Sigarda, Champion of Light – Midnight Hunt
Date Reviewed: September 22, 2021
Commander [EDH]: 4.13
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Like Sigarda’s two past cards, this version hits crazy hard, with seriously efficient printed stats and the potential to add a ridiculous amount of power to the table overall. And on top of that, she has some craft and subtlety too. You might well end up having three or more creatures with different power just because you have a mana curve and that’s what you get in the process; you might end up that way because you made a conscious effort to diversify your deck’s contents and not have four copies of nine different cards. As it happens, her coven ability encourages a toolbox of creatures anyway, so that’s pleasingly self-reinforcing and self-rewarding.
I know Kaldheim is the official viking trope plane, but listing Sigarda’s attributes of combat skill and clever seidr makes me think of Freya. That’s make a great alter for this card!
Sigarda 3.0 leans pretty heavily into the Human support angle: a static buff to them, as well as being able to dig more of them out of your deck, both function nicely as means to give the tribe some late legs. She’s also pretty decent as an attacker, a 4/4 with evasion and trample that can push damage through. I think she’s definitely geared more to utility than other cards might be, but she’s quite good at it.
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