January 8th brought a ton of major cards to the public eye! And the previews didn't stop there, as the two days following were chock-full of great cards as well. Let's take a look at what these days had to offer!
Koma, Cosmos Serpent is a fairly typical blue-green mythic rare. At least, it's par for the course as far as Simic mythics go nowadays. Koma is a beatstick that generates creatures of a relevant size. 3/3s are nothing to scoff at, and what's more, they're generated at each upkeep (a la Verdant Force or Tendershoot Dryad), meaning you'll have a veritable force in play by your own upkeep.
If you don't need the Serpent tokens, you can use them to tap threats down or deal with removal that threatens the Cosmos Serpent's longevity on the board. Add to this the fact that Koma, Cosmos Serpent cannot be countered, and you have one scary monster.
Of course, because we are visiting a plane of existence styled after Norse mythology, we have to have a re-conceptualization of Yggdrasil, the World Tree, which links to all the
nine worlds ten realms of Kaldheim. And what a sight it is!
Summoning every God card in your deck is a strong effect, but it takes ten mana to work. However, The World Tree fixes the mana your lands produce provided you have five other lands in play. And while The World Tree can only fetch God cards, which is limiting, a different card revealed on January 10th turns that downside right on its head.
Maskwood Nexus is a better Birthing Boughs, but also acts as a better Conspiracy, Xenograft, or Arcane Adaptation. Being able to do roughly everything the aforementioned four cards can do is major for the functionality of most any tribal deck. And, as mentioned above, this card interacts with The World Tree in a massively powerful way, as it gives every one of your creature cards the God type (in addition to every other creature type).
This card will only get stronger with future tribal cards, and therefore might become a thorn in the side of Magic's designers. Time will tell whether this card ends up limiting the tribal design space, but for now, we get to enjoy full parties whenever we want.
Draugr Necromancer is an interesting design. It interacts with ice counters, much like Rimescale Dragon, Dark Depths, or Rimefeather Owl, but uses them on cards in exile, which is peculiar and refreshing.
For the past few expansions (namely Throne of Eldraine, Theros: Beyond Death, and now Kaldheim) we have seen a metric ton of cards that send themselves or other cards into exile. Between the Adventure mechanic, Escape, and now Foretell (not to mention Tibalt, Cosmic Impostor), Wizards of the Coast may be setting up an upcoming mechanic that cares about the number of cards in exile. We covered inter-set synergies in another article, and while cards which enter the battlefield tapped might not be a major theme in this set, exiled cards still have a good shot at mattering in upcoming Standard sets.
Stay tuned as we cover more cards in the coming day. We're still over a week away from the complete set reveal, so we will keep you updated as we learn more!