
Mm'menon, the Right Hand | Illustration by Joshua Raphael
Though I’ll play any color as the mood strikes or the format demands, blue’s always held a special place in my heart. I love to draw cards and watch the light leave my opponents’ eyes as I cast my tenth counterspell of the game.
Edge of Eternities brings a unique space opera flavor to Magic, and along with it come powerful artifacts and spells that deepen blue’s card pool, with some surprisingly powerful entries. Let’s check them out!
What Are Blue Cards in Edges of Eternities?

Codecracker Hound | Illustration by Julia Metzger
This list ranks cards from Edge of Eternities and its associated sets and bonus sheet (EOE Commander, Stellar Sights, Special Guests, etc.) with a mono-blue color identity—spells with blue in their mana value, plus lands and artifacts with blue symbols on them. I won’t consider any multicolor cards that include blue, nor fully colorless cards.
Blue in EOE predominantly cares about artifacts and card draw, with a healthy sprinkling of cards that utilize the new warp mechanic. I’ve ranked both new cards and reprints to give you an idea of how EOE stacks up to the existing card pool.
#29. Weftwalking
Weftwalking is a fascinating little card. A personal wheel that comes with free spells would be fantastically strong, but giving your opponents free spells à la Dream Halls greatly tempers its effect.
The trick lies in combos; cards like Lavinia, Azorius Renegade, Boromir, Warden of the Tower, and Decree of Silence mitigate the boon your opponents get. It’s definitely a Commander build-around, maybe a questionable one, but the right player will love this enchantment.
#28. Deepglow Skate
Deepglow Skate often feels win-more; it’s astonishing when you have a wide board laden with counters, but it’s a mediocre card without that developed board state. Still, it has its uses. It works especially well with alternate win conditions that require obscene numbers of counters like Darksteel Reactor and The Millennium Calendar.
#27. Illvoi Infiltrator
Illvoi Infiltrator is a familiar card design; we’ve seen plenty of variants on 3-mana, draw a card when it connects with some combat utility (see: Gateway Sneak, Nimble Brigand). But this one stands out as a card with a fairly low bar to make it unblockable: You can easily cast two spells a turn, especially as the Infiltrator keeps the cards flowing.
#26. Mechan Assembler
Mechan Assembler probably costs a little too much to be useful in many Constructed formats, but it looks like a solid payoff for low-powered cubes that want to weave in an artifact theme. I could see comboing it with cards like Smothering Tithe in Commander to create numerous robot tokens a turn cycle.
#25. Pull from Tomorrow
Pull from Tomorrow shines best in draw-go decks that don’t mind holding up large amounts of mana for the X-spell. Copying also works quite well. If your deck can’t perform either action, you can likely find a better draw spell, but it shines where it belongs.
#24. Steelswarm Operator
Steelswarm Operator isn’t the first 2-cost mana dork for artifacts (Oaken Siren, Guidelight Optimizer), but it’s the first that produces additional mana to pay for abilities from artifacts. That offers a ton of power in the right deck, like one filled with Clues.
#23. Codecracker Hound
Codecracker Hound is a wildly power-crept version of Sea Gate Oracle that not only gets twice as many triggers thanks to warp but also fuels graveyard synergies! Warp allows you to cast it then cast it again later. It’s kind of like a Divination that comes with another two-for-one later down the line. I doubt this breaks any formats, but it feels like a Cube all-star.
#22. Desculpting Blast
Bounce spells that hit any permanent are always handy, and Desculpting Blast provides additional utility with the occasional Drone token. I can see this being an effective tempo spell.
#21. Chrome Host Seedshark
Chrome Host Seedshark is a compact, if slow threat. It excels in any deck that cares about making artifact tokens en masse, perhaps for cards like Urza, Lord High Artificer and Cyberdrive Awakener. It also represents multiple threats in a single body, and it demands an immediate answer before it steals the game.
