
Gemstone Caverns | Illustration by Mark Poole
Greetings planeswalkers! Edge of Eternities has been out for about a week now, and I’ve been drafting the set quite a bit. I’ve got plenty to say about how I’d recommend approaching the set, which is fun but somewhat unbalanced.
This guide covers my thoughts on EOE’s mechanics, archetypes, gameplay patterns, best cards, and more. Consider it a sequel to our earlier Sealed Guide, which covered my Day 0 thoughts on the format.
Mechanics Revisited

Lumen-Class Frigate | Illustration by Zezhou Chen
Let’s begin with a quick recap on EOE’s mechanics to see how my predictions for each bore out.
Spacecraft and Station
Spacecraft haven’t been a format-defining mechanic, but they’re definitely a meaningful part of the larger Edge of Eternities picture. Value spacecraft like Fell Gravship and Larval Scoutlander have been major overperformers. On the other hand, clunky ones like Entropic Battlecruiser and Rescue Skiff have not been especially impressive. Spacecraft tend to play best in low numbers, as drawing all spacecraft with no creatures is a disaster.
Warp
Warp has been a solid all-around mechanic that offers flexibility, card advantage, and some neat lines on many different cards. Cards with warp vary tremendously in quality; most range from “mythic uncommons” (Codecracker Hound, Starfield Shepherd) to workhorse cards (Knight Luminary, Germinating Wurm) to bad filler (Sinister Cryologist, Red Tiger Mechan).
Void
Void is a key mechanic for base black decks and is often important for Plasma Bolts as well. To recap, here’s an almost exhaustive list of how you can enable void in Edge of Eternities:
- Cast a warp spell.
- Trade creatures in combat.
- Play a removal spell on an opponent’s creature.
- Sacrifice a creature or artifact to cards like Slagdrill Scrapper and Swarm Culler.
- Sacrifice a creature or artifact to itself (i.e., Cryogen Relic, Illvoi Galeblade, Nutrient Block).
- Sacrifice a Lander token.
The best way to describe how void feels is that it’s often inconvenient, but usually possible. I’ve seen a fair share of “bluff attacks” that end up just being Plasma Bolt or Decode Transmissions. Try to sequence carefully with void cards if you can, as planning for the future can help to prevent this. I particularly love whenever I’m able to play a removal spell and a void card in the same turn, which is often the best way to use Tragic Trajectory.
Lander Tokens
Lander tokens enable a lot of cool micro-synergies in EOE:
- They set up void.
- They trigger landfall cards.
- They turn on artifact synergies.
There’s also very little mana fixing besides them in Edge of Eternities. Lander tokens have played a pivotal role in how the set’s mana/color balance has felt.
Planets
It’s also worth remembering the mythic cycle of planets in Edge of Eternities. They all promise some kind of powerful reward once you’ve stationed them with 12+ charge counters, a process that often take many turns.
While this may seem too difficult for them to be worth playing, keep in mind that the opportunity cost for including one is essentially just one tapped basic. You may also occasionally be able to make use of them with “tapped matters” creatures like Flight-Deck Coordinator.
You won’t see them often, but here’s a brief review of each.
Adagia, Windswept Bastion (great)
Adagia, Windswept Bastion is quietly the strongest planet for Limited. Once you’ve got Adagia up, there are a number of powerful things to copy. Banishing Light is a great start, but there are even better targets like Cryogen Relic, Dubious Delicacy, and Pinnacle Kill-Ship. It’s a legitimate win condition for a controlling white deck, and almost impossible to stop in a board stall.
Uthros, Titanic Godcore (not worth playing)
Uthros, Titanic Godcore probably isn’t worth it over an Island, although I’d probably try with enough artifacts. By the time this is up and running, you should have plenty of mana, though. Either way, it’s a very low pick in Draft.
Susur Secundi, Void Altar (decent)
Susur can be game-winning, but you may also find yourself unable to use it safely by the time it’s active. It plays best in a BG deck with lots of large creatures and cheap removal spells. Don’t forget it's a sorcery-speed activation, which means you’ll need to create space to use it (as -2 life plus your creature represents massive negative tempo).
Kavaron, Memorial World (good)
Kavaron, Memorial World was my pick for the best of the cycle, but I’d now put it second to Adagia after playing with both. Regardless, unlimited Imodane's Recruiter is a pretty good payoff from a simple tap land, so I’d run this in just about every red deck.
Evendo, Waking Haven (not worth playing)
As with Uthros, the mana Evendo, Waking Haven generates is usually too little, too late given the work it requires. You can play it over a Forest if you want, but I’d probably only bother in a fairly specific deck.
Set Overview 2.0
Now that I’ve played the set, what do I think of Edge of Eternities? Let’s try to quickly establish that by going over some important things.
Color Balance
Edge of Eternities doesn’t have very well-balanced colors. This is another green dominant set, similar to Aetherdrift, though green’s reasons for being the best color are a bit different. The primary things green has going for it in Edge of Eternities are:
- Undisputed access to bombs/removal from other colors; base green decks often end up with an embarrassment of riches in terms of mana fixing, while non-green decks struggle to splash anything (even late game single pip bombs like Singularity Rupture).
- A deep pool of common playables, with only one truly bad card (Meltstrider's Gear) and several top notch commons (Galactic Wayfarer and Gene Pollinator in particular).
- Superior creature sizing, which is vital to dominate the board early and station spacecraft.
- Removal that’s reasonably close to other colors' offerings, like Diplomatic Relations and Meltstrider's Resolve.
- The only good common pump spell in the format, Biosynthic Burst.
- All the green archetypes are playable, and three of the four are among the set’s best.
Red, on the other hand, has seen much better days. It’s the clear loser color in Edge of Eternities, because:
- It’s the exact opposite of green: While red has some strong commons (i.e., Orbital Plunge, Zookeeper Mechan, Kav Landseeker), a large chunk of its offerings are below average.
- Red has more bad filler than any other color in the form of cards like Drill Too Deep, Red Tiger Mechan, Kavaron Skywarden, and Frontline War-Rager.
- Red is also part of two of the worst archetypes in the format (RW Spacecraft and UR Artifacts).
Here’s how I’d rank the set's colors:
- Green
- Black
- Blue
- White
- Red
More On Colors
I chose black for #2 because of how deep it is. It has two great removal spells (Depressurize and Gravkill), and solid early game creatures like Virus Beetle, Gravpack Monoist, and Hullcarver. Black has a few stinkers like Gravblade Heavy, Dark Endurance, and Temporal Intervention though. Another cool thing about black are its sacrifice lines; even with just commons, black can pull off really cool sequences like this:
Virus Beetle + Perigee Beckoner + Embrace Oblivion
Blue earns the #3 slot because it has the best common in the set (Cryogen Relic), which is incredible with cards like Selfcraft Mechan and Exosuit Savior. It’s also a reasonably deep color, with lots of acceptable filler and only one truly awful card (Sinister Cryologist).
White is probably Edge of Eternities' most polarizing color. Most of what white has to offer is medium small creatures like Starfighter Pilot and Brightspear Zealot. Some pros hate it, but it can do a reasonable job of going under bigger green decks (especially when they stumble). Knight Luminary, Banishing Light, and Focus Fire are also all excellent, and they’re among the best reasons to be this color. I also quite like Auxiliary Boosters, which is a Skyswirl Harrier that acts as a source of inevitability in longer games.
Tempo Is King
Another controversial quality of Edge of Eternities is how fast games feel. When compared to a set like Final Fantasy, early board presence in Edge of Eternities feels downright essential. I’ve seen many games that just come down to an unstoppable snowball, with one player that starts ahead and stays ahead the entire game. Spacecraft are partially responsible for this (as they’re much better when ahead than behind), but this often comes up in non-spacecraft games as well.
On the other hand, you can hardly eschew card advantage in EOE Draft. There aren’t a ton of mana sinks or relevant things to do once you flood out, so it’s essential to stay gassed up. In games where both players do a lot of things early, it’s almost always the person who draws more cards who comes out ahead.
The best cards in Edge of Eternities are often those that thread the needle on cards and tempo. Galactic Wayfarer and Codecracker Hound are both 2-for-1s that create board presence, which is far superior to something like Decode Transmissions.
Mana Woes
Edge of Eternities seems to have a fair share of mana woes, which I’ve experienced myself a number of times already. This is because EOE lacks any sort of common dual lands; 9/8 is usually the best you can do. Here’s Frank Karsten’s math for 40-card deck odds, for reference:

By his math, you have a slightly above 10% chance not to be able to play 2-drops, assuming just eight sources of a color. This doesn’t sound like a lot, but it unfortunately comes up in some games. I frequently mulligan hands with just one basic type, as starting too slow (especially on the draw) loses games.
Landers
Edge of Eternities also invites mana woes by the nature of Lander tokens. While Landers can be great to smooth out mana and to splash, they’re also often rather clunky to use. Popping them early can be tough in the face of early board presence, while sacrificing them later often means you already have the mana you need. In a tight game, Landers may end up one of the last things you do with your mana, which means your mana sink is simply grabbing more mana!
The best way to use Landers is often as part of a two-spell turn. Turn-3 Galactic Wayfarer, turn-4 Cryoshatter and crack Lander is a great plan, as is something like turn-4 Blooming Stinger and crack Lander. These kinds of sequences contribute to making already mediocre cards like Gravblade Heavy feel even worse, as they’re too slow to make an impact early and too weak to compete with ramp payoffs like Nebula Dragon and Mouth of the Storm.
Extra Sweepers
Edge of Eternities has a couple more sweepers than most sets. Lithobraking is the only nonrare one, but if you’re trying to play around board clears, you’ll potentially have to contend with:
- Beyond the Quiet
- Zero Point Ballad
- Terminal Velocity (although frankly this card is terrible, so I’m never playing around it)
- Mutinous Massacre
- Singularity Rupture
- Extinguisher Battleship
The majority of these decimate most board states. Beyond the Quiet and Singularity Rupture don’t discriminate, while Mutinous Massacre technically does but usually just kills you anyways. Zero Point Ballad is at least limited by life totals, which can sometimes make it too awkward to use successfully.
I rarely play around any of these blind, but I’ll at least consider them when I’m ahead. I’d also recommend doing so against Rakdos () and Dimir () opponents specifically, as their rare sweepers are among the best reasons to be either color pair.
Archetype Tier List

Edge of Eternities has 10 “official” Limited archetypes. Each one corresponds to a different color pair. After playing the set for a week, I’d rank the archetypes in Edge of Eternities as follows:
Tier 1 (best deck)
- GU Ramp
Tier 2 (great decks)
- GW +1/+1 Counters
- RG Landfall
- WU Second Spell
Tier 3 (decent decks)
- WB Go Wide
- UB Artifacts
- BR Void
- UR Artifacts
Tier 4 (poorly supported decks)
- BG “Graveyard”
- RW Spacecraft
GU Ramp
GU Ramp is a privileged archetype that has just about everything you could want. It has the best 2-for-1s at common (Cryogen Relic and Galactic Wayfarer), good removal, and an unparalleled ability to play the best cards from other colors. Where GU gets really messed up is when you realize that it also has the strongest signpost uncommon in the set. Biomechan Engineer is so powerful that I’ve been happy to splash it, but it gets even better when you reliably play it on turn 2.
Key Cards
Biomechan Engineer and Genemorph Imago are absurdly good, but also somehow not particularly necessary. This is because of how good the core of green fatties, Lander ramp, blue support cards, and splashed removal is for this color pair.
There are some open questions though that vary for each GU build, like:
- Whether you should splash in general. The answer is usually yes, but make sure to count your number of cheap Lander generators and Gene Pollinators. You’ll want at least 2 of those and a basic at minimum to splash one card.
- Your deck’s level of aggression is also worth considering. The GU trophy example below is more aggressive than the GUR deck, and it was less interested in extending games. You can see this reflected in my card choices (particularly playing 2x Biosynthic Burst over just one).
- There’s also the question of how much to lean into the “different lands” theme with Fungal Colossus, All-Fates Scroll, and Survey Mechan. All these cards encourage you to splash as many colors as possible.
Trophy Examples
GU gets an extra example because it’s the most privileged deck in the format!


GW Counters
GW is a well-supported archetype that you can build in a couple of different ways. The most obvious path is to focus on +1/+1 counters, which is supported by cards like Haliya, Ascendant Cadet and Rayblade Trooper. It’s also possible to mostly ignore +1/+1 counters, instead focusing on using GW as a springboard for a Gx midrange/ramp pile.
Key Cards
If you’re building GW around counters, your dream deck looks a lot like the trophy example deck. A lean curve is ideal, with lots of 2-drops and ways to put counters on creatures like Honor, Drix Fatemaker, and Haliya, Ascendant Cadet. Take the board early and try to stay on it as much as possible. This is the best possible home for Dockworker Drone, which is my favorite common 2-drop for the archetype. Including some top end like Auxiliary Boosters is a good idea, but try to draft cheaper cards first and foremost.
It’s also worth mentioning the trio of higher rarity payoffs that care about counters: Loading Zone, Bioengineered Future, and Terrasymbiosis. To my displeasure, none of these are usually any good, though I’m partial to Terrasymbiosis with the right support cards. You should never take them first and instead hope to table them if you’re already GW.
As for the midrange/non-counters build, this can happen if you’re Gx but neither GR or GU are open. In that case, you’ll simply splash whatever good non-GW cards you desire, and you can pair green with white for strong removal spells and Knight Luminary.
Trophy Example

