and create issues where players want older cards switched to Tribal. Don’t plan on seeing Tribal spells come back in a Standard legal set anytime soon.Verhey also included two other tidbits in the video: Leads to all kinds of wacky gameplay and gives you more options with your spells. Surtland Elementalist - From the Theme Booster like Canopy Tactician from Elven Empire.Ī great way to give cards foretell that weren’t designed with it. It isn’t a simply worse version of Kor Cartographer, as it has foretell for the theme of the deck and the splitting of the mana cost gives it flexibility.Ĭan play well in all kinds of Commander decks, not just ones focusing on foretell. Protect your stuff from sweepers while allowing you to do mean things with Armageddon.Ī Commander-sized version of Figure of Destiny and a great reward if you can complete the quest.įor new cards, rarity symbols don’t necessarily match what rarity the card would be from a Standard legal set. The designers created this card and many others to make sure there were enough foretell cards, as there were only many cards with it in Kaldheim. Giving all Elves deathtouch doesn’t hurt either. It sticks around by being an enchantment and gives your a drain effect that doesn’t show up on mono-green cards. Perfect for going wide and adding resiliency if you lose your battlefield of Elves with a cheap Regrowth effect.Īnother scaling payoff, this one builds up your battlefield and gains you life instead of punishing other players like Ruthless Winnower.Īnother reason to move to black from a green Elf deck. A lord with a big mana boost lets you keep the Elves flowing onto the battlefield after you refilled your hand with all the card draw effects while making them larger at the same time. This card is from the Theme Booster product that was pulled into the Commander deck. Ramp and card draw translates roughly to an Elf Cultivate variant that isn’t hard to consistently hit with a deck full of Elves and lands. This is another card that gives players a reason to expand to another color, instead of playing Mono-Green Elves. This artifact needs you to meet both requirements of being in black and playing Elves for it to do its thing. It can often turn into an Abyss, but Verhey stressed that this type of effect isn’t problematic in Commander because multiple players have chances to remove it or leverage it against you instead of a normal game against one player.Ĭolored artifacts allow the designers to make specific cards that don’t go in every deck. It can also be a backdoor win condition against opposing tribal decks if their battlefield gets out of control.Īnother scaling card in a multiplayer game, it can get multiple triggers over a course of a turn cycle, punishing players not playing Elves. It can slot into any tribal deck someone can build from scratch, allowing non-supported tribes some payoffs. ![]() You’ll often choose Elf for yourself to refuel, but it also has other applications. This design also makes sure it doesn’t overly impact formats like Legacy, where you’ll only have one opponent.Īnother card that provides card draw at a cost. In a classic game, the most you can draw is three cards, but in larger games it gets better and later when opponents have been killed off, it scales down. It also is a newer idea that design is working on that scales on the number of opponents you have. Verhey reiterated how green card drawing is now based around having creatures so this card rewards you for going wide, like the Elf deck is going to want to do. The reprints can be from any plane, but the new cards specifically had to be from Kaldheim. While the decks include cards from the main Kaldheim set, each deck also has a handful of new cards set on Kaldheim special to the preconstructed decks. ![]() Verhey broke down all the cards in the new decks, Elven Empire and Phantom Premonition, but highlighted the new cards special to the decks.
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