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)
Atmospheric Greenhouse
Rating: 2.0 // 5.0
This has a really low floor if you have no other creatures in play. If you have 3+ creatures in play the ETB is significant enough to make a meaningful impact, as well as making it quite easy to station it up.
Bioengineered Future
Rating: 2.0 // 5.0
This can be a bit slow, but overall has a fair opportunity cost. It at least gives you a lander token, and hopefully makes your mid-late game creatures a tad bit larger.
Biosynthic Burst
Rating: 2.0 // 5.0
This is Snakeskin Veil on PEDs. Two mana is a lot more than 1 as far as combat tricks go, but this gives you a solid bang for your buck.
Blooming Stinger
Rating: 2.0 // 5.0
A solid 2 drop that should be reasonable in most any Green deck.
Broodguard Elite
Rating: 2.5 // 5.0
This card can do some serious work. The warp ability essentially lets you put X +1/+1 counters on one of your creatures, which can really take over the early game. The “leaves the battlefield” clause is especially nice, because you get counters even if it gets bounced or exiled.
Close Encounter
Rating: 2.5 // 5.0
This is a potent version of Rabid Bite, that should be able to address most threats at instant speed.
Diplomatic Relations
Rating: 2.0 // 5.0
This is a little different than Clear Shot in the context for the set. The optimal line would be to kill a blocker, attack with vigilance, then station a Spacecraft.
Drix Fatemaker
Rating: 1.5 // 5.0
This is fine filler, nothing too exciting about it.
Edge Rover
Rating: 2.0 // 5.0
This is a very interesting design. It gets better the more your deck wants Lander tokens for fixing/ramping.
Eumidian Terrabotanist
Rating: 2.0 // 5.0
2 for a 2/3 is a really nice statline for a 2 drop. The incidental lifegain will probably gain you 3+ life in the majority of games if it sticks around.
Eusocial Engineering
Rating: 1.5 // 5.0
This is a bit too slow for my tastes, but can work well with Lander tokens or other ramp mechanics.
Famished Worldsire
Rating: 3.0 // 5.0
8 mana is quite the casting cost, but it has a huge effect. You will devour at least enough lands to go through the rest of your deck, taking all the land out of your remaining cards. This can also be devastating if you have a landfall creature in play, like Glacier Godmaw.
Frenzied Baloth
Rating: 1.5 // 5.0
This has a lot of text, all of which is pretty irrelevant. At the end of the day, it’s a 2 drop 3/2 trample haste. GG is a difficult mana cost to assure this gets down on turn 2, when it would be the most relevant.
Fungal Colossus
Rating: 2.0 // 5.0
This should always cost 5 or less, unless you’re somehow mono Green. It’s pretty solid if you can cast this on turn 4 most games.
Galactic Wayfarer
Rating: 2.0 // 5.0
This should be a solid creature for most green decks.
Gene Pollinator
Rating: 2.0 // 5.0
This is a better version of Citanul Stalwart, a surprisingly powerful creature. This is upgraded with the 1/2 statline and the ability to tap lands to filter mana as well.
Germinating Wurm
Rating: 2.0 // 5.0
This is decent top end for any green deck.
Glacier Godmaw
Rating: 2.0 // 5.0
7 mana shouldn’t be too tall of an order in Green, and the Landfall trigger can be extremely potent.
Harmonious Grovestrider
Rating: 2.0 // 5.0
A solid threat that scales throughout the game.
Hemosymbic Mite
Rating: 1.5 // 5.0
On its own, this card is pretty weak. If you can support it with +1/+1 counters and a Spacecraft, this thing can become a menace.
Icecave Crasher
Rating: 2.0 // 5.0
Trample is going to be more significant than you would anticipate, meaning that this guy needs to get dealt with, or outsized before it pushes through a good amount of damage.
Icetill Explorer
Rating: 2.0 // 5.0
On its own this guy is pretty medium. He can absolutely go nuts in a deck with a lot of self-mill, and do some work with other landfall triggers. Side note: Strip Mine is a card that you can obtain from the bonus sheet.
