Kaldheim draft's have been pretty enjoyable so far and I don't expect that to change anytime soon. If you haven't drafted the set yet, you should probably check it out. Because there is no best-of-three ranked queue on Arena, my experience limits itself to best-of-one—I finished the January season with a Top 100 rank—but I believe the following lessons translate to best-of-three without much trouble.
1. Stop Passing Sarulf's Packmate!

2. Disenchant-Type Effects Are Maindeckable

There is some difference in quality between these three, but the gist of it is that this type of effect is actually quite good in the format. There's a lot of aura-based removal, plus playable equipment in all colors and even the backsides of a bunch of the Gods.
-
is the best of these. You want to have one in most green decks if possible, and you can easily play two. -
Because of the competition in green,
is a bit worse. You should probaly only maindeck a copy if you have no Vandals. -
is the worst of the three, but if your white nonaggressive deck needs another card—look no further than this.
3. Snow Is Good

Multicolor snow is a great archetype and currently still underdrafted. Firstpicking snow lands out of weaker packs is quite reasonable, and right now you can table some of the snow basics and some payoff fairly often. A thing I noticed while drafting this archetype was that you occasionally end up with too many of a snow basic that isn't one of your main colors. So be aware of that possibility. Picking the fixing in snow duals and
4. Dogged Pursuit Is No Ill-Gotten Inheritance

I loved
I still think the card is okay and playable, but just stacking them up was a strategy that I tried and that did not work super well so far. If you share some of my fond memories of Ill-Gotten wins, I believe you'd best be advised to lower this in your internal pick order. Definitely don't pursue the Pursuit highly.
5. White Aggressive Decks Are a Thing

Drafting a very low-to-the-ground white weenie deck is very possible in this format, and
6. Keep Excess Lands in Hand Against Black

7. Equipment Is Good

While this isn't true for all the equipment in the set, it's pretty nice to have one to sink mana into, as boards stall fairly often. Especially the uncommon "living weapon" cycle seems sweet, the exception being
I like
8. Goldcards Are Good, and So Is Wiggling
This has some overlap with my third point. A lot of the uncommon and rare Sagas are very potent and I believe also good enough to take early. The set actually has a decent amount of fixing, so even if you're not multicolor snow, you can quite easily splash some cards. Also, the power level of the set is so high that firstpicking a card like
9. Sagas Run from Unplayable to Very Good
… and you have to know which is which.

These two for example should very rarely end up in your deck, but a few others also need some help and can't just be slotted into every deck in their colors.
Most other Sagas are at least okay everywhere, so you'll never be too far off if you put them into decks that can produce the colors.
The other ones are mostly self-explanatory.
10. The Uncommon Land Cycle Is Nice

Similar concept to before: You'll end up with enough playables most of the time anyway, so filling some land slots with the spell-like effects of
Conclusion
This isn't a complete list, but rather some lessons I learned. That said, I think being aware of those and incorporating them into your strategy should hopefully improve your results. I'll be drafting a lot more in the next few weeks and look forward to figuring more stuff out. If you want to catch me live, you're always welcome to come join me on Twitch!
May your Packmates draw you a lot of cards.
Awoooh!
Opinions expressed in this article are those of the author and not necessarily Cardmarket.
