Kaldheim Commander (KHC): Set Guide & Card List
Released alongside Kaldheim in February 2021, the Kaldheim Commander decks brought two distinct strategies to the table - one deep in the frozen forests with Elves, one soaring through the spirit-haunted skies with foretell and flicker. The set code is KHC, and across both decks there are 119 cards total, including 16 cards printed here for the first time.
What is Kaldheim Commander?
Kaldheim Commander is the pair of preconstructed Commander decks released as part of Magic's 86th expansion, Kaldheim. Like most modern Commander precons, each deck ships as a complete 100-card Commander experience - 99 cards plus one foil Commander - ready to play out of the box.
The 119 unique cards in KHC break down into two categories that matter a lot for format legality:
- Cards #001-016 are brand-new cards, printed for the first time in KHC. These are legal only in Commander, Vintage, and Legacy.
- Cards #017-119 are reprints of cards that already exist elsewhere. Appearing in these decks doesn't change their legality - a card that was Standard-legal before stays Standard-legal, and a card that wasn't doesn't become so.
That's a slightly larger crop of new cards than the Zendikar Rising or Commander Legends Commander decks managed, with 14 new rares and 2 new mythic rares among the 16 debuts.
The two decks
Kaldheim Commander ships as two separate packages. Each one contains:
- A 99-card deck
- 1 foil Commander card
- 10 double-sided tokens
- 1 deck box
- 1 life wheel
Elven Empire - Black/Green
Commander: Lathril, Blade of the Elves
Elven Empire is exactly what it sounds like: a go-wide Elf tribal deck that uses Lathril to generate a board full of 1/1 Elf tokens and then convert that army into a game-ending drain effect. Black/Green is a natural home for Elves in Kaldheim's lore - the Elves of this Norse-mythology-inspired plane are anything but gentle forest folk - and the deck leans into that identity with a mix of token generation, tribal synergies, and recursive threats.
If you enjoy swarming the board, tapping creatures for payoffs, and closing games with a life-drain combination rather than pure combat, Elven Empire is the deck for you.
Phantom Premonition - White/Blue
Commander: Ranar the Ever-Watchful
Phantom Premonition is built around two of Kaldheim's signature mechanics - foretell and exile-matters - in a White/Blue shell. Ranar the Ever-Watchful rewards you for foretelling cards (setting them aside face-down to cast on a later turn) and for exiling cards from your hand through any means, generating a stream of 1/1 Spirit tokens as you go.
The deck plays like a tempo and value engine: you're holding up interaction, generating tokens as a byproduct, and flickering (temporarily exiling and returning) your own permanents to trigger ETB (enters-the-battlefield) abilities repeatedly. It's a more reactive, controlling style of play than Elven Empire, with a lot of decision points each turn.
Themes and mechanics
Both decks draw from Kaldheim's mechanical identity, so it's worth knowing the two headliners:
Foretell lets you pay {2} on your turn to exile a card from your hand face-down, then cast it later for its foretell cost - usually at a discount. It's a mana-smoothing and hand-protection tool, and Phantom Premonition is built to treat every foretell activation as a bonus token trigger.
Tribal synergies are the backbone of Elven Empire. Lathril cares specifically about having ten or more Elves you control, so the deck is dense with Elf creatures and ways to protect or rebuild the board.
Beyond those, the decks include returning Commander staples - ramp, card draw, removal - adjusted in flavour and theme to fit a Norse-mythology plane full of world-tree connections, gods, and giants.
Lore and setting
Kaldheim is a plane built on a reimagining of Norse mythology. Ten interconnected realms hang from Kaldheim's version of the World Tree, ranging from the icy realm of Istfell to the golden halls of Starnheim. Elves occupy Skemfar, a dark forest realm, while spirits and the honoured dead drift through Istfell - which maps neatly onto the Elven Empire and Phantom Premonition themes respectively.
Lathril is a Skemfar Elf warrior, dangerous and calculating. Ranar is a spirit warrior, connected to the traditions of foretelling and the rites of the dead. Both Commanders feel genuinely rooted in the plane's identity rather than retrofitted to it.
Set legacy
Kaldheim Commander is remembered as a clean, flavourful pair of precons that did exactly what the format needed at the time: two focused, immediately playable decks with distinct identities and a meaningful number of new cards to chase. Sixteen new cards across 14 rares and 2 mythic rares gave seasoned players a reason to pick up both boxes, while the tribal and foretell themes gave newer Commander players intuitive, easy-to-understand game plans.
The decks sit comfortably in the middle of the precon power-level conversation - not the most explosive out of the box, but coherent and upgradeable in obvious directions. Elven Empire in particular drew attention from tribal Elf players in Commander who welcomed Lathril as a Black/Green option for a creature type that had historically leaned harder into Green/White or mono-Green.