#20. Cryogen Relic
Cryogen Relic is a very, very good Magic card because it’s simply Ichor Wellspring with additional text. This is solid sac fodder, a fine card to pick up with a mass blink effect like Yorion, Sky Nomad, and a lovely card to recur with, say, Emry, Lurker of the Loch. It’ll find many homes as a strong role-player, even if it never becomes the flashiest card in a deck.
#19. Annul
Annul rarely escapes the sideboard, but it’s among the best tools when you need it. A single mana to counter any artifact or enchantment provides incredible support when you face a deck that warrants it. This undoubtedly becomes a Standard staple due to the influx of artifacts from EOE and the constant presence of Overlords.
#18. Quantum Riddler
Quantum Riddler does a ton of work. You can play it turn 2 to draw a card, effectively cycling it, except you get to cast the oversized flier later to draw an additional card. That would provide ample value on its own, but if you ever get an extra card with the replacement effect, you have an exceptional threat on your hands. It plays nicely with warp and similar mechanics like foretell and plot since they empty your hand for little mana.
#17. Tekuthal, Inquiry Dominus
If doing something once is good, doing it twice is often better. Tekuthal, Inquiry Dominus is pretty restrictive as doublers go since only a narrow range of decks care enough about proliferation to support it, but the horror does a great job where it matters and becomes awfully hard to remove thanks to the activated ability.
#16. Nexus of Fate

An instant-speed Time Warp is powerful enough, but Nexus of Fate takes it further with an inability to go to the graveyard. When you mill it, resolve it, discard it, whatever, you shuffle it back into your library so you can chain turn after turn until your opponents beg you to present an actual win condition because it’s been 20 minutes. This very much deserves all its bans.
#15. Insight Engine
Insight Engine is a slow and rather expensive draw engine; it costs 5 mana to get the first card, 7 to reach three cards drawn, and so on. But it’s going to be excellent in Commander, where you not only have the time to exploit it but can also easily slot it into a deck filled with proliferate effects and counter doublers to draw even more cards. I don’t know that I’d play it without some kind of exploits like those, but this’ll be a must-kill threat in the right deck.
#14. Emissary Escort
Emissary Escort offers nothing but stats, but it offers so many stats. Imagine curving this into Simulacrum Synthesizer or really any 3-mana artifact! It even works well in multiples since two of these are 2/4s, a stat line typically reserved for 3+ mana cards.
#13. Uthros, Titanic Godcore
Uthros, Titanic Godcore simply gives you a restrictive Tolarian Academy. What could go wrong?
Honestly, requiring 12 charge counters makes this… not fair, necessarily, as it’s still a land that taps for oodles of mana, but it prevents this from warping the game on turn 2. I imagine any blue artifact deck should run this considering the opportunity cost is nothing more than a tapped Island.
#12. Mm’menon, the Right Hand
Mm'menon, the Right Hand looks like one of the most promising mono-colored commanders from Edge of Eternities, in large part because of how well it works with Sensei's Divining Top, both as a simple value engine and a win condition once you find a cost reducer. Even if you don’t go the combo route, a Mystic Forge that produces mana for artifacts is fairly busted in its own right.
#11. Starfield Vocalist
In their attempt to make a daring blue rare using one of EOE’s marquee mechanics, Wizards boldly… made another Panharmonicon. I could write a full article about why I dislike this design, but the point here is to consider what makes this card good.
Starfield Vocalist is far from the first time we’ve seen this effect, but it’s the cheapest we’ve ever seen, at least if you cast it for its warp cost. And you should. Not only will that enable explosive turns later in the game, but you just need to flicker the Vocalist to keep it around for the reduced mana cost. That should be no issue; a deck that wants a Starfield Vocalist should already play cards like Displacer Kitten and Thassa, Deep-Dwelling. It’s going to provide oodles of value to all sorts of decks.
#10. Seat of the Synod
Artifact lands are deceptively powerful. Anybody who’s ever touched Affinity in Pauper or back during Mirrodin Standard understands their value and why they’re banned in Modern. A land that you can Reshape away, that grows your Kappa Cannoneer, and that provides 2 mana for your Thoughtcast is quietly one of the most powerful lands in the game.
