The newest Magic: The Gathering expansion set goes by the name Kaldheim, and it's set on the frosty plane of the same name. Back in December 2020, Wizards generously shared some early spoilers, and even then, it was clear that this set had all kinds of legendary warriors and tribal magic in it. How is the Dwarf tribe shaping up?

Dwarves don't have the same presence in the game as tribes like Elf, Zombie or even Merfolk, but for games of booster draft Limited, Kaldheim's Dwarf tribe is determined to catch up. The latest spoilers add all kinds of power to the developing white-red aggro archetype.

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Kaldheim's Red Dwarf Cards

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This tribe is mainly represented in red mana, and the newest Kaldheim spoilers are packing four new commons and uncommons for this reckless, fearless tribe. Dwarf's Hammer is an uncommon Equipment card, and true to its color, the Hammer gives an equipped creature +3/+0 and trample, similar to Loxodon Warhammer (minus the lifelink).

When this Equipment enters the battlefield, it may pay {2} extra to make a 2/1 red Dwarf Berserker creature token and be attached to it. Overall, this card fits the newest trend in Equipment cards: in exchange for costing colored mana, new Equipment cards come with fancy ETB effects that make them easier to use. Players looking to draft Dwarves should definitely look out for Dwarf's Hammer.

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Dwarven Reinforcements is straightforward enough, being a sorcery-speed token generator that makes two 2/1 Dwarf Berserker tokens. It also has Foretell for {1}R. Next up is Vault Robber, which is unusual stats for red: a 1/3. It's a meager attacker, but then again, the Robber can pay {1} and tap to exile a creature from the graveyard and make a Treasure token, and it's clear by now that this tribe eagerly wants to amass treasure. This is a highly relevant ability.

Last up is Fearless Liberator, a 2/1 that can Boast for {2}R to make a 2/1 Dwarf Berserker token, effectively making a non-Boast copy of itself. This can help a player keep up the pressure if they have mana to spare.

Kaldheim's White Dwarf Cards

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The Dwarf tribe makes good use of white mana too, mainly for its "white weenie aggro" aspect, while the Kaldheim Valkyries embody the slow, unstoppable side of white mana. Goldmaw Champion is a straightforward attacker, a 2/3 for {2}W that can Boast for {1}W and tap an enemy creature. This can neatly shut down a huge enemy blocker, and ensure that more attacking Dwarves survive the assault. Or, if the opponent has just one blocker, it'll be easy to hit their life points directly.

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Master Skald, meanwhile, is a beefy 4/4 for {4}W, a good curve-topper for the low-to-the-ground Dwarf tribe in Kaldheim. When it hits the battlefield, it may exile a creature from the graveyard, then return an artifact or enchantment card from the graveyard to the hand. This is a fine way to bring back an Aura that went to the graveyard alongside the creature it was attached to, for example, or bring back an Equipment that was somehow destroyed.

Valkyrie's Sword is a great mana sink for the mid to late game when the player is commanding a squad of Dwarves. This white Equipment gives the equipped creature +2/+1, which is fine, but the ETB effect pushes things over the top. If the player has {5}WW to spare in the late game during draft events, they can have this Sword enter the battlefield with a 4/4 white Angel Warrior token with flying and vigilance, and attach Valkyrie's Sword to it. That's effectively Serra Angel, a trademark card from the game's earliest sets. These colors favor Dwarves as a whole, but even Dwarves might need a guardian angel when facing a worthy foe.

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