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)
I’m not sure if I like this any more or less than Bombard. It can deal with some threats that the other can’t, but also can’t kill anything with higher toughness than it’s power.
While the ETB may be a little underwhelming, and the investment on the Station on this may be a little rough, if you can make this a creature, a 5 toughness flyer with firebreathing can be very problematic for your opponent.
The strength of this one is going to be relative to how many good ETB triggers, and/or how many scary attackers you have. It’s a slow card, but can either net some good value, or outright kill an opponent.
While this can be a fun surprise spaceship blocker, the destroy artifact mode may be a bit too narrow to main deck. This will probably be best out of the sideboard.
This is one of the easiest spacecrafts to station, and it’s a pretty big threat when it is. The downside is that it’s pretty weak on defense, especially if you’re paying 6 mana and not having the resources to turn it into a creature.
A really nice Red aggressive Savannah Lion. It can help trigger void, provide sac fodder, and potentially help with the “two tapped creature” synergies.
It’s cool to see a Red haste-enabler as a 3 drop, as they are typically 1-2 CMC. It’s a bit weak on it’s own, but the +1/+1 does give this some potential for certain aggressive decks.
This creature is insane if you get to pick off 1-2 X/1’s with it. The warp allows you to hit them for 4 out of no where, or station something up quickly.
This can be compared to a slightly more expensive Rabid Bite. The upside on this version, is that you can hit your opponent in the face as well. The second clause can also make combat extremely difficult for your opponent.
The reason this is more powerful than you’d expect, is the number of other Kavu in the set. There’s a total of 8 other Kavu that are common/uncommon, making this a pretty decent engine if it survives.
This is a unique creature, thats difficult to block during the early-mid game due to its statline of 2/4. After that, it will typically transform into a reach wall, which can be decent for the bigger Red decks.
If you can line this up with something like Invasive Maneuvers, or Plasma Bolt, it’s a pretty solid bang for your buck. It’s not too easy to line it up, though.
This is a nice tool for decks that need some late game assurance. Cashing your lands/artifacts in for cards can determine games when your in top-deck mode in the late game.
There are a lot of great sacrifice outlets to pair this with in this set. You can also play this in aggressive decks. I would avoid playing this outside of those two circumstances.
This is a psuedo-board wipe that requires an additional resource to cast it, let alone if it will be effective. It will be a rare instance when this lines up well enough that you feel good about casting it.
This creature won’t come down as a 4/3 all that often, meaning you will likely get a couple lander tokens for your trouble. This will mean that you want to be very considerate as to when you play him, as you can’t use both Lander tokens if you play this guy on turn two.
This assures you actionable cards throughout the late-game. If you hit a land, you get a guaranteed nonland card to play that turn. It’s a 6/6 to boot.
As much as I want to build a deck around this card, it’s a bit too unreliable for me. You have to have artifacts to follow up with, as well as a sacrifice outlet to use them. If you can achieve those steps, this can be a powerhouse.
It’s rare to see a Red mana dork, and I’m here for it. There is definiteely a “Big Red” deck to be built, and this is going to be a huge part of making that happen.
Red has a solid suite of removal spells, evidenced by the top commons above. There’s also some good support for a “Big Red” deck, with cards like Nebula Dragon, Kav Landseeker, and Zookeeper Mechan, which looks promising. There appears to be more synergy pieces than normal, opposed to outright aggressive cards. I’ll be breaking down Green 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".