fbpx

Deep Dive: The Ins and Outs of Kaldheim Sealed

There’s an Arena Open coming this weekend, and I’ve been jamming Kaldheim Sealed over the past week in anticipation. Today, I’m going to do a Deep Dive on Kaldheim Sealed, as this format has a lot going on.

 

Header - General Sealed Strategy

Let’s start with some information about Sealed. These all apply to Kaldheim Sealed, and tend to be true in most Sealed formats. This info also should inform what to look for in your Sealed builds, and I’ll cover where this pushes you next.

  • Sealed is slower than draft. Since sealed is six random packs, not picks from 24 packs, decks will be less focused and less synergistic, which also tends to mean they’re slower. It’s not to say that you’ll never face a fast Sealed deck, but in general, it’s hard to get enough two drops and enough playables in two colors to put together a great aggro deck.
  • You face more bombs in Sealed. This should be obvious based on the pack distribution. You get six packs worth of rares in Sealed instead of just three in Draft (when it comes to bombs, pick one is the one that matters most, which is why here draft has a smaller pool).
  • Sealed decks tend to be more colors than draft decks. Sometimes you just don’t have enough playables in two colors, and sometimes you really want to splash your bombs, but either way, about two and a half (or more) colors is the norm. This is even more true in Kaldheim, thanks to the support for five color snow.
  • Sealed decks contain more artifacts than Draft decks because artifacts tend to be colorless, so most sealed decks will play a couple. The enchantment density doesn’t really go up, but even with just artifacts increasing, it can change your decisions.

Where does this information lead you? You’re going to be facing slower decks, with more bombs, more colors and more artifacts, which does give you some direction. You should be looking to play more long-game cards, like counterspells, discard and expensive finishers. You still want removal, both cheap and expensive, but you can bias more towards card advantage and cards that are effective on turn 10 than you would in Draft. You also are likely to be splashing as well, and definitely should consider playing artifact removal in the main deck. Due to the density of bombs, unconditional removal is very important, and you’ll often splash for it if necessary.

To get access to this and the rest of ChannelFireball Pro Content, check out our subscription plans.

RegisterLearn More

Discussion

Scroll to Top