Intrepid Tenderfoot
Rating: 2.0 // 5.0
A fine two drop that provides a nice mana-sink late in the game.
Larval Scoutlander
Rating: 2.0 // 5.0
This is a nice Harrow effect, that feels nice with landfall or sacrificing a Lander token. This is a pretty sweet turn 3 follow up from a turn 2 Biomechan Engineer.
Lashwhip Predator
Rating: 2.0 // 5.0
This will cost 6 a lot of the time, which is fine. It’s a big creature that sometimes costs 4.
Loading Zone
Rating: 0.5 // 5.0
I’d consider playing this if nearly every other card in my deck made counters. Otherwise, it’s too unreliable/slow to merit playing.
Meltstrider Eulogist
Rating: 2.0 // 5.0
The strength of this is determined by the amount of +1/+1 counters in your deck. If you have around 2-3, this is likely just a 3/3 for 3 mana.
Meltstrider’s Gear
Rating: 1.0 // 5.0
This can make for some very aggressive starts, which Green doesn’t typically want.
Meltstrider’s Resolve
Rating: 2.5 // 5.0
This is a really buffed up version of Prey Upon, that leaves behind a +0/+2 enchantment that’s difficult to block.
Mightform Harmonizer
Rating: 3.0 // 5.0
This is solid, but typically will need you to have other creatures on the battlefield, as this one will likely die in combat when it attacks. It can make combat very difficult for your opponents if you have Lander tokens in play.
Ouroboroid
Rating: 3.5 // 5.0
Well this thing looks like a pain in the ass. This is a must-kill threat, and will likely distribute a round of counters for the boys before being addressed.
Pull Through the Weft
Rating: 1.5 // 5.0
This is a really powerful effect, even though it is very slow. Assuming you have enough mill to get the lands in your graveyard, this will allow you a good amount of ramp to help stabilize.
Sami’s Curiosity
Rating: 2.0 // 5.0
Assuming your in the market for Lander tokens (which Green typically is), this seems like a good way to ramp/mana fix.
Seedship Agrarian
Rating: 2.5 // 5.0
This is a cool, synergistic design. Hopefully you can follow up with a land and attack with a 4/4, threatening to be a 5/5. It can gain a lot of value, especially if you can tap it via station, or otherwise.
Seedship Impact
Rating: SB // 5.0
Artifacts/Enchantments make up about 25% of the set. Sure, there are Robot/Lander tokens, but I’m not sure that’s enough incentive to main deck this or not.
Shattered Wings
Rating: SB // 5.0
Another sideboard card. This one a little weak, at sorcery speed, but the surveil 1 is nice.
Skystinger
Rating: 1.5 // 5.0
This thing is great at dealing with late game Spacecrafts, but is filler for the most part.
Sledge-Class Seedship
Rating: 1.5 // 5.0
By the time you’re able to Station this to 7+, you probably won’t have a creature to sneak into play from your hand.
Tapestry Warden
Rating: 2.0 // 5.0
Surprisingly, Green has the lowest amount of creatures with toughness > power (Red has the most). Still a 4/4 vigilance is a decent 4 drop.
Terrasymbiosis
Rating: 1.5 // 5.0
If you have a really high number of +1/+1 counters, this can be a solid engine, but it’s very unreliable outside of that.
Thawbringer
Rating: 2.0 // 5.0
Two surveil triggers is pretty nice, even if this trades down with a 2 drop. It also does a solid job of Stationing some Spacecrafts.
Top 3 Green Commons:
Gene Pollinator Diplomatic Relations Galactic Wayfarer
Green looks to have a potent late game plan. It has a large amount of big creatures at common/uncommon, and a lot of tools to ramp into them. Green also has a huge amount of good Lander token cards, making the late game much smoother for most games. Removal is certainly very sparse, and Green looks like it wants to play solitaire until the mid-late game.
Lose and Learn, Learn and Win!