Welcome to my first Kaldheim preview article. Today and next week, I'll be walking you through the story of the set's design as well as showing off a cool preview card each week. I hope you enjoy the story of how Kaldheim's design came to be.


Viking of the World

The idea of doing a set based on Norse mythology and historical Vikings has been on our to-do list for a long time. In the early days, we avoided it because we felt it would feel too similar to Ice Age (Magic's sixth expansion and second large expansion) which had Scandinavian influences. In the later years, it kept coming up and getting beat out by something else. We were constantly saying, "Not here, but definitely someday." We had a long list of settings that our fans were asking for, so we kept pulling other ideas from the list. Eventually, as we executed on the many other world ideas on the list, a Norse-inspired set rose to the top to be the most requested world we hadn't done yet.

Flash forward to the meeting where we're planning out the three-year stint from Throne of Eldraine through the spring set of 2022. A Norse set got put on the list of possibilities, as it always did. Aaron Forsythe spoke up and said, "What if we actually made the Norse set rather than saying 'one day we'll do it'? Let's put it on the schedule." And just like that, Kaldheim (codenamed "Equestrian") was finally a set we were making. I was leading the design for Zendikar Rising (Zendikar has a soft spot in my heart) and Strixhaven (it was a set based on a mechanical idea I'd pitched), so I tagged Ethan to lead the vision design for Kaldheim. Ethan is a fan of Norse mythology, so he was eager to do it. Dave Humpherys was going to be the lead set designer for Kaldheim.

The first thing we did was figure out what exactly the audience would expect of a set inspired by Norse mythology and historical Vikings. Here's an abbreviated version of the list we came up with:

  • Gods
  • Some riff on the nine realms
  • Many specific creature types (Elves, Dwarves, Giants, etc.)
  • Specific weapons (hammers, axes, swords, etc.)
  • Norse-style magic (runes, omens, zombies, etc.)
  • Lots of fighting/combat-centric things
  • Other resonant Viking things (helmets, boats, funerals, etc.)
  • Cold climate

It was a good list and gave us a lot to work on. For the design story, I'm going to walk you through each item explaining what we did in vision design and then talk about how it was added to, tweaked, or reimagined during set design.


Gods

We'd done Gods before on both Theros and Amonkhet, but the gods from Norse mythology felt a little different. In Greek and Egyptian mythology, gods stood apart from humankind. They were someone the humans prayed to but very rarely interacted with. In Norse mythology, gods were treated more like royalty than spiritual beings. You looked up to them, but they had a sense of humanity to them. We wanted to capture that. Also, we'd done Gods before, so them just being gods wasn't exciting enough. We wanted to find a way to design them that made them feel unique. These weren't just any gods—they were Norse gods.

We found our solution to this problem very early. You see, I'd pitched Strixhaven as a set built around modal double-faced cards (MDFCs), but early exploration into their design made me realize that we had something bigger than just one set, so I decided to stretch the MDFCs to all three premier, non-core sets of the Magic"year." Zendikar Rising used their MDFCs to focus on cards that all had a land on the back face. For Kaldheim, we had to figure out how we wanted to use MDFCs. What happened next was what I call a "peanut butter cup moment."

For those unaware of what peanut butter cups are, it's a popular candy in the United States that combines chocolate and peanut butter. For years, the main manufacturer of peanut butter cups in America ran an ad campaign where one person had a bunch of chocolate and another had a jar of peanut butter. For various reasons that changed from commercial to commercial, the two would accidentally run into each other and say, "You got your chocolate in my peanut butter." "Well, you got your peanut butter on my chocolate." They would then discover that the two taste great together, and thus, the peanut butter cup was born.

This means that a "peanut butter cup moment" is when you have two different quests you've created for yourself for your design and you realize that by combining them, they solve each other's problems. That's exactly what happened with Gods and the MDFCs. In fact, the very card that created the "you got chocolate in my peanut butter" moment is my preview card. Let me show it to you, and then I'll explain what happened.

Click here to meet Toralf, God of Fury

Toralf, God of Fury // Toralf's Hammer (KHM)