Edge of Eternities is dropping 8/1, with in-person prereleases happening the weekend before. It’s the most “far-out” set thusfar (excluding “un” sets), and we be goin’ to space! The new mechanics Station and Warp, reward slower gameplay. As we evaluate the cards, it will be important to keep that in mind. Alright, let’s blast off!
5.0: Disgustingly powerful and basically unbeatable. Either answer it the turn it comes down or just pack up your cards. (Gruff Triplets, Virtue of Persistence, The Eternal Wanderer)
4.5: Incredible bomb that still gives your opponent a slim chance. (Virtue of Loyalty, Imodane's Recruiter, Realm-Scorcher Hellkite)
4.0: Great rare or the absolute best uncommons and removal. (Faunsbane Troll, Gumdrop Poisoner, Talion’s Messenger)
3.5: Great role filler or removal that you never cut. (Candy Grapple, Hearth Elemental, Torch the Tower)
3.0: Good playable that I’m basically never cutting. (Shrouded Shepherd, Spellscorn Coven, Sharae of Numbing Depths)
2.5: Decent playable and the bar I hope nearly every card in my deck to reach. (Evolving Wilds, Archon's Glory, Flick a Coin)
2.0: Mediocre filler that normally is your 20-23rd card(s). (Mintstrosity, Ice Out, Grabby Giant)
1.5: Replaceable, overall bad filler. Could also be decent sideboard cards. (Titanic Growth, Scarecrow Guide, Territorial Witchstalker)
1.0: Bad filler. Gets cut most of the time. (Dark Tutelage, Kindled Heroism, Impact Tremors)
0.5: Very unhappy to main deck this, but maybe it has fringe sideboard applications. Cards that “could” be situationally decent, but bad in most situations. (Smothering Tithe, Rhystic Study, Mana Flare)
0.0: Unplayable in every possible situation. They rarely print cards this bad these days. (Hew the Entwood, One with Nothing)
There isn’t a cycle of common lands in this set, with Command Bridge being the only land at common. So this doesn’t go absolutely crazy, but it still fixes/ramps and pays off multicolored decks in a huge way.
The Warp costs will net you a free card if you’re able to put a permanent in. The real version is an alright-sized 6 drop, that will draw you a card when it dies, and perhaps cheat a permanent into play for your trouble.
The 10+ trigger allows any attack to kill an opponents’ creature, which is really powerful, but feels like a win-more ability to me. If you’re able to station 10, then have attacks, you probably were already in a good position, and this card does absolutely nothing if you aren’t already in a stable position.
Even in 4-5 color decks, this will cost around 6+ to activate the ability. The times you can’t activate it, it’s a 1/3 flyer for 4, which leaves a lot to be desired.
This has really high loyalty for a turn 3 planeswalker. The downside is that he can’t protect himself if you don’t already have creatures in play. The -3 ability does have some alright targets within Green and Black, but the majority of the time this guy will be pretty passive and threaten the ultimate if not kept in check.
Attacking with a Spacecraft is a very inconsistent condition to bank on, so I would evaluate this card with the activated ability costing 6. 6 isn’t terribly high this set, so you could play this if you are in dire need for removal.
The equipment itself isn’t all that bad. Equip 1, makes this easy enough to move around – so that’s the floor of the card. As for the Mindslaver effect, it’s not too difficult to activate if you have a big enough creature, and you can often win the game the following turn.
A simplistic way to look at this card is: EOT your life total becomes 10, draw multiple cards every turn, and kill your opponent before you deck out (unless they can hit you for 10 on their turn). So long as this is played with 20+ cards left in your library, it should be pretty hard to lose.
There are certainly some cards that can use an absurd amount of mana, but there aren’t very many. This is a mana-hungry set, but I don’t think you need this much mana. I’m still happy to try it out in an appropriate deck.
Unfortunately, there’s no other slivers in this set. Having said that, this will eventually win you games that are stalled out. The downside is that it takes a turn to do anything. It’s still a solid card, I would just be considerate of your decks game plan before jamming this in.
There are definitely enough cheap artifact creatures in the set for this to be a build around., especially in multiples. Other than a dedicated artifact poison deck, there’s no reason to play this.
All of these lands require 12+ to function, and the effects are pretty decent for the opportunity costs. These are very nice in the “two tapped creatures” decks, since you don’t need to have spaceships in play.
You can tap any permanent to pay the “tax” on this, which gives some nice flexibility. There’s no other common lands, so you’ll be seeing this one often.
Andy "Icky" Ferguson is a long time limited grinder, with his first draft in 1999 at the age of 11. 22 years later, you can still find him streaming drafts, achieving the top ranks, including rank #1 5 months of 2021. Seasoned member of the Draft Lab squad and appointed "zen master", Andy lives by the motto; "lose and learn, learn and win".