
Tezzeret, Cruel Captain | Illustration by Chris Rahn
Greetings planeswalkers! A new set approaches, but with a twist; we’re going to space! That’s right, Edge of Eternities is MTG’s first black border space-themed set. Get ready for epic space battles with armored angels, black hole worshipping cultists, jellyfish warriors, and gigantic spacecraft!
Mechanics

Seedship Impact | Illustration by Constantin Marin
Edge of Eternities features four new mechanics, plus a new kind of disposable token.
Spacecraft and Station
Spacecraft are the headliner mechanic of Edge of Eternities, and they’re sure to draw a lot of eyes. Let’s break down how they work.
Spacecraft initially enter as plain old artifacts. Some have enters abilities, while others like Galvanizing Sawship do nothing until you’ve stationed them.
To station a spacecraft, you need to tap another creature you control at sorcery speed. That creature puts charge counters equal to its power onto the spacecraft. Do this enough times, and you’ll reach the number listed on the card itself (say, 7 for Pinnacle Kill-Ship); once that’s accomplished, the spacecraft permanently has those bonuses (as long as it keeps those counters).
Spacecraft Example
- On turn 2 you play Wurmwall Sweeper. It enters, and you surveil 2.
- On turn 3 you play Thawbringer. You surveil 1 when it enters, then tap it to station Wurmwall Sweeper. Wurmwall Sweeper is now a 2/2 flier for the rest of the game.
Spacecraft Gameplay
Most spacecraft require a bit more work than Wurmwall Sweeper and are usually multi-turn projects. Creatures you’ve just played make for great stationers; it gives creatures with summoning sickness something to do. Just keep in mind that you give up opportunities to block, so you may not always have the luxury of stationing.
As for the spacecraft themselves, they appear at all rarities and in all colors. There are two commons, 10 uncommons (two in each color), and nine rare ones (plus Dawnsire, Sunstar Dreadnought). RW has a particular focus on spacecraft in Draft, but I’d expect all color pairs to be interested in them to some extent.
One way to think of spacecraft is that they’re kind of like a mix of vehicles and battles. Like vehicles, you have to tap creatures to man them. And as with battles, you give up damage/blockers to obtain a future reward, which is usually a large flier. The main differences are that stationing doesn’t use the combat phase and that (most) spacecraft become permanent creatures once you’re done.
Spacecraft are an artifact type with inherent diminishing returns, similar to vehicles. Without a solid base of creatures to station them, spacecraft won’t do much, so it’s risky to fill your deck with a bunch of them. My initial approach is to play one or two of them in most decks, and maybe more in RW (or other decks with lots of rewards for doing so). Note that spacecraft can station other spacecraft, at least once you’ve fully stationed one.
Spacecraft Card Evaluation
Let’s put this all into practice by evaluating a pair of spacecraft cards.
Fell Gravship reminds me of Carrion Cruiser, which was a strong uncommon in Aetherdrift. It mills one deeper when it enters, and it gets back another creature or spacecraft to hand. You can then use whatever you got back to try and set up a 3/2 flying lifelinker, which is a very powerful stat line in Limited. This looks like one of the better spacecraft in Edge of Eternities, as it has both a value baseline and useful body for later.
Debris Field Crusher is similar to Fell Gravship in that it has inherent value, this time in the form of a Lightning Bolt trigger. is quite expensive for that though, and the creature mode here is underwhelming for all the effort you have to put in. This is more of a mediocre curve topper than a premium card, and it’s the kind of card I might not play without spacecraft synergies. To further illustrate the difference between this and Fell Gravship:
- Fell Gravship’s trigger is Corpse Churn, which was an okay Limited card at . Its spacecraft body is a Vampire Nighthawk of sorts (sans deathtouch), which costs about . Given that Fell Gravship itself is just , it’s quite efficient!
- Debris Field Crusher’s trigger is Volcanic Hammer, which costs at base value. Its spacecraft body is a Dragon Whelp of sorts. Given how over-costed the 3-damage effect is, Debris Field Crusher is considerably less efficient than Fell Gravship.
Warp
The next new mechanic is warp, which offers you a way to play creatures temporarily for a reduced cost. The official text for warp is as follows: “You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.”
Warp Example
- I warp in Germinating Wurm on turn 2 and gain 2 life when it enters. I exile it at the beginning of the next end step.
- On turn 5, I cast my Germinating Wurm again, this time for its normal cost.
Warp Gameplay
Warp is a cool mechanic that has some specific functions in EOE. Warped creatures are perfect for stationing spacecraft. Since they’re summoning sick and about to go away anyway, you may as well charge up a spacecraft! And playing a warp creature sets up void, which enables some powerful lines.
Warp appears in every color and is well represented at lower rarities (14 commons feature it). White and blue have a little bit more warp than other colors, which plays well with WU’s double spell archetype.
Warp Card Evaluation
I mentioned spacecraft as “vehicles + battles”, so let me suggest “evoke + adventure” to evaluate warp.
Knight Luminary’s warp mode functions like an adventure that makes a 1/1 Human Soldier token. You can then play it later, which gives you the 3/2 body and another 1/1. This makes for an impressive Limited curve all on its own; you can play this on turn 2, play another creature on turn 3, and bring Knight Luminary back on turn 4 to have four bodies in play. That’s a great setup for spacecraft or any go-wide payoffs like Luxknight Breacher, Focus Fire, and Zealous Display. I quite like this card and have it as one of white’s top commons.
Sinister Cryologist, on the other hand, is pure filler. You can only warp at sorcery speed, so the enters ability merely nerfs a blocker for one combat step. It’s pretty unimpressive to warp and play, so this is mostly just a 2/3 for 3.
Void
Void is the last new mechanic, and it falls somewhere between morbid and revolt.
For void to be active, one of two things must have happened:
- A nonland permanent left the battlefield this turn.
- A spell was warped in this turn.
Void Example
- You play Insatiable Skittermaw on turn 3.
- I untap and Plasma Bolt it for 2 damage, then play my own Insatiable Skittermaw.
- Since a permanent left the battlefield this turn, my Skittermaw gets a +1/+1 counter at the beginning of my end step.
Void Gameplay
Making use of void is all about knowing how to trigger it. Here’s a fairly comprehensive list of how to do so:
- 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.
Void isn’t too hard to pull off, but it may be inconvenient to do every single turn. You can maximize your odds of pulling off void by building around it. Unlike other mechanics, void is mostly in black, though there are a handful of red cards with the mechanic, too.
Void Card Evaluation
You should evaluate void cards on two axes: “What does this do without void, and what does it do when I can pull it off?”
Tragic Trajectory clearly passes both tests and should be one of EOE’s best uncommons. If you can’t void, this kills cheap creatures at a solid rate. But if you can, this is 1-mana Fell, which is just ridiculous in Limited.
Hymn of the Faller, on the other hand, is clearly more void dependent. A buffed Night's Whisper is a great sales pitch, but I’d want to be sure that’s what I was getting before I put this in my deck. The good news is that void doesn’t seem especially difficult, as there are a number of workable lines.
Lander Tokens
Our last mechanic isn’t really a mechanic at all, but rather a new type of token. Lander tokens are basically Rampant Growth tokens, and a welcome sight in Limited. These are the primary way to splash in this set, and they have some other uses:
- They can trigger landfall (which is RG’s archetype).
- They can enable void.
- They’re artifacts, which matters for several color pairs in Edge of Eternities.
Lander tokens are created primarily by green cards, though every color has at least one card that can make them. Don’t read too much into this though, as you can hardly count on Divert Disaster for fixing!
Planets
There’s also a new land subtype called planets. It appears on a cycle of five mythic rares, which are tapped mono-color lands with powerful station payoffs. Planet only matters for two cards that reference it: Drill Too Deep and Loading Zone.
Archetypes
Edge of Eternities has 10 2-color archetypes, just like most Limited sets. Each archetype has its own signpost uncommon, which encourages building around a particular theme. They’re also useful in Draft for knowing if an archetype is open, and they may also be useful for choosing a color pair in Sealed.

Source: Wizards of the Coast
WU Second Spells (Tempo)
Signpost Uncommon: Station Monitor
WU’s theme is almost identical to flurry from Tarkir: Dragonstorm. Most of the payoffs are mid-sized creatures that support a tempo game plan. To support double spelling, try to include lots of card draw and cheap cards. Mental Modulation is sure to excel in this archetype, as it’s the only 1-mana cantrip at common (with Honor at uncommon[/card].
UB Artifacts (Control)
Signpost Uncommon: Alpharael, Dreaming Acolyte
UB is value deck with a focus on artifacts. Its signpost card is a mini Thirst for Knowledge on a solid body, and it has access to plenty of artifacts between both colors. Expect to build it mostly as a “good stuff” deck, with as much good removal and 2-for-1s as possible. One synergy to look for is Cryogen Relic or Nutrient Block plus an artifact sacrifice outlet like Selfcraft Mechan or Embrace Oblivion.
BR Void (Midrange)
Signpost Uncommon: Interceptor Mechan
BR looks to enable void frequently, which powers up many different cards in the color pair. Removal spells offer a great way to do so, though you’ll have additional options like sacrificing your own stuff and warping in creatures. BR also has access to many artifacts and cards that care about them, which opens up a variety of builds.
RG Landfall (Midrange/Ramp)
Signpost Uncommon: Tannuk, Memorial Ensign
RG is a midrange deck that treads familiar territory for the color pair. We’ve seen landfall a lot from Gruul, though Lander tokens spice things up a bit. Timing your Lander tokens to maximize landfall triggers seems fun, though most of the good landfall payoffs tend to be at higher rarities.
GW +1/+1 Counters (Aggro/Midrange)
Signpost Uncommon: Haliya, Ascendant Cadet
GW is heavily focused on putting counters on its creatures. Doing so powers up a number of powerful uncommons like Haliya, Ascendant Cadet and Dual-Sun Technique. GW is also one of the deeper archetypes in Edge of Eternities, at least in terms of sheer numbers. There are 7 commons that reference counters in some way, plus plenty of uncommons that do so as well.
WB Go-Wide (Aggro)
Signpost Uncommon: Syr Vondam, the Lucent
WB has a softer theme based around going wide. You’ll often look to pair token generators like Knight Luminary and Honored Knight-Captain with go-wide payoffs like Syr Vondam, the Lucent. WB can also dabble in sacrifice cards like Scrounge for Eternity and Embrace Oblivion, which work well with 1/1 tokens.
UR Artifacts (Aggro)
Signpost Uncommon: Mm'menon, Uthros Exile
UR is another artifact-based deck, though it tends to be more aggressive than UB. Creatures like Cloudsculpt Technician, Oreplate Pangolin, and Weftstalker Ardent reward you for curving out with artifacts.
BG Graveyard (Control/Midrange)
Signpost Uncommon: Seedship Broodtender
BG’s graveyard theme feels rather muted, as Edge of Eternities lacks good self-mill cards like Town Greeter and Resentful Revelation. Seedship Broodtender is an incredible uncommon, but it’s one of the few actual graveyard cards in the set. If you don’t believe me, just check out this card gallery that includes every non-rare that mentions “graveyard” in these colors!
I’d expect BG to play out mainly in one of two ways:
- Big green creatures plus good black removal for a classic midrange sandwich.
- Green ramp plus black removal as the basis for a 5-color soup deck.
RW Space Stations (Aggro/Midrange)
Signpost Uncommon: Sami, Ship's Engineer
RW is themed around spacecraft and creatures that care about being tapped. There aren’t a ton of those though, and spacecraft can be found in even numbers throughout all colors. Sami, Ship's Engineer also looks fairly underwhelming when compared to most other signpost uncommons. I wouldn’t go so far as to call this archetype “unplayable” or anything (especially without having played the set), but I’d hardly be surprised if RW is among EOE’s weaker archetypes.
GU Ramp (Midrange/Control)
Signpost Uncommon: Biomechan Engineer
Simic’s ramp theme in Edge of Eternities is nothing new under the sun. The color pair has done this dozens of times now, though I’m hardly complaining (as 5-color piles are a joy to draft). Expect to make frequent use of Lander tokens to splash bombs and removal from other colors.
Set Overview
And now for the main course! Let’s try to put everything we’ve learned together to gather what EOE is all about.
Archetype Overlap
Let’s summarize how EOE’s archetypes fit together:
- UB, BR, and UR are all artifact decks. They share many of the same commons and uncommons.
- WU and RW feel mostly on their own. Both decks can occasionally play off artifact synergies though, as spacecraft and Drone tokens (from Station Monitor) both work.
- RG and GU both make lots of Lander tokens and have an easy time using each other’s best cards. Both decks will often be base green, with the other color as a secondary focus.
- GB may not end up being much of a graveyard deck in practice, and thus could be another expression of “Gx Lander ramp”.
- B’s void/sacrifice themes can enable useful synergies in just about every black archetype.
Mana Fixing/Splashing
Mana fixing in Edge of Eternities is rather limited outside of Lander tokens, which are mostly in green. Here are all the commons in the set that can help you splash.
- Beamsaw Prospector (unreliable because it’s a death trigger)
- Kav Landseeker
- Orbital Plunge
- Galactic Wayfarer
- Gene Pollinator
- Sami's Curiosity
- Command Bridge
That’s very little compared to recent sets, as EOE has no common dual lands and no colorless artifacts (at common) that can help fix (i.e., World Map, Blitzball). Expect to mostly be 2-color if you aren’t heavily green. A typical splash mana base often looks like this:
- 8-9 Forests (primary color)
- 5-6 Islands (secondary color)
- 1 Command Bridge
- 1 Plains (for Cosmogrand Zenith)
- 1 Swamp (for Zero Point Ballad and Gravkill)
- 2+ copies of cards like Galactic Wayfarer and Sami's Curiosity
Removal
Another category of cards worth paying attention to with new sets are common removal spells. Edge of Eternities has some especially solid ones.
White
Focus Fire
Focus Fire is much better than most kinds of cards like this. Outflank with a Slash of Talons baseline kills relevant cards at most points in the game, so I’d start this in just about any deck.
Banishing Light
Banishing Light also looks better than usual in Edge of Eternities, as there are no commons that can blow it up at instant speed (and few ways to get rid of it in general). It gets rid of whatever you need gone at a fair rate, and it’s my pick for white’s best removal spell at common.
Radiant Strike
Radiant Strike is a bit of a clunker, though lifegain and artifact destruction are very welcome bonuses. It plays best in more controlling decks, as being unable to push through blockers can be rough.
Blue
Cryoshatter
Cryoshatter continues a recent trend of blue having impressive common removal spells. Like Unable to Scream, this is a cheap way to more or less kill a creature offensively and reduce it to nothing more than a chump blocker. It looks great in a control deck, but it may also pull its weight in WU as a way to double spell.
Divert Disaster
Divert Disaster is a pretty lame Quench variant, as the Lander upside barely matters. Quench still might be of use in aggressive blue decks though, especially if your opponent has lots of big threats. Just don’t treat it like hard countermagic, as it expires remarkably fast.
Lost in Space
Vanish from Sight is back, though the fact that Lost in Space doesn’t hit enchantments is a legitimate drawback in a set with Banishing Light. This is solid general interaction though, and it should be a good tempo play in most blue decks. You’ll ideally want to target expensive stuff without enters triggers, as resetting something like a Pinnacle Kill-Ship sounds like a very bad time.
Black
Embrace Oblivion
This kind of card is very set-dependent; just look at how much worse Worthy Cost was compared to Final Vengeance! Embrace Oblivion likely falls somewhere between the two. Edge of Eternities has some good pairings like Cryogen Relic and 1/1 Human Soldier tokens, but it lacks a critical mass of something like rooms to sacrifice to it. I'd happily play one copy in decks with setups, but otherwise I’ll hope for better removal options.
Depressurize
Depressurize is a fancy Vanquish the Weak for 1 less mana. That’s a great place to be in Limited, and you might even occasionally use this as a black Hydroblast against larger creatures in combat. This kills every 2- or 3-drop common besides Thawbringer, and a couple of 4-drops as well.
Gravkill
Gravkill exiles anything you need gone at a fair rate and should be a strong contender for one of the set’s better commons. Whether Gravkill or Depressurize ends up better depends on what the format ends up being about, but I quite like both in a vacuum.
Red
Plasma Bolt
Sorcery Shock that can be Volcanic Hammer with void makes for a pretty solid Limited card. Plasma Bolt is best in aggressive decks that can take advantage of its burn potential, but you’ll usually just point it at early creatures.
Bombard
Bombard kills every common below 5 MV besides a boosted Selfcraft Mechan or Luxknight Breacher. It also kills many powerful uncommons, including every 2-color signpost creature. All of this makes it a great removal spell overall.
Orbital Plunge
Orbital Plunge kills every single common creature with excess damage, so expect a 2-for-1 from this often. While sorcery speed makes it clunky, I’m very impressed with the power level here. It’s not every day that red gets three great removal spells at common, as usually there’s one relative stinker like Light of Judgment or Twin Bolt.
Green
Diplomatic Relations
Diplomatic Relations doesn’t do what the card says. WotC already issued an errata for this one, so expect a lot of confusion at paper events going forward. The fixed version of the card is still fine removal for green, as Ambuscade has always been a solid performer. Vigilance also occasionally lets you pick up some extra station value while attacking.
Shattered Wings
Edge of Eternities looks like a better format for this effect than Final Fantasy, so that could explain why Airship Crash was nerfed this badly. Being limited to sorcery speed removes almost all blow out potential, so I’d be much happier to sideboard Shattered Wings rather than start it.
Top Commons
Here I’ll attempt to guess the top four commons for each color. Everyone is reading 17lands data these days anyways, so let’s check back here in a couple of weeks and see how I did!
White
#1. Banishing Light
Banishing Light is always at least above average, but it should be even better here due to a lack of enchantment removal.
#2. Knight Luminary
This is a huge upgrade on something like Elderleaf Mentor, and it’s a strong warp card. Knight Luminary is essential for WB and looks strong enough on rate to be good in all other white archetypes.
#3. Starfighter Pilot
Starfighter Pilot looks like a plain bear, but I expect this to be quite the common workhorse. Ideally it’ll get to attack once or twice then start to power up some spacecraft while it improves your draws.
#4. Focus Fire
The combination of raw efficiency and scalability makes Focus Fire strong removal overall, similar to something like Steer Clear.
Blue
#1. Cryogen Relic
Cryogen Relic is a solid card on its own that has a ton of great synergies, even with just commons! Pairing Relic with cards like Exosuit Savior, Selfcraft Mechan, Embrace Oblivion, and Slagdrill Scrapper is an excellent way to pull ahead on cards. And to top it off, it’s an artifact as well, which is very relevant in UR and UB.
#2. Starbreach Whale
Starbreach Whale is gigantic compared to all non-spaceship fliers, and it’s excellent for smoothing out draws early on. Two lands plus a Whale may help a lot of hands get there, and I’d be happy with this on rate even without warp.
#3. Cryoshatter
Cryoshatter is dirt cheap and almost true removal. It only whiffs on creatures with powerful abilities that don’t depend on attacking, blocking, or tapping (like Tannuk, Memorial Ensign).
#4. Lost in Space
Even if I’d love for this to hit Banishing Light, Lost in Space still hits just about everything else. Spacecraft likely make strong targets for this one, as you can force your opponent to re-station them from scratch.
Black
#1. Gravkill
I’m putting Gravkill over Depressurize, at least for now! The format doesn’t look especially fast to me, so an unconditional answer like this may prove vital.
#2. Depressurize
Depressurize is a close second to Gravkill, as Vayne's Treachery was to Sephiroth's Intervention.
#3. Swarm Culler
Common sources of repeatable card advantage like Swarm Culler are not common, if you pardon my pun. It even works with spacecraft, and it’ll surely sacrifice thousands of Cryogen Relic and Virus Beetle before the format is over.
#4. Virus Beetle
Speaking of Virus Beetle, it’s back and still a great Limited card. I particularly like this with sac outlets like Swarm Culler, and I expect every black archetype to want it.
Red
#1. Bombard
Bombard is my pick for red’s best common/best removal spell. It’s a fair rate at instant that kills most creatures in EOE.
#2. Orbital Plunge
Orbital Plunge is a 2-for-1 that kills everything but Starwinder, Lashwhip Predator, Bygone Colossus, and large spacecraft. The only reason I don’t put this at number 1 is that it’s a 4-mana sorcery, so expect it to feel clunky sometimes.
#3. Zookeeper Mechan
Red gets mana dorks at common now! Zookeeper Mechan even comes with a decent late game ability and is an artifact to boot.
#4. Red Tiger Mechan
This robot cat provides void synergy, artifact synergy, and a solid hasty beater for its cost. That’s a lot for a simple common, so I wouldn’t be surprised if Red Tiger Mechan overperforms.
Green
#1. Galactic Wayfarer
Green’s most dominant theme for me is ramp, specifically the “Gx good stuff” style of ramp. Galactic Wayfarer is an invaluable card for such an archetype, and an easy pick for this set’s Contagious Vorrac/Jewel Thief style common.
#2. Diplomatic Relations
Ambuscade is still a pretty good Magic card, even if it isn’t the #1 common like “green Murder” would’ve been. Good, cheap creatures are essential ingredients for Diplomatic Relations, but those are worth playing anyways.
#3. Drix Fatemaker
Drix Fatemaker has an appealing mix of rate, synergy, and flexibility. It’s similar to Ferocious Werefox (a strong Wilds of Eldraine common) on rate. It enables +1/+1 synergies (with free trample later on) and offers flexibility with its warp cost.
#4. Biosynthic Burst
People are going to run into Biosynthic Burst left and right at Prerelease, as untapping with this many bonuses is sure to lead to blow outs. Even once players get used to Biosynthic Burst, it has remarkable flexibility and provides a permanent reward for pulling it off. Gaea's Gift was similar, and it was one of green’s best commons in The Brothers’ War.
Top Uncommons
Let’s also go over my picks for EOE’s best uncommons.
White
#1. Starfield Shepherd
Starfield Shepherd offers a guaranteed 3-for-1, even if you don’t have any 1-drops for it grab! It gets even better with those, but I can’t imagine being any less than delighted to keep a two-land hand with this in the opener.
#2. Sunstar Expansionist
Sunstar Expansionist is an exceptional 2-drop that shines on the draw. Even on the play, this is often a 3/3 for at worst!
#3. Sunstar Lightsmith
Sunstar Lightsmith might require you to untap with it once, but the reward is potentially massive for a 4-drop creature. Just one trigger puts this well above rate, and it even helps trigger itself more by drawing cards.
#4. Honor
Honor is a simple effect, but Guiding Voice showed how good this kind of cantrip can be. I’d happily play this in any white deck and would love to have as many as possible in GW.
Blue
#1. Codecracker Hound
Sibsig Appraiser with warp upside is really all that needs to be said. Codecracker Hound is a cracked value card that I’ll take on the level of most good rares!
#2. Tractor Beam
You get to keep abilities with Tractor Beam, so it’s a sick answer to cards like Sami, Ship's Engineer and Tannuk, Memorial Ensign.
#3. Cerebral Download

Cerebral Download is a really powerful card draw spell, especially for an uncommon. Jace's Ingenuity baseline plus a healthy amount of surveil is impressive, and this is even quite splashable due to its single blue pip.
#4. Desculpting Blast
Desculpting Blast brings flexible interaction that excels on defense, as you’ll net an extra Drone token for your troubles. I particularly like this for WU and UR, which will likely find themselves in a lot of races.
Black
#1. Monoist Circuit-Feeder
A flying Wick's Patrol is ludicrously powerful, even if it depends on artifacts to work. Monoist Circuit-Feeder is one the best artifact incentives in EOE and a clear mythic uncommon.
#2. Tragic Trajectory
Two spell turns with this will feel downright filthy, as Tragic Trajectory feels wild when it kills a 5-drop. Even without setup, this is clearly just premium removal, and it’s dirt cheap to boot.
#3. Umbral Collar Zealot
Umbral Collar Zealot is a wicked sacrifice outlet with reasonable base stats. I’d play this in just about any deck, but I expect it to range from “decent filler” to “one of your best cards” depending on your level of synergy.
#4. Fell Gravship
Fell Gravship is a strong spacecraft. I think it stacks up well versus other black uncommons and look forward to trying it out.
Red
#1. Invasive Maneuvers
Invasive Maneuvers starts good and gets close to red Terminate with a single spacecraft. It’s hard to ask for more from a removal spell than that!
#2. Cut Propulsion
Cut Propulsion kills most threats in EOE Sealed, though it misses a couple of cards like Tannuk, Memorial Ensign. Still, it’s hard to ask for much more from 3-mana removal, and the flying bonus is great against whales and spacecraft.
#3. Kavaron Harrier
Strong aggressive 1-drops are quite novel in Limited. Turn-1 Kavaron Harrier has a brief window to inflict a ton of damage, and it scales better than most 1-drops, too. The extra token here may enable void lines, though this often dies when it attacks anyways.
#4. Galvanizing Sawship
Galvanizing Sawship should be easy to station the turn you play it, and it hits incredibly hard out of nowhere. It’s a great curve-topper for aggressive decks, and it likely kills many ramp players (who may unsuccessfully scramble to find an answer) over the course of this format.
Green
#1. Lashwhip Predator
Lashwhip Predator is gigantic, and it’s often playable for a very impressive rate. Try to avoid trading early if you can and hope for cards like Knight Luminary to show up!
#2. Meltstrider’s Resolve
Prey Upon is much better when it comes with a free +0/+2 aura. I also love the idea of comboing Meltstrider's Resolve with a menace creature like Kav Landseeker or Insatiable Skittermaw for permanent unblockability!
#3. Close Encounter
Close Encounter is a proper Bite Down variant that also works with warped creatures. That’s pretty neat, and it can make for some very safe removal even without other colors!
#4. Larval Scoutlander

Harrow plus a clunky bonus flier looks like a great deal to me. I also love that you can sacrifice a Lander token to this, bypassing the need to pay !
Strong Rares
These are all the rares in Edge of Eternities that I think are generally strong. Some have more specific build-around conditions than others, but they should fit well in most Sealed decks. There are also a handful of cards here that are among the best rares in EOE, so I tried to point that out when applicable!
Cosmogrand Zenith
Let’s start off strong, as Cosmogrand Zenith is one of the most busted rares in the entire set! You just have to play two spells in a turn, and you’ll get a full Raise the Alarm or Basri's Solidarity every single time. Try to play Cosmogrand on turn 4 or 5 if you can, along with a 1-drop or 2-drop for guaranteed value.
Exalted Sunborn
The baseline here is (almost) Baneslayer Angel, so while token doubling and warp are welcome bonuses, the card is great either way. You can try to maximize Exalted Sunborn’s ability by pairing it with cards like Auxiliary Boosters, Knight Luminary, and Sami, Ship's Engineer.
Quantum Riddler
Quantum Riddler is a huge cantripping flier that you can also warp early for extra card advantage. I wouldn’t be surprised if this is among the best rares in Edge of Eternities when all is said and done, and I look forward to windmill slamming it in Draft/Sealed.
Alpharael, Stonechosen
Alpharael, Stonechosen’s stats are poor for the cost, but you just need to play one removal spell for this to threaten massive damage. The ward ability also makes it annoying to remove, as random discard isn’t easily trifled with.
Tannuk, Steadfast Second
Fervor on a 3/5 for 4 is excellent, so I expect Tannuk, Steadfast Second to be great even if you aren’t warping much. There are a couple of cool setups, though (Extinguisher Battleship, Pinnacle Kill-Ship, Mechanozoa), so don’t forget the option to do so.
Famished Worldsire
Famished Worldsire goes completely nuts with landfall creatures, as devouring all your lands ushers in immediate replacements and a boatload of landfall triggers. It’s also more or less a 24/24 creature, albeit one without any evasion or reach. You can try to combo kill with it and trample granters like Biosynthic Burst and Drix Fatemaker. Worldsire should be powerful in UG Ramp and RG Landfall decks, but it may not make the cut in GW (which is too small for this).
Ouroboroid
Ouroboroid is my pick for the most busted rare in EOE. You’ll get immediate value the turn you play it, then your opponent has just one turn to kill it before things get completely out of control.
Dawnsire, Sunstar Dreadnought
Getting Dawnsire, Sunstar Dreadnought to 10+ is basically “Good Game”, as you’ll get to kill your opponent’s best creature every time you attack. That should take about 2 to 3 turns with creatures, and occasionally you’ll be able to cheat with cards like Drill Too Deep. Be sure to play lots of creatures with this one, as board presence is key to make it work.
The Dominion Bracelet
Short Sword plus Worst Fears is a good way to think of this one. It starts off as a humble equipment, and then it threatens to win the game later if you can untap with a large creature and a bunch of mana. Neither mode is especially efficient, but the ability to play Short Sword on your way to Worst Fears makes it far less clunky.
Kavaron, Memorial World
The red planet is the only one of the five that feels bomby. While station 12+ is definitely a long-term project, playing one tapped Mountain is an extremely minimal cost for such a powerful late game ability. Picture the land as a nearly endless source of Imodane's Recruiters (the best uncommon in Wilds of Eldraine), and you’ll see why I’m so high on it!
Astelli Reclaimer
Astelli Reclaimer is somewhere between a build-around and a plain old good card. The flying stat line here is strong, but if you want to reanimate something, you’ll need to put in some work with cards like Cryogen Relic, Cryoshatter, Melded Moxite, Nutrient Block, and Thaumaton Torpedo. The good news is that most of these cards are passable on their own, so be sure to include some to maximize your Reclaimer.
Beyond the Quiet
Beyond the Quiet is the main sweeper to be worried about in this format, and it cleans up just about any board for a fair price. I’m still a fan of these effects in Sealed, though you’ll want to skew towards control rather than aggro to maximize it. Try to pair it with raw card advantage spells like Cerebral Download and Decode Transmissions if possible.
Hardlight Containment
Hardlight Containment is an incredibly efficient removal spell that’s somewhat risky, as opposing removal lets your opponent get their creature back. Try to put this on a noncreature artifact if possible, or perhaps something disposable like a 1/1 Drone token.
Haliya, Guided by Light
Haliya, Guided by Light has solid base stats and free lifegain, and it ranges from “decent playable” to “one of the best cards in your deck” depending on how much other lifegain you can muster up. Some cards worth pairing with it include Radiant Strike, Flight-Deck Coordinator, and Germinating Wurm. Token generators like Knight Luminary can also do the trick, as warping in both on turn 3 draws you a card!
Lumen-Class Frigate
It’s almost free to make this spacecraft into an Anthem of Champions, and from there you’ll have an easier time to unlock your 2-mana Baneslayer Angel. Lumen-Class Frigate looks like an utterly absurd Limited card, and it should be one of the best rares in Edge of Eternities.
Sunstar Chaplain
Sunstar Chaplain takes over games if you can tap creatures consistently. Spacecraft are the most obvious way to do so, though you can also just attack or use other tappers like Gene Pollinator. The base stats here are also acceptable even if you can’t provide much synergy.
Consult the Star Charts
Consult the Star Charts is a strong card advantage spell for just about any blue deck. I’d hope not to play it as Anticipate, as the kicker mode is basically Stock Up again. The option to do so can be nice in tight games though, especially if you’re missing land #3.
Emissary Escort
Emissary Escort isn’t too challenging to upgrade, as you just need to play a 3-cost artifact for this to be well overstated. It’ll occasionally get stuck as a 0/4 for a bit, but it should impress in any deck with a decent number of artifacts.
Mm’menon, the Right Hand
Mm'menon, the Right Hand has reasonable stats for its cost, and it potentially offers a good amount of card advantage (if you have a good number of artifacts). It’s similar to something like Tellah, Great Sage, which was powerful to untap with, but Mm’menon is clunky and vulnerable to removal.
Starfield Vocalist
Panharmonicon is much better in Limited when it comes on a decent body like Starfield Vocalist, as you won’t be behind on tempo the turn you cast it. You can also use the warp to set up mini “combo turns”, which can be very effective with powerful “enters” cards like Banishing Light and Virus Beetle.
Starwinder
Starwinder is quite large, and it has a very powerful ability. The “may” line is a nice bonus in long games, as you may occasionally want to avoid overdrawing. Warping can also be useful if you untap with a flier, as Starwinder is effectively “: Draw two cards” in such a scenario. It’s not efficient enough to hang with uber bombs like Cosmogrand Zenith or Ouroboroid, but it still looks good to me.
Synthesizer Labship

If you can provide other cheap artifacts, Synthesizer Labship puts out a bunch of annoying damage early, and then it eventually becomes a 1-mana Serra Angel! You can also just use the 2/2s to help station this, which is probably a good idea in Limited. It won’t be good in every deck, but the potential power here for just 1 mana is incredible.
Elegy Acolyte
Elegy Acolyte is an incredible bomb rare, as it has good base stats, lifelink, and two powerful abilities that dramatically affect the board. I encourage you to play black if you open this one, as it stands head and shoulders above most other rares (even good ones!).
Requiem Monolith
Requiem Monolith is a tricky card to evaluate, as it’s easy to miss that this is essentially Phyrexian Arena with upside (so long as you control an x/2 creature). This also messes with combat a bit, as your opponent may not want to block creatures you ping for fear of feeding you cards. You may also sometimes be able to combine Monolith with cards like Orbital Plunge for huge burn, so keep an eye out for novel lines.
Xu-Ifit, Osteoharmonist
Xu-Ifit, Osteoharmonist is a really powerful engine that breaks a lot of “rules” for cards like this. There’s no cost to reanimate anything with it, and the creatures will return without any finality counters, too. While they won’t have abilities, this offers so much potential cardboard that it’s hard to care.
Zero Point Ballad
This is an incredible late game haymaker, and it should be a very common splash in Gx ramp decks. The life loss isn’t negligible though, so try to pair Zero Point Ballad with a bit of extra lifegain for best results. You can also play it earlier if needed; X=3 kills most cheap common creatures, though you’ll need X=5 to kill any 5-drops.
Memorial Vault
Memorial Vault draws a potentially obscene number of cards, provided you have some artifacts for it to sac. Sacrificing a simple Cryogen Relic nets you four cards with this (counting the “leaves” trigger), as does sacrificing a filler creature like Nanoform Sentinel. You’ll need plenty of artifacts, but this is well worth including them for.
Nova Hellkite
Nova Hellkite is a classic Limited bomb, as it’s a large hasty dragon with multiple forms of upside. There are some useful x/1s for this to kill, too (Starport Security, Hullcarver, Gravpack Monoist).
Pain for All
Pain for All is a surprisingly good aura, and it shows how far we’ve come from the days of Giant Strength. This acts like a Fall of the Hammer when it enters, then it makes whichever creature did the biting a huge pain to deal with. You’ll want your opponent to tap out first, but this is definitely worth the risk.
Possibility Technician
There are a reasonable number of kavu in Edge of Eternities, 10 in total. They’re all red, and seven of them are commons and uncommons. This is great news for Possibility Technician, which would already have been an appealing card with no other kavu in the set! Try to build around this if you can, but by all means play it regardless if you’re red.
Warmaker Gunship
If your deck is mostly artifacts, this can be a 3-mana flying Flametongue Kavu, which is completely ridiculous. You’ll have to put in some work to earn the flier, but that’s more than worth it when it comes off a competent removal spell. Note that Lander tokens also work with Warmaker Gunship, so it can be good in any archetype with the right support.
Bioengineered Future
Bioengineered Future is definitely slow, but it looks like a powerful value card for both ramp and +1/+1 counter strategies. I especially like that it replaces itself by making a Lander token, so you’re never down a card here. Try to time your Landers and land drops to maximize future creature sizing!
Mightform Harmonizer
Mightform Harmonizer hits like a damn truck, both on its own and with company. It’s a great idea to combine this with Lander tokens and sources of trample, and it could lead to some easy kills if this insect goes unchecked. It’s a bomb rare, though not quite at the level of something like Elegy Acolyte.
Sledge-Class Seedship

Without playing the set yet, it’s difficult to say exactly how difficult station 7 is to pull off in practice. If you can do it, Sledge-Class Seedship looks very strong, as the body is huge, evasive, and dramatically under-costed even without the cheating text. I’m leaning towards this one being good, but it wouldn’t bother with it if I was low on creatures.
Mutinous Massacre
This is a strange hybrid of Extinction Event and Insurrection. The wrath is almost more of a drawback than anything, as it may result in the Insurrection not being game winning. Either way, as clunky as Mutinous Massacre is, it looks incredibly powerful, so I’d try it in Sealed if I had any reason to use these colors.
Biotech Specialist
Biotech Specialist replaces itself with a Lander token, blocks early creatures, and puts out real damage over the course of the game. It works best with other Lander generators, but it’s efficient enough to be good anywhere.
Dyadrine, Synthesis Amalgam
Dyadrine, Synthesis Amalgam is a very powerful build-around for +1/+1 counter decks. Combine this with other cards like it, and you can quickly stack up a huge board and tons of cards. It also helps that the baseline here is a 2/3 trampler with upside, so expect to splash/take this one highly.
Syr Vondam, Sunstar Exemplar
This iteration of Vondam is a great sacrifice/warp payoff. Syr Vondam, Sunstar Exemplar grows every time you do either, and it even has vigilance, menace, and a death trigger to make its sizing highly relevant.
Pinnacle Emissary
Pinnacle Emissary is another powerful multicolor payoff, this time for UR artifacts. Warping this in lets you chain it and multiple spells, but even just running this out on turn 3 should be more than good enough for Limited.
Genemorph Imago
Genemorph Imago is a hard-hitting flier that becomes terrifying late game. It obviously wants to play with Lander tokens, which act as combat tricks with its ability. Either way, just attacking on its own as a 3/3 flier for 2 is way above the curve in Limited.
Anticausal Vestige
Warping an Anticausal Vestige acts as a cantrip that plays a permanent of a similar cost. You then get a beefy 7/5 for later on, which makes Vestige a powerful 2-for-1 that goes in any deck!
Extinguisher Battleship
Extinguisher Battleship is a very powerful ramp payoff that’s sure to sink your opponent’s chances of winning. You’ll get to blow up a land and most creatures, and you should have a 10/10 flying trampler shortly after. Try to combine this with x/5s like Germinating Wurm and Fungal Colossus if you can, as getting to keep something from the sweeper is a huge blowout.
Thrumming Hivepool
Affinity for slivers is 100% flavor text, but making a pair of hasty 1/1 double strikers every turn seems good enough for Limited. You’ll want ramp/removal to support Thrumming Hivepool, as it acts as a powerful source of inevitability in long games.
Secluded Starforge
The second ability here provides a great mana sink in longer games, so I’d be happy to have Secluded Starforge as my 17th or 18th land in most 2-color decks. I wouldn’t expect to use the first ability often, though it may have its uses with lifelinkers and fliers.
Other Rares
Here I’ll cover everything else in Edge of Eternities that’s mythic/rare. I intended to call this section “Bad Rares”, but too many of them seem to have at least some uses; there’s only a handful of genuinely awful rares in EOE.
Weftwalking
Weftwalking is definitely more playable than this effect usually is, as you’re the only player who shuffles and draws seven cards. The cost reduction effect is quite risky though, as your opponent gets the first spin of the wheel. I wouldn’t play Weftwalking in most decks, but I might try in a control deck with lots of ways to trade resources.
Sothera, the Supervoid
Sothera, the Supervoid is a really cool build-around that won’t fit in most decks. Fodder creatures and sacrifice outlets are definitely the key to make this work, so look for token generators and cards like Comet Crawler, Swarm Culler, and Slagdrill Scrapper.
Devastating Onslaught
Devastating Onslaught is another build-around that wants very specific cards, and it won’t do much of anything without them. Try to include Cryogen Relic (build your own Tidings), Mechanozoa (tap all your opponent’s stuff and jellyfish them to death), and Nebula Dragon (Splinter Twin?). Note that even with proper setups, this is quite vulnerable to instant-speed removal, so be careful.
Sami, Wildcat Captain
Sami, Wildcat Captain is a powerful threat in combat and should reduce your costs by about 1 to 3 mana by the time you play it. It’s quite vulnerable to removal though, as it trades poorly with cards like Focus Fire, Banishing Light, and Bombard. I’d still likely play it, but the lack of innate card advantage or resiliency keeps it from bomb status.
Tezzeret, Cruel Captain
Tezzeret, Cruel Captain is a clear build-around that wants your deck to be almost entirely artifacts. If you can do so, Tezzeret gains 1-2 loