Cosima, God of the Voyage / The Omenkeel – Kaldheim

Date Reviewed:  March 2, 2021

Ratings:
Constructed: 3.25
Casual: 4.50
Limited: 4.13
Multiplayer: 3.75
Commander [EDH]: 3.88

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.

Reviews Below: 



David
Fanany
Player
since
1995

Despite being a god from Magic’s Norse-ish plane, Cosima has an Italian name that comes from Greek, etymologically derived from the word “cosmos”. The word “cosmos”, in turn, came to be used similarly to “universe” very early, but also has a connotation of order and structure. We’ve seen that Alrund plays that role in this pantheon, but Cosima expresses her name-essence through things like taking over a game in a particularly word-crafty blue way. Don’t let your eyes glaze over reading all her text, because it’s quite good. Her creature face becomes absolutely monstrous given enough time and/or Zendikar cards, and the Omenkeel carves a shark-path through the combat step early and efficiently – and gets you extra cards with a zeal we haven’t seen since Smuggler’s Copter. While she may not go in every single blue deck, Cosima absolutely excels in one built to her strengths. What more do you need from the valkyrie of the wave-home?

Constructed: 3/5
Casual: 5/5
Limited: 4/5
Multiplayer: 4/5
Commander: 4/5


 James H. 

  

Cosima is a bit of an unusual creature. You can send her off on a voyage, only to come back when you’ve played enough lands; this does play quite well with mana ramp tricks in Simic colors, and you can possibly bring Cosima back with a lot of cards and a lot of extra cards. A 2/4 on turn 3 isn’t so bad before she sets out on her voyage, though that’s not the main attraction; the main attraction is bringing her back as an Absolute Unit, with a lot of cards to boot.

The Omenkeel is actually a pretty fun toy in that vein, one that pairs well with Cosima. Its statline hearkens back to the infamous Smuggler’s Copter, though what it ultimately does is chew through opposing libraries to find you more lands. This indeed works well with Cosima if you can crew it up, and a 3/3 early does a lot of damage if left unchecked. I think Cosima is ultimately intriguing in both forms: not an all-star, but a role player that can do a lot of damage in a long game. And with the ability to wait for as long as you need before bringing her back, slamming her turn 3 and using her as a late-game spurt of gas is not the worst thing you can ultimately do.

Constructed: 3.5
Casual: 4
Limited: 4.25
Multiplayer: 3.5
Commander: 3.75


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