#9. Scour for Scrap
Scour for Scrap is… astonishing. If you asked me if I’d pay 1 more mana for Fabricate at instant speed, I’d be down. But this also serves as a Regrowth to protect your combos and artifacts? This is an instant Commander staple, and it has potential in older formats.
#8. Uthros Research Craft
Uthros Research Craft would be a good enough card at 4 mana, with the text “draw a card when you cast an artifact.” That’s incredibly powerful, especially on a permanent that doesn’t die to every piece of spot removal or board wipe, unlike similar effects like Jhoira, Weatherlight Captain and Vedalken Archmage.
But the URC takes it even further by becoming a massive beater after some time. You don’t even need to keep stationing it since it eventually animates itself! You might think that erases the previous boons, but how many players can handle a 12-power starship smashing into them?
#7. Etherium Sculptor
Etherium Sculptor is a reliable cost reducer for artifact decks that gets bonus points for being an artifact itself. It’s one of those essential support pieces that never looks like the card that wins you the game but would be sorely missed if you cut it.
#6. Phyrexian Metamorph
The going-rate for a universal Clone is 4 mana, so Phyrexian Metamorph already distinguishes itself by costing 3 mana and 2 life. Phyrexian mana is never fair.
Toss in its ability to copy a creature or artifact while it retains artifact typing for synergy purposes, and you have enough utility to make this one of the best clones ever printed.
#5. Thought Monitor
Cards don’t need text boxes stuffed with a dense paragraph to be powerful, which Thought Monitor exemplifies. A little cost reduction, a little card advantage, and you get an excellent payoff for filling your deck with artifacts. It works best in decks that can flicker or clone it.
#4. Ripples of Potential
The best form of protection in Magic is phasing, hands down, because it gets around exiling and sacrificing and all the other things indestructible can’t protect your board from. Ripples of Potential is an especially potent variety of protection because it makes your board stronger in addition to blowing out Farewell. Any counter-centric deck should run this.
#3. Consult the Star Charts
Sometimes, the best way to evaluate a Magic card is by using others as reference points that inform you what a certain game-action is worth, and that’s especially handy for Consult the Star Charts.
Without kicker, it’s basically an Impulse that sucks on turn 2 but scales with the game. That’s fine, but the power lies in the kicked mode. is a standard going-rate to draw two cards at instant speed, but getting the best two out of four is immensely stronger than just drawing two, or scrying two then drawing two, or any of the variations we typically see. And it gets better from there! This is a powerful and flexible draw spell. I expect it to see plenty of play in Standard, Commander, Cube, maybe even older formats. I’m fascinated to see how it plays with Stock Up, which costs less but has the sorcery timing restriction.
#2. Swan Song
Efficiency is king when it comes to counterspells, and it doesn’t get much more efficient than Swan Song. This is a staple interactive spell in Commander and cEDH, where life totals are high and win conditions are bombastic enough that giving your opponent a 2/2 matters far less than stopping their board wipe or winning a counter war.
#1. Kappa Cannoneer
Kappa Cannoneer is among the best top-end for any artifact deck, in large part because it rarely costs the full 6 mana. Which is kinda insane considering this card has the stats and power to cost 6 mana. Becoming unblockable and the immense ward cost often make this feel like a card your opponent can’t interact with; a terrifying thought considering how fast the clock is.
Wrap Up

Quantum Riddler | Illustration by Cacho Rubione
I can’t wait to get my hands on some of these blue cards. It sounds like a dream to play Standard control with Consult the Star Charts, and I can think of a Commander deck or two that could use Insight Engine. The reprints are also excellent, especially if you want some artifact staples.
Which blue cards from Edge of Eternities are you looking forward to playing? Have any of these inspired you? Let me know in the comments below or on the Draftsim Discord!
Stay safe, and thanks for reading!
Follow Draftsim for awesome articles and set updates:






























Add Comment