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)
This can dig pretty deep into your deck if you’re searching for something specific. It’s a little weak if you play it on turn two, but sometimes that will be the correct play.
An easier way to look at this card is reading it as: 2UU mana draw two, & put a stun counter on a tapped creature. You get to split up the mana cost between turns as well, which makes this seem like a pretty decent inclusion for most Blue decks.
This is solid value if you get to hit an attacker with this. and I’m happy to pay the extra mana for getting a 1/1 flyer a decent amount of the time on this bounce spell.
This seems easy enough to make into > a 4/4 for two mana, though it won’t happen until later in the game. It seems solid if you have the appropriate support for it.
The earliest you can play this card is turn 3, which would make it a good card when that happens. The reality is that this has a pretty low floor, and even if you play it by turn 4 with another 2 drop, it’s not all that exciting.
I don’t mind this as a combat trick/protection spell. You can either use it to win a combat, or nullify an opponents removal spell, while leaving behind a somewhat relevant piece of equipment. It’s not a typical Blue card in application, so make sure you have enough creatures in your deck to merit playing this.
This is a type of removal spell Blue typically has access to at common. 4 mana is a decent enough rate, but the reason I like this a bit more is the Surveil 1, which gives it a pretty nice boost.
This is a pretty slow engine, but I’m not going to write it off yet. I think it’s going to be decent enough in artifact decks to outweigh the opportunity cost of a 5 mana 4/4.
At the absolute worst, this is a 4/6 flyer for 5 mana that draws 1 on ETB. That’s an incredibly high floor. This card can end up drawing you a lot, in addition to being a giant, flying, sphinx.
This pairs really well with Cryogen Relic. Aside from that, there are a handful of 2/2 robot and 1/1 thopter tokens in the set you can sacrifice for a card.
This reminds me of Floodwaters. Instead of cycling, it’s a flying spaceship. I don’t think this card will be all that great, but I’m not writing it off yet.
Surveil 2 is more significant than most people give it credit for, especially later in the game. I wouldn’t be too excited to warp this at any point, but you do get the option if you don’t have anything else to do.
There are a good amount of ETB triggers in this set. With a high number of good ETB triggers (7+), I’d consider this guy to be a 2.5-3.0, but for your average deck, 2.0 seems fair.
This can be amazing at times, drawing you lots of cards. The downside is that you do have to connect with a creature(s) to do so, making the floor of this a 7/7 for 7.
There’s a good amount of artifacts in the set that this can help cast, but not a ton of activated abilities on them. It’s still a decent mana dork, that can push a few points of damage through in the air.
The 2+ ability is pretty nice, and not hard to activate. You can also use your creature from the 2+ ability to station this back up to get it closer to 9+.
While this doesn’t do anything the turn you play it, it makes it pretty easy to stabilize thereafter. Optimally, you play this when both players have 1-2 cards in hand, giving you a fresh 7, and the free spell has little/no effect for your opponent that late in the game.
Blue looks a bit slow this set, and looks to be a support color. There are some great card advantage options throughout, like Codecracker Hound, and Cerebral Download. The commons look to be relatively weak, so you will probably be pulled into this color via uncommons/rares. You’ll want to make sure your blue decks have early game, and spaceships look a bit too slow for most Blue decks. I’ll be breaking down Black next, stay tuned!
Lose and Learn, Learn and Win!
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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".