RG Landfall
Gee, I really think green is good in this format, don’t I? The third best archetype is yet another green strategy, though thankfully you won’t see the next one until later. RG Landfall has much in common with GU, to the point where the archetypes honestly feel somewhat interchangeable. You’ll usually build both as base green decks, splash bombs/removal from other colors, and rely on their secondary color for removal and support cards.
Key Cards
Red’s best offerings on that front are Orbital Plunge, Kav Landseeker, and Zookeeper Mechan. Plunge kills just about every creature in EOE Draft, and it creates valuable, splash friendly cardboard. Meanwhile, Kav Landseeker may as well be a green creature, and it gives RG access to the highest number of Galactic Wayfarer style creatures.
Those Lander tokens can be invaluable to pull off some of the more fun lines available to this archetype. Pairing Landers with Tannuk, Memorial Ensign, for instance, is a consistent way to draw cards off of Tannuk. I’ve also loved Eusocial Engineering and Territorial Bruntar in this archetype, both of which let you get a full card worth of value out of Lander tokens.
Don’t be surprised if your RG decks feel like Temur decks, and vice versa for your GU ones. Both archetypes share so much in common that my preference for GU comes mostly down to Biomechan Engineer, which is superior to Tannuk, Memorial Ensign.
Trophy Example

WU Second Spell
WU offers our first departure from the land of green. It’s a really cool archetype with one of the set’s best signpost uncommons, and a distinct, fairly well-supported playstyle. If you remember Tarkir: Dragonstorm, then you have a head start on what WU wants you to do.
Key Cards
WU is usually going to be built around its second spell theme. This means double spelling with cards like Station Monitor, Sunstar Lightsmith, and Gigastorm Titan for tangible benefits.
You’ll want to double spell as often as possible, so here are some tips to make that happen:
- Prioritize cheap cards, particularly ones that answers creatures or draw cards. Cryoshatter, Focus Fire, Cryogen Relic, and Mental Modulation are some great examples.
- One-drops in general are also solid inclusions. Even innocuous cards like Nutrient Block can do great work to enable cards like Sunstar Lightsmith.
- Most of your best payoffs are uncommons. I don’t hate Brightspear Zealot and Illvoi Operative here, but try not to expend too many resources on minor bonuses. You can often only double spell so many times in one game.
- If you aren’t under too much pressure, it’s often best to slow roll your payoff creatures. Rather than run out Station Monitor on turn 2, I’ll often look to play it on turn 4 to guarantee a Drone from it.
- Cheap removal like Cryoshatter can often catch you up from a slow start, which further encourages playing lots of card draw.
I’d be remiss not to mention Exosuit Savior + Cryogen Relic. You’ll want to draft the Relics first of course (as they’re much better on their own), but don’t underestimate the combo. If you don’t believe me, check out the trophy deck!
Trophy Example

WB Go Wide
WB is a solid archetype despite its fairly soft theme. Though marketed as a “go wide” deck, there are no common token generators besides Knight Luminary and Gravpack Monoist. This means it can be difficult to go wide enough to leverage direct payoffs like Zealous Display, which have generally underperformed.
Key Cards
Despite this, there are some great cards for this archetype that do fit its advertised theme. One such card is Syr Vondam, the Lucent, which is a great payoff for WB. Vondam lets you trade up all your early game creatures, and it even has a great deathtouch/lifelink body itself. The other Vondam (Syr Vondam, Sunstar Exemplar) is even better, and basically the best reason to be this archetype. It can do incredible things with warp cards like Perigee Beckoner; imagine for example this sequence:
You have Syr Vondam as a 2/2 vs an opponent with two Germinating Wurms. You warp Perigee Beckoner from hand, targeting Syr Vondam. After attacking for 4, you sacrifice Vondam to Embrace Oblivion, targeting a Wurm. Vondam’s trigger kills the second Wurm, and Vondam itself comes back because of Perigee. Vondam then finishes the turn as a 3/3 thanks to Perigee warping out!
Other than specific multicolor payoffs, most of what makes WB tick is having a great curve and removal. The trophy deck is a great example of excellent WB, even without a single copy of either Syr Vondam. Of particular interest are the Rayblade Troopers and Starfighter Pilots, which ensure the deck can curve out consistently. This is key to enable some of the more novel cards here like Requiem Monolith and Cathedral of War.
Trophy Example

UB Artifacts
UB Artifacts is an archetype that’s largely about value. It’s not an especially demanding deck to build, as payoff cards like Alpharael, Dreaming Acolyte only ask that you include some artifacts.
Key Cards
UB wants 2-for-1s, cheap removal, bombs, and more 2-for-1s. Value really is the name of the game here, so try to load up on cards like Codecracker Hound, Fell Gravship, and Alpharael, Dreaming Acolyte. Alpharael is definitely a great reason to be UB; you’ll usually pitch an artifact to it early on if you have the option or pitch lands if you draw it later.
Here’s how I’d roughly rank removal in UB:
The gap between 2-5 feels fairly minimal, so I always strive for a nice balance of cheap and all-purpose removal. Ideally, you’ll have around 5-7 removal spells total, though you could play a little more/less depending on how the draft goes.
I’d also be remiss not to mention Singularity Rupture, which is another excellent incentive to be UB. It’s also difficult for Gx players to scoop up, as it (thankfully) costs to cast.
Trophy Example

BR Void
BR falls somewhere between aggro and midrange, and it tends to care a lot about pulling off void consistently. There are a lot of rewards for doing so, but most represent decent bonuses rather than game-winning payoffs.
Key Cards
As with UB, BR has two excellent multicolor cards that can draw you into this color pair. Interceptor Mechan is a good enough signpost that green decks will splash it, which is unfortunate for aspiring BR drafters. Mutinous Massacre is on a completely different level altogether, and it’s also difficult to splash. It can rot a bit in fast games or games with too much trading, but it’s close enough to “: You win the game” that I’d struggle not to P1P1 it!
BR decks tend to do quite a bit of sacrificing, as well. This is for a couple of reasons:
- BR has the most sacrifice outlets (Umbral Collar Zealot, Slagdrill Scrapper, etc.).
- Sacrificing can be a way to build around certain niche cards (Weapons Manufacturing), or just get a bunch of value out of Landers, Nutrient Block, and Virus Beetle.
- Sacrificing things is a way to enable void.
- Sometimes you’ll get to Treason and sac with Systems Override, or Perigee Beckoner (which you can tell I really like to do).
Because of this, I really like to prioritize good fodder in this color pair; even if I don’t yet have ways to sacrifice it. Virus Beetle is so good in BR that I’d happily take it over Gravkill, for instance. Take a look at the example trophy deck if you don’t believe me, which has some of the best 2s I’ve seen in EOE Draft!
Trophy Example

