Kaldheim spoiler season is almost over. This week we got another large group of previews. These are some of the cards that I feel will impact standard that were previewed last Monday and Tuesday.

Egon, God of Death and Throne of Death looks like one of the best modal double-faced cards from the set. For three mana you get a 6/6 legendary god. The only downside of the card is that you must exile two cards from your graveyard or sacrifice Egon and draw a card. With self-mill a very viable strategy in standard already with the Rakdos Midrange deck, I think that Egon will be a nice fit for the deck. This will give the deck two powerful 6/6 creatures that you can attach Embercleave too. When this happens, you can finish off an opponent in one turn.

The other side of Egon, God of Death is Throne of Death. For one black mana you get a legendary artifact that mill’s a card at the beginning of your upkeep. The Rakdos Midrange deck wants to put cards in the graveyard to escape Kroxa, Titan of Death’s Hunger or Ox of Agonas. Thone of Death does this very efficiently. Both sides of this card will help Rakdos Midrange advance its game plan.

Red gets a counter spell in Tibalt’s Trickery. For two mana Tibalt’s Trickery can counter a spell. This is the first true counter spell in red. Beginning with Alpha, red had Red Elemental Blast and Pyroblast as instants that counter blue spells. By the late 90s, neither card was printed in standard again. That brings us to Tibalt’s Trickery.

Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.

Like other cards in Kaldheim, Tibalt’s Trickery has a significant downside. Letting your opponent cast the next nonland card with a different name is a serious negative affect of countering a spell, but in the right situation it has a place in standard. There will be times when the card that the opponent gets to play will feel like a backbreaker, but on other occasions it will matter because what your opponent gets is much worse that the card you counter. Expect red decks to find a way to use it effectively as a true counter spell.

Another possible use of Tibalt’s Trickery is to use it on your own spell. This could create a unique situation that leads to putting a powerful threat onto the battlefield. Whether Tibalt’s Trickery is played as a true counter spell or as a combo piece is yet to be determined. Either way, I see Tibalt’s Trickery as at least a sideboard option and could see play in the right main deck.

One of the unique modal double-faced cards of Kaldheim is Jorn, God of Winter. For three mana you get a 3/3 legendary snow god. Jorn’s ability untaps each snow permanent you control whenever Jorn attacks. This could be an incredibly powerful affect in a snow deck. It could double your mana by untapping your lands giving you the same effect as Wilderness Reclamation, but during your attack phrase rather than your end step. This will allow you to have two turns worth of mana on one turn. What makes Jorn potentially a bad option is that it can be removed from play before it influences the game.

The other side of Jorn is Kaldring, the Rimestaff. This legendary snow artifact gives you the ability to play snow permanent cards from your graveyard. When you tap Kaldring, you may play a target snow permanent from your graveyard that enters the battlefield tapped. This could lead to an interesting snow reanimation deck but needing three colors will place some limits on the deck. It will be interesting to see if snow is a legitimate build around. Players will try to make it work.

Our final card is Starnheim Unleashed. This is one of the most interesting sorcery spells from the set. This white sorcery creates a 4/4 white Angel Warrior token with flying and vigilance. For four mana you get a Serra Angel. On its own, this is a fine magic card. What makes the card potentially very powerful is the foretell ability. When you cast Starnheim Unleashed for the foretell cost you pay X/X and a white mana to create Angel tokens. For each two mana you pay beyond the one white mana you create an Angel token, so you get to create as many Angel Warriors as you can pay for. In a control deck, this could serve as the finisher for the deck.

The other potential place for Starnheim Unleashed is in an Angel tribal deck. Kaldheim has several playable angels. If angel tribal is a real deck than a card like Starnheim Unleashed could find a place in the deck because it could be foretold on turn two or three when you do not have another play. Then late in the game play it to create two or three angels to put the game away.

That’s it for today. I’ll look at some of the other standard playable cards later in the week.

Until next time, good luck finding your win condition!