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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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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".