UR Artifacts
UR is a passable archetype. I don’t love to draft it, but I refuse to put it in the same tier as BG and RW, which are definitely the worst decks. UR actually has quite a bit of support too, as there are a ton of artifacts and a reasonable number of payoffs for amassing them. My main problem with UR is that those payoffs feel flimsier than most others, particularly its signpost uncommon.
Key Cards
Let’s talk about Mm'menon, Uthros Exile for a second. It’s not terrible, but Captain Storm, Cosmium Raider was definitely better. Three mana is just too much to consistently double spell with, so you’ll often have a sad “1/3 flier, go” turn before it starts to accumulate value. That leaves Mm’menon vulnerable to a variety of different removal spells, and it’s not like it’s worth “slow rolling” anyways (as then you’d have already played your artifacts first).
While I’m not cutting Mm’menon from UR or anything, you aren’t going to see me P1P1 it either. This is the kind of signpost that I want to see late before I make a move on it. On the other hand, there are some better artifact payoffs available, like:
These all provide a stronger reason to be this archetype than Mm’menon. Once you’re comfortably in UR, here are some cards to prioritize:
Basically, you want lots of cheap, good artifacts, with some bombs, removal, and a few big beaters like Mechanozoa.
I wouldn’t maindeck Annul like the trophy deck’s pilot did, but I otherwise find it a great example of how UR should look.
Trophy Example

BG “Graveyard” (Midrange)

“Graveyard” is in quotes because the graveyard support in EOE is almost nonexistent. The only commons that reference “graveyard” are colorless filler cards. While there are a handful of higher rarity cards that have graveyard synergy, I wouldn’t expect to get them consistently. Instead, think of BG as a classic Rock deck; you’re in these colors for green fatties and black removal. While that sounds fine in theory, in practice you can just splash Gravkill in other green decks, so BG is rarely drafted.
Key Cards
It’s still worth covering the few graveyard cards that do exist, which offer a niche for BG in exceptional drafts. Seedship Broodtender would have been exceptional in Final Fantasy, but it feels out of place in a set with so little synergy. Regardless, it’s a passable card on rate, and the easiest enabler for the set’s one true graveyard payoff: Pull Through the Weft. If you can mill yourself enough, Weft promises an astounding 4-for-1, 2 cards of which constitute an Explosive Vegetation from the graveyard.
In most decks, Pull Through the Weft is just a lame Restock variant. This is of course due to Edge of Eternities’ utter lack of graveyard support, since your options are limited to just Thawbringer, Seedship Broodtender, and Fell Gravship. While Fell Gravship has been excellent, this makes it even harder to pick in Draft.
Besides getting a bunch of Pull Through the Weft and Seedship Broodtender, there really isn’t much fanciness to BG. Expect to play many of the same green cards that the other decks are. You’re also just as likely to splash as other Gx archetypes, so don’t hesitate to play 1 Island and Mouth of the Storm.
Trophy Example

RW Spacecraft
Boros Charm | Illustration by Zoltan Boros
I was tempted to call this one RW “Oops the set mechanic didn’t work again”, as this whole debacle for RW feels highly reminiscent of Aetherdrift. RW is once again the “vehicle deck”, and it has found out the hard way that running too many spacecraft leads to frequent unfunctional draws.
Moreover, it also has the same fairly anemic rewards that it did in Aetherdrift; Sami, Ship's Engineer looks downright embarrassing compared to Biomechan Engineer. I personally plan to almost never draft RW, as my attempts so far have all fared terribly.
Key Cards
If you’re going to disregard my advice and play RW anyways, look for a mix of “two or more tapped” payoffs and spacecraft. The best spacecraft by far are higher rarity ones like Lumen-Class Frigate, The Seriema, and Warmaker Gunship. You won’t have those often, and you’ll often rely on uncommons/commons.
Aim for about 3-6 copies of these (ordered by how much I like them):
- Wedgelight Rammer
- Wurmwall Sweeper
- Debris Field Crusher
- Galvanizing Sawship
- Rescue Skiff
- Pinnacle Kill-Ship
One thing you’ll notice about this list is that most spacecraft are really clunky, which is a big part of why RW feels so lackluster. It doesn’t have enough Landers or card draw to reliably reach something like Pinnacle Kill-Ship, but also can’t really outclass green early game creatures. This is why I’ve listed Wurmwall Sweeper so high, as RW really needs spacecraft early to turn on its “tapped” synergies.
Now that you have a motley collection of second rate spacecraft, you’ll need some plucky pilots. That generally means any of the six creatures that say “two or more tapped creatures”, which I’d rank as follows:
- Sunstar Chaplain
- Sami, Ship's Engineer
- Vaultguard Trooper
- Flight-Deck Coordinator
- Frontline War-Rager
- Dawnstrike Vanguard
All these creatures share the same vulnerability to removal, so the key to make them work is to reach critical mass. One Flight-Deck Coordinator won’t do too much, but throw in two and you’ll have much more time to durdle around with spacecrafts. I want to give a special shoutout to Vaultguard Trooper, which is an invaluable source of real card advantage in a color pair that has almost none.
Other than the spacecraft/tapper combo, I’m displeased to report that RW doesn’t really have much else going on. Aim for a mix of those, removal, and some other creatures to fill your curve (Starfighter Pilot is one of the better 2s available for obvious reasons). The trophy deck is about as good as RW gets, with lots of cheap removal, two Samis, and five spacecraft (two of which are rares).
Trophy Example

Top Commons Revised
Here I get to revisit some mistakes and some wins from earlier. There are some embarrassing slip-ups to correct here (poor Red Tiger Mechan), but for the most part I could’ve done worse!
White
I went 3/4 on white, and my only whiff was Starfighter Pilot (which is a solidly playable 2-drop). My revised list is as follows:
Luminary is one of the only efficient cards that deals with tokens, so it’s essential for WB. It’s good enough on rate to see play everywhere, and warp is also great for double spelling in WU. Auxiliary Boosters isn’t great in multiples, but the first copy has felt strong in just about every white deck.
Blue
Starbreach Whale at #2 was… optimistic, in hindsight. The card is pretty much pure filler, as it feels a bit lackluster on rate and isn’t an artifact for UB or UR. I’d also definitely prefer to play an actual 2-drop over surveilling early, as I expected EOE Draft to feel slower than it has. With that in mind, I went 3/4 for blue, and would revise the list as follows:
Selfcraft Mechan has been a major overperformer. It obviously looked good with Cryogen Relic, but what I missed was how often you can use Lander tokens as backups. Mechan is also very well-sized for this format, as a 4/5 for 4 feels big in Edge of Eternities. That’s only smaller than a handful of green creatures like Fungal Colossus and Germinating Wurm, which lets it dominate early game creatures like Thawbringer and Comet Crawler.
Black
Swarm Culler at #3 was also a bit much, and it’s another case of me underestimating the format’s speed. I still went 3/4 for black though, and I’d revise my list as follows:
Black’s two removal spells are neck and neck, and I’d generally prefer a mix of both to either one solo. Its best other commons are premium fodder creatures, which have great synergy with other black cards like Embrace Oblivion and Perigee Beckoner. Virus Beetle also gets bonus points for being a cheap artifact and a 2-drop, both of which are in high demand in EOE Draft.
Red
Red is the color I did the worst with. Red Tiger Mechan has been actively bad, unlike Swarm Culler or Starbreach Whale (which are passable midrange creatures). The poor kitty has terrible sizing for its mana cost, and its warp ability is low impact due to a lack of permanent board presence. I got 2/4 right for the rest of red’s commons, and would revise my list as follows:
Plunge is often sniped by green drafters, as it’s quite splashable. Zookeeper Mechan is one of the main cards I look for to determine whether red is open, as it’s solid in general and downright indispensable for UR Artifacts.
Also note that I removed Bombard; while it’s not terrible, in practice it’s kind of an unhappy medium removal spell. Four damage can’t kill green fatties or large spacecraft, and 3 mana isn’t cheap enough for it to kill early creatures efficiently. It’s more of a medium Radiant Strike type removal spell rather than a premium one.
Green
I got 3/4 right with green, but I underrated cards like Thawbringer and Icecave Crasher. Green is very solid overall, as it has many hard hitting creatures that excel with spaceships. Here are my revised picks for green’s top commons:
Wayfarer is a no-brainer, and it competes with Cryogen Relic for the title of best common. Wayfarer has a higher floor than Relic, while Relic has a higher ceiling with synergies. Diplomatic Relations is solid, but it’s mostly so high because it’s green’s only removal. I love one copy in most decks, but I’ll hesitate to draft multiples if I’m not heavy on good 2-drops (Blooming Stinger is a great combo with it).
I’ll highlight Gene Pollinator later on its own as there’s quite a bit to say about this innocuous little insect. I was 100% right about Biosynthic Burst, as it’s been quite the blowout for/against me. It’s hard to slot multiples between creatures, removal, ramp, and spacecraft, but the first copy is quite desirable.
Top Uncommons Revised
I used a top four format for these last time and listed four uncommons from each color. Let’s revise those lists with the benefit of experience and see if I missed anything major (spoiler: I did).
White
2/4 of the white uncommons I listed have remained. Here are my new top four:
All-Fates Stalker was a major whiff, as it’s one of the best uncommons in Edge of Eternities. Its baseline is a 4-mana Fiend Hunter, but the warp ability gives it so much bonus power and flexibility. Warping Stalker lets you freely kill tokens and set up warp flicker combos. Warping Mechanozoa and All-Fates Stalker in the same turn, for instance, leaves you with a 5-mana Mechanozoa and two tap triggers!
As for the cards I removed, both Sunstar Lightsmith and Honor are still quite good, and they’d likely be 6 and 7 on this list (behind Dual-Sun Adepts). Both cards are at their best in GW/WU decks for their counter/two-spell synergies.
Blue
3/4 of the blue uncommons I listed have remained. Here are my new top four:
Uthros Psionicist has been another huge overperformer for me. Early tempo is everything in EOE Draft, and Psionicist is the perfect card to seize it. You can play it as a “1-mana 2/4” by double-spelling it, but it’s those games where you untap with it where it’ll shine most. It’s best in WU, but strong in almost any blue deck.
One card that barely missed the list is Mouth of the Storm, one of the set’s premier ramp payoffs. It’s a great splash for Gx ramp, and it’s superior to similar cards like Nebula Dragon and Pinnacle Kill-Ship. The existence of those makes me less likely to prioritize Mouth of the Storm though, as they can feel close enough in practice.
Black
3/4 of the black uncommons I listed have remained. Here are my new top four:
Dubious Delicacy was another big miss, as the card has just been absolutely phenomenal. It’s incredible with sacrifice effects and Exosuit Savior, but it feels surprisingly busted with zero synergy whatsoever. The passive burn represented by Dubious Delicacy is especially dangerous, and often decisive in tight games.
Red
2/4 of the red uncommons I listed have remained. Here are my new top four:
Turn 2 Terrapact Intimidator is a major groan inducer, as both choices are far above rate for a simple 2-drop. It’s also possible to rig the decision in your favor with cards like Mm'menon, Uthros Exile to ensure you’ll always get a 4/3 even later on. Bruntar is also one of the format’s better 6-drops, as it has strong base stats and represents a major threat if you can untap with it.
Green
2/4 of the green uncommons I listed have remained. Here are my new top four:




Godmaw was my third and final whiff for the format, and it’s without a doubt green’s mythic uncommon. Think “Craterhoof Behemoth but uncommon”, and you’ll get why the card is so good. Try to wait to play it as long as possible if you can, as a turn when you play Godmaw, play a land, then crack a Lander offers absurd damage out of nowhere.
Another green overperformer was Harmonious Grovestrider. The difference in quality between it and cards like Fungal Colossus and Germinating Wurm is significant, thanks to ward and land scaling.
Rares Revisited
In my last guide, my approach to rares was to assign them two categories: “strong” and “other”. I’ll cover rares that I feel I categorized incorrectly, or that simply deserve some follow up description.
Weftwalking
Let’s start with a major overperformer. There is no other card draw spell in the format as gassy as Weftwalking ,especially when you consider that you need not worry about decking with this one. The cost reduction line is also key to deploy your spells efficiently, and largely favors you due to all the resources Weftwalking generates.
Alpharael, Stonechosen
Alpharael, Stonechosen’s poor stats have been more of a problem than I gave them credit for. I wouldn’t call it unplayable, but “strong rare” is definitely false advertising. Alpharael works best with other burn cards like Plasma Bolt for cheese kill setups, but I’ve yet to see it do much in games.
Tannuk, Steadfast Second
I overrated Tannuk’s base stats and abilities a little bit, as in practice it’s closer in power level to something like Kav Landseeker than I’d expected. Not a bad rare, but definitely worse than any of the top uncommons.
Famished Worldsire
Famished Worldsire is a really narrow card that only works in green ramp decks. It does have “you win the game” potential with cards like Tannuk, Memorial Ensign and Eusocial Engineering though, so I still consider it a “strong rare”.
Dawnsire, Sunstar Dreadnought
As with most spacecraft that lack “enters” abilities, Dawnsire, Sunstar Dreadnought takes too much work to do anything relevant in contested games. I can’t blame you for wanting to try it, but expect to struggle to get it to 10+ (let alone 20).
Tezzeret, Cruel Captain
Tezzeret, Cruel Captain has felt fairly tame in Limited thus far. It’s decent alongside a bunch of artifacts, but terrible when you throw it into a random deck. Even when you build around it, the output is hardly on the level of some other rares.
The Dominion Bracelet
Speaking of struggling, The Dominion Bracelet is another colorless card that’s not worth the effort. The Short Sword baseline has been quite underwhelming, and the Mindslaver effect requires you to be very ahead to pull off this way.
The Endstone
The Endstone, on the other hand, has played better than it looked. It’s definitely a ramp payoff, but the massive card and life replenishment create a strong advantage. I also overestimated the decking risk, as simply refusing to play lands can greatly mitigate it if necessary.
Hardlight Containment
Edge of Eternities has felt too flush with removal for Hardlight Containment to be good. Every time I’ve seen this one, the card that was trapped has gone free in short order, which undoes whatever tempo this creates (and puts the user -1).
Mm’menon, the Right Hand
Mm'menon, the Right Hand, like its uncommon version, hasn't felt great. This one’s much too slow for most games, and it’s hard to play enough artifacts for it without compromising card quality.
Starwinder
I should’ve noted how insane this is with spacecraft, which is the best way to use it. A warped Starwinder can nearly solo crew most spacecraft, which leads to game-winning card advantage.
Elegy Acolyte
I said this was one of the best rares in Edge of Eternities. This is true of course, but after playing with Elegy Acolyte, I’m ready to give it the title of best card in the set altogether. If Acolyte doesn’t die immediately, it’ll almost always win the game on its own.
Entropic Battlecruiser

I was right about this one not being worth the trouble. I’d consider Entropic Battlecruiser with enough cards like Monoist Sentry, but generally speaking there’s too much risk of this being useless if you weren’t already winning.
Sunset Saboteur
The drawback for this has mattered much less than expected. It can sometimes do the same “oops I win on turn 2” thing that Terrapact Intimidator does, 2-for-1s vs removal, and stations like a champ. Saboteur is simply a premium rare, and one of the best 2-drops in the format.
Xu-Ifit, Osteoharmonist
Not a bad rare, but another underperformer relative to my expectations. It’s tough to kill off things for Xu-Ifit, Osteoharmonist sometimes, let alone anything with desirable stats.
Zero Point Ballad
Zero Point Ballad is a powerful rare, but you do have to respect the life loss clause here. Getting off to a bad start can make this too little too late, so it can be a tricky sweeper to use.
Memorial Vault
Memorial Vault is cool, but it hasn’t worked out for me in most decks. I’d play it with enough Cryogen Relics and Nutrient Blocks, but I’d hope to table it rather than take it highly.
Pain for All
Pain for All is a bit more tame than I described it, as it essentially plays out like a slow/risky removal spell with a Lava Spike attached. That’s not terrible, but a bit short of “strong”.
Weapons Manufacturing
It has been very difficult to build around Weapons Manufacturing in practice. It won’t do anything without significant support, it makes for a poor topdeck, and it requires two different classes of cards to work (artifacts and sac outlets). It’s capable of powerful things, but I’d recommend trying to table it first and starting with stuff like Umbral Collar Zealot.
Bioengineered Future
Bioengineered Future has been more or less a dud rare in practice. You won’t have time to durdle around with this one, and even if you did, the reward isn’t all that high either.
Frenzied Baloth
Frenzied Baloth is a beneficiary of how juiced green is in Edge of Eternities. It’s not the best reason to be green or anything, but I find myself being base green enough that feels easier than expected.
Loading Zone
I still hold out hope that this may be playable in the nut GW deck, but you probably shouldn’t bother. Loading Zone also doesn’t belong anywhere else than GW, so you should be able to table it regardless.
Terrasymbiosis
Terrasymbiosis is similar to Loading Zone but definitely better, as there are some powerful setups for it like Luxknight Breacher and Dyadrine, Synthesis Amalgam. You shouldn’t take this and force GW or anything, but I’d at least consider playing it if I was GW and saw one late.
Mutinous Massacre
I was right about Mutinous Massacre being “incredibly powerful”. It often wins the game on the spot, so don’t be surprised if your BR opponent lets it pick their colors for them.
Singularity Rupture
Singularity Rupture is one of the best cards in EOE Draft for catching up from behind, and it’s splashable, too. Spacecraft also aren’t vehicles, so you’ll often be able to pick them up with this as well. I’ve even found the mill bonus to be relevant, as I’ve decked out a few green decks by playing this and then stalling.
Shock Lands
Due to EOE’s lack of dual lands, I’ve been taking these a little higher in Draft than expected. They aren’t P1P1s, but I love to have them in my GUx piles (especially with cards like Survey Mechan).
Specific Card Notes
This is a catch-all section for me to rant talk about specific cards. I won’t list every card in EOE or anything, but there are a few worth expanding on here.
Exosuit Savior
A weak card on its own, but the format has a couple of awesome uses for Exosuit Savior. Cryogen Relic is the main one, but I also love to pair this with Virus Beetle and Dubious Delicacy. Self-returning permanents can also help you to double-spell consistently in a WU deck. It’s usually poor in RW and GW though, so I rarely play it in either.
Radiant Strike
I feel Radiant Strike is a tad underrated, especially as a splash in big green decks. There are few vigilant creatures, and some of them (i.e., Tapestry Warden) die to this anyways. It’s a poor proactive card, but I quite like the first copy when I’m more rampy/controlling.
Starport Security
I’m not a big fan of Starport Security, but I do often play one if I have Starfield Shepherd. Keep that in mind if you already have a Shepherd or if white seems open.
Divert Disaster
Lander tokens are a great way to conceal Divert Disaster, which potentially lets you tag an important card from your opponent. While it does go virtually dead in the late game, the opening turns in Edge of Eternities are so vital that I’ve started to appreciate Divert Disaster more.
Illvoi Galeblade
Sacrificing Illvoi Galeblade is a cute way to enable void, and it’s also great with something like Elegy Acolyte (which admittedly doesn’t need the help). It’s mostly filler, but it cycles while chumping, so you could certainly do worse.
Nanoform Sentinel
Nanoform Sentinel has some cool synergies with planets, Tractor Beam, and spacecraft in general. It’s filler at best without them though, so I only look to play this with specific other cards.
Sinister Cryologist
I don’t like Sinister Cryologist anywhere, but if you must try it, WU is probably your best bet. At least there the cheap warp can help you double spell. It’s also capable of extending the range of things that Depressurize deals with, which isn’t a terrible use case.
Embrace Oblivion
Embrace Oblivion isn’t a bad removal spell, but you’ll almost never want more than one copy without the right support cards. You’re mostly looking for Cryogen Relic, Nutrient Block, Virus Beetle, Knight Luminary, and Perigee Beckoner for this one.
Temporal Intervention
Thoughtseize isn’t the best Limited card, and it’s even less appealing when you have to jump through hoops for it. I might sideboard in a Temporal Intervention if my opponent has something I can never beat (and/or lots of card draw), but I haven’t been happy with it in Bo1 ever.
Melded Moxite
Melded Moxite has some great synergies with cards like Rust Harvester, Oreplate Pangolin, and Embrace Oblivion. If I had more room for red’s top commons, this would easily have been #5.
Nebula Dragon
Nebula Dragon feels kind of low impact for a 7-drop, but it still exists in a format that makes playing cards like this surprisingly realistic. Think of it kind of like a “poor man’s bomb rare”, as GUx Ramp decks really enjoy to play top end like this.
Slagdrill Scrapper
The body here is basically a mulligan, so I’d only play Slagdrill Scrapper with specific synergies. That means cards like Weapons Manufacturing, Cryogen Relic, and Systems Override.
Gene Pollinator
Gene Pollinator really likes 2-drops, particularly ones that avoid removal or make Lander tokens like Cryogen Relic and Biomechan Engineer. It can enable some of the very best draws in EOE, but it’s also a poor topdeck and occasionally useless if your draw doesn’t line up. I like Gene and take it highly, but I also encourage you to respect its limitations by including plenty of cards that work with it.
Meltstrider’s Gear
This card is so bad. No clue why Meltstrider's Gear exists, but hey, at least there’s one green card that isn’t cracked!
Pinnacle Kill-Ship
As with Nebula Dragon, Pinnacle Kill-Ship benefits from being in a set with so many Lander tokens. Clearing out your opponent’s best creature even provides some time to station it, so I’ve enjoyed playing one of these at the top of many decks.
Thaumaton Torpedo
With enough cheap spacecraft and second spell/artifact synergies, Thaumaton Torpedo might be playable. Most decks shouldn’t bother though, as paying 6 to kill something has felt abhorrent.
Command Bridge
Ah, Command Bridge. I don’t hate including one in my 3 or more color decks, but I can’t help but wish WotC included better fixing than this in Edge of Eternities. It's not too inconvenient later on, but skipping turn 2 to play this can set you surprisingly far behind (especially on the draw).
Emergency Eject
I prefer most common removal to Emergency Eject, but also don’t hate it nearly as much as something like Stroke of Midnight. The cardboard you give to your opponent is ultimately just a slow land, so don’t be embarrassed to play this if you need removal.
Pulsar Squadron Ace
Don’t fool yourself into thinking you need spacecraft for Pulsar Squadron Ace; a 2/3 is ultimately above average, and it brawls well with most 2-drops in EOE Draft.
Rescue Skiff
Not the best top end, but it does have cool synergy with cards like Exosuit Savior and Seedship Broodtender. It’s also quite easy to splash Rescue Skiff if desired, though I can’t help but wish its station cost were a bit lower.
Scout for Survivors
Definitely a build around uncommon. Scout for Survivors fits poorly in most decks, and it works best with lots of 1s and/or vital 3s like Cosmogrand Zenith. Starfield Shepherd is also nice to pair with it (as a way to hit 1s more consistently).
Annul
I’m not a maindeck Annul kind of player, but EOE Draft does at least seem friendly to sideboarding it.
Atomic Microsizer
I have no clue what this card is for. It’s mostly just a bad aggro card, but you can also combo it with small removal like Depressurize if desired. Ultimately, I’ve never played Atomic Microsizer, and I have no plans to.
Scour for Scrap
Scour for Scrap scales with how good your best artifact is, and it also really likes artifacts that can bin themselves like Cryogen Relic. It’s slow, but a strong value card in the right deck, and should be easy to table if “blue artifacts” is open.
Blade of the Swarm
Notable for being the only direct way to combat warp cards. Unfortunately, the rate here just isn’t very good otherwise, so I wouldn’t be in a rush to draft or start Blade of the Swarm.
Timeline Culler
I once kept a grip of 3 lands and 4 removal spells on the draw. My opponent warped Timeline Culler turn 1, then proceeded to have it more or less solo me. The card isn’t usually quite that good, but I do quite like Culler in general. It’s amazing with sacrifice/warp synergies in particular, and it’s the best card in the set to pair with Syr Vondam, Sunstar Exemplar.
Vote Out
Friendly reminder: This is not an instant. Vote Out is still pretty good removal, but don’t try to cast this on your opponent’s turn!
Full Bore
I have yet to see Full Bore do anything. In theory you could pull off some cheeky aggro/combo kills with it, but in practice green fat has snuffed out red aggression with remarkable consistency.
Ruinous Rampage
I’ve mostly played Bo1 this format, so I haven’t seen Ruinous Rampage cast once yet. If you’re playing Bo3, this card becomes much more appealing, particularly against UR players.
Weftstalker Ardent
I once got combo killed by Weftstalker Ardent with Devastating Onslaught, which dealt an absurd amount of damage out of nowhere. It’s not a terrible card in general, but it’s much more exciting with setups like that.
Atmospheric Greenhouse
Atmospheric Greenhouse looks powerful, but it suffers from being a win-more card on a number of levels. There’s generally too much trading and early removal for this card to do much, and GW has stronger 5-drops as well like Haliya, Ascendant Cadet and Harmonious Grovestrider.
Seedship Impact
Seedship Impact would probably have been green’s fifth best uncommon if I had another slot. There are just so many good targets for this one, and the Lander token reward feels almost gratuitous.
Tapestry Warden
Not a terrible creature, but I must say that the “toughness-matters” thing is rather half-baked in Edge of Eternities. There are very few butt-slanted creatures for this to go off with, so it’s mostly just solid filler.
Dauntless Scrapbot
I’m not sure why a set like this even needed graveyard hate, but Wall-E is here to deliver. Dauntless Scrapbot is actually a pretty remarkable card on rate, and it effectively acts like a colorless Galactic Wayfarer in most cases. I especially love it in non-green decks, as they must be green with envy over not getting to play such a busted common.
Virulent Silencer
Never seen this work, though I did collect a couple of Ws from opponents who tried. The main issue with Virulent Silencer is a lack of cheap flying artifacts, as you can’t use cards like Illvoi Galeblade to trigger this. I’d only play it if I drafted 3+ copies and a good deck for it, though I do appreciate the existence of fringe build arounds like this.
Draft Plan
With all that said, how do you actually draft Edge of Eternities? Unfortunately, I can’t do that for you, but what I can give you is a sort of battle plan for it.
Pack One
- Your first few picks should simply be the best card in the pack.
- Be on the lookout for early green playables, as being Gx has felt like the easiest way to approach Edge of Eternities. If I can start Gx, I’ll often find myself cutting the color hard to try and ensure a greener Pack 2, which should be enough for me to comfortably be Gx.
- If green seems dry, be prepared to seek a home in a non-green archetype. Just keep in mind that you’ll have limited flexibility with splashes or jumping colors due to the set’s poor fixing.
- You don’t have to be green though, as there are plenty of strong uncommons and payoffs for other colors. It’s just much safer since green can splash bombs and removal from all colors.
- As P1 continues, you should narrow yourself down to one or two colors as the wheel approaches. Look for multicolor cards, strong uncommons, removal spells, or simple playable density as indicators for which colors are open.
- You may be able to shift directions entirely at this point in the draft. Remember that the signals you see P1 are a preview of what’s coming in P3.
- By the end of pack one, you usually have at least some idea of what you’re playing. If you're Gx, you don’t need a secondary color at all. If you're not Gx, you can often base your colors around a late signpost like Station Monitor.
Pack Two
- Pack Two is usually about building your deck, rather than picking the best cards in a vacuum.
- Of course, the advantage of being Gx is that you get to do both, since you can rely on Galactic Wayfarer and Gene Pollinator to play whatever you please.
- If you open an absurd bomb here (i.e., Elegy Acolyte), you may simply want to jump ship on whatever you were drafting and adopt a new color to match your bomb.
- Even if that color didn’t seem open in P1, it’s possible for it to be flowing from the opposite direction; and besides, you don’t really want to pass that Elegy Acolyte, do you?
Pack Three
- By this point, it’s too late to “pick an archetype”. If you don’t know roughly what you’re doing by P3P1, you’re likely in trouble.
- From my experience, most P3s are about refining your deck, plus reaping payoffs for correctly reading P1.
- In many cases, I’m looking for either more 2-drops or more high end in this pack. Many decks in this format crave both and tend to avoid playing middle ground cards like Swarm Culler or Red Tiger Mechan.
Draft Example
You can follow along using this draft log. It wasn’t the hardest draft admittedly, but still does a decent job of illustrating a successful draft of Edge of Eternities.
Pack One
I start with Astelli Reclaimer. You could argue for All-Fates Stalker over it, but Reclaimer is powerful and I wanted to try to build around it. Note that this already biases me towards WU and WB, which have the best noncreature cards for it (Cryogen Relic, Cryoshatter, and Dubious Delicacy).
My second pick is an excellent white removal spell out of a reasonably powerful pack. I follow this up with Sunstar Lightsmith, a powerful white uncommon that further biases me towards WU. From there I take a pair of Cryoshatters, a Radiant Strike (out of a weak pack), another Focus Fire, and a late Knight Luminary.
I end up wheeling Mouth of the Storm and Exosuit Savior, both of which are welcome additions.
Pack Two
I P2P1 a clear Cerebral Download over inferior options. WU wants to be mostly lean but with enough card draw to keep going, so Download is a perfect fit.
Sunstar Expansionist is a great follow, though in retrospect taking Emergency Eject (which I didn’t even play) over Selfcraft Mechan was a clear mistake. P2 also felt like a weaker pack in general, though I did get a couple of good cards here (Knight Luminary, Illvoi Infiltrator).
Pack Three
P3P1 Gigastorm Titan is an easy call, as it’s a strong creature that gels perfectly with my deck’s theme. I then take a Dockworker Drone for my curve (over Starfighter Pilot, since I have few spacecraft). I follow this up with Banishing Light, Cryogen Relic, Starbreach Whale, and another Knight Luminary, as my colors are well locked in. Both Whale and Relic could arguably have been other cards, as Rayblade Trooper and Illvoi Operative were close considerations. My last exciting pick of the draft is a late Sunstar Lightsmith.
Deckbuild

I choose to run these cards above, and eschewed the cards below.

My curve looks too high at first, but if you treat Knight Luminary as a 2-drop, it suddenly looks more acceptable. I also have a lot of good cheap removal, which was key to pull off my clunkier cards like Sunstar Lightsmith and Cerebral Download. In retrospect I could’ve considered running one fewer Exosuit Savior, as I had only one good target for them (a single Cryogen Relic).
Wrap Up

Mutinous Massacre | Illustration by Quintin Gleim
Whew, and with that, we are done! I actually wanted to include even more content, but I’m stopping my Descent into Madness here.
Which archetypes have you enjoyed drafting in Edge of Eternities? Which cards have been your top performers, and which ones have been your duds? Let me know in the comments below or over on the Draftsim Discord.
Until next time, may your speculative picks always get there.
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7 Comments
How do you rate black second best color, but then all of Black’s archetypes are Tier 3, and somehow the combo of the best and second best color in the format is tier 4?
Is it really just that black’s cards are great by themselves but the archetypes suck? How is one supposed to take this? Should I draft black or not?
This could very much be a case of the power level of black’s individual cards being strong but the second colors to its archetypes not complimenting the color well. For what it’s worth, most black color combos play out well enough, and the card quality is good, so I don’t mind being in the color.
Have you tried Void Dimir? It ran better than artifacts when I played Sealed. Blue has enough warp cards to pull it off if you look for them.
Then I realized only black and colorless cards has the wording of void, right? So basically you can run the Void deck with any of the warp cards in the other colors if Rakdos isn’t working out so hot. The warp cost is also much cheaper in blue.
Not something I’ve encountered myself but sounds like a fun hidden archetype.
Excellent article I just drafted a seeet BGu deck and started 4-0 then played a close game then crazy flooded 2 straight games. I had the Acolyte in black the green 6/6 landfall guy the UG 2/2 that draws and makes robots but good removal and card draw. I smashed when my deck drew commands and spells. I had 2 shock lands plus the multi color tap land. This was a 7 win deck on arena but floods kept me from it 🙁
Sounds like a sweet deck, shame it didn’t hit 7 wins!
Thanks for the write up. Personally I’ve found ub to be quite synergistic with early removal and artifact combos. Just on a technical note, the card links were spotty. Partially an issue with all the ads. Would be nice to have the card come up on hover like on other sites
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