Kaldheim's spoiler season is nearly wrapped up! Because of this, fewer previews are being revealed. However, this won't stop us from recapping many of the cool cards from what is being called the most metal Magic: The Gathering set ever. Let's look at what the past couple of days had in store for us!
Firja's Retribution is a doozy. For only four mana, you get a Serra Angel with an additional, very relevant subtype, which is a very reasonable payoff for the cost. Of course, as with most Saga cards, the value does not stop at the first lore counter. When you place the next lore counter, Angel creatures you control can kill smaller creatures outright for that turn. At first glance this indicates you need additional Angels in your deck, but in reality (or at least in non-singleton formats), you only really need additional copies of Firja's Retribution, since it makes an Angel in the first place.
After clearing away a bevy of blockers (ideally small fliers that could presumably chump block your Angels), the third lore counter gives your Angels double strike for the turn, meaning that Angel token you initially created is swinging in for a minimum of 8 damage. Again, in non-singleton formats especially, this card is going to be run liberally. As for singleton formats such as Commander, this card will see some play in dedicated Angel tribal decks.
At first glance, Ascendant Spirit appears very similar to Figure of Destiny, a card from Eventide that grew large in the same fashion. But Figure of Destiny this is not. Ascendant Spirit is better.
For starters, as long as you're drawing your mana from a pool of snow permanents, it doesn't matter what color you use to bolster Ascendant Spirit to the next rank of strength. Plus, when you have gotten the Spirit to become an Angel, you can pump it further and give it the ability to draw you cards. This card is basically Ophidian on a serious workout regimen.
There are some people making the ages-old argument that a card like this should be white and not blue. If this card's Ophidian-style effect was nonexistent, or better yet mutual, this card could be firmly placed in white's part of Magic's color pie. The primary reason this card is blue is because of this discrepancy. There's precedent for white to have mutual card draw, too. Look at Farsight Adept from Zendikar Rising. This card does not see much play because of the downside of allowing an opponent to draw, but furthermore, this kind of card was Magic's design team gauging how well-received the card's mechanic would be. Expect a more-refined version of this in a few years, once the ability's kinks are worked out. For now, however, we must contend with cards like Ascendant Spirit being blue.
Tundra Fumarole is a strong spell. It effectively costs three mana, but it can get all of that mana right back. If you like your removal suite either at a low cost or free, this is the burn spell for you.
The only real issue with this card is that it can't pay for itself since the mana it makes is strictly generic, but as long as you're making good use of the three mana it can provide, you'll be fine doing so.
Poison is back! Fynn, the Fangbearer is a strong legendary creature with some deathtouch synergies behind him. While this is the first creature we have seen since New Phyrexia with an ability delving into poison counters, currently there's no telling in what capacity we will be seeing poison within Kaldheim.
Nevertheless, a creature like this can and will be very powerful alongside cards such as Vorinclex, Monstrous Raider, another creature from Kaldheim. Furthemore, as a commander, Fynn, the Fangbearer will be a strong commander for mono-green deathtouch strategies. Expect a lot of players to use Bow of Nylea to that effect.
We will be covering recaps for the next few days as well, so keep your eyes peeled!