Arcane Foundry › Commanders › Jorn, God of Winter // Kaldring, the Rimestaff
Jorn, God of Winter // Kaldring, the Rimestaff
Legendary Snow Creature — God // Legendary Snow Artifact · {2}{G}
{1}{U}{B} · Black/Green/Blue commander
Whenever Jorn attacks, untap each snow permanent you control.
{T}: You may play target snow permanent card from your graveyard this turn. If you do, it enters tapped.
Build a Jorn, God of Winter // Kaldring, the Rimestaff deck →
What Jorn, God of Winter // Kaldring, the Rimestaff actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · attackWhenever Jorn attacks, untap each snow permanent you control.
- Activated ability{T}: You may play target snow permanent card from your graveyard this turn. If you do, it enters tapped.
What a Jorn, God of Winter // Kaldring, the Rimestaff deck needs
Plays as snow. What the commander asks of the other 99 — read from the card and checked by hand.
- snow permanents — snow lands, creatures and artifacts (each attack untaps them all)
The Jorn, God of Winter // Kaldring, the Rimestaff deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 8× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 5× Untap the commander so the tap ability is an engine, not a one-shot
- 26× A permanent of the exact NON-creature type the commander counts — artifacts for an artifact commander, enchantments for an enchantress
- 4× Make the commander connect — a body that never deals combat damage never triggers
- 6× Put your own cards into your graveyard as a resource
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
Best cards for Jorn, God of Winter // Kaldring, the Rimestaff
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Tyvar, Jubilant Brawler3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Akroma's Memorial7 mana
- Ulvenwald Oddity // Ulvenwald Behemoth4 mana
- Lavaspur Boots1 mana
- Shang-Chi, Master of Kung Fu2 mana
Untap the commander so the tap ability is an engine, not a one-shot
- Bear Umbra4 mana
- Freed from the Real3 mana
- Pemmin's Aura3 mana
- Sting, the Glinting Dagger2 mana
- Umbral Mantle3 mana
- Unstoppable Plan3 mana
- Genji Glove5 mana
- Copperhorn Scout1 mana
A permanent of the exact NON-creature type the commander counts — artifacts for an artifact commander, enchantments for an enchantress
- Boreal Druid1 mana
- Coldsteel Heart2 mana
- Arcum's Astrolabe1 mana
- Ascendant Spirit1 mana
- Blizzard Brawl1 mana
- Frost Augur1 mana
- Replicating Ring3 mana
- Ice-Fang Coatl2 mana
Make the commander connect — a body that never deals combat damage never triggers
- Tetsuko Umezawa, Fugitive2 mana
- Garruk's Uprising3 mana
- Rogue Class2 mana
- Archetype of Imagination6 mana
- Eldrazi Monument5 mana
- Falthis, Shadowcat Familiar3 mana
- Akroma's Memorial7 mana
- Infiltrator's Magemark3 mana
Put your own cards into your graveyard as a resource
- Takenuma, Abandoned Mire0 mana
- Stitcher's Supplier1 mana
- Aftermath Analyst2 mana
- Ripples of Undeath2 mana
- Smuggler's Surprise1 mana
- Emry, Lurker of the Loch3 mana
- Six3 mana
- Argoth, Sanctum of Nature0 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Assassin's Trophy2 mana
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Defile1 mana
- Tragic Slip1 mana
- Infernal Grasp2 mana
Find the exact card the plan needs
- Entomb1 mana
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Green Sun's Zenith1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Nature's Rhythm2 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Toxic Deluge3 mana
- Damnation4 mana
- Bontu's Last Reckoning3 mana
- Sickening Dreams2 mana
- Crypt Rats3 mana
- Extinction Event4 mana
- Vicious Rivalry4 mana
- Endemic Plague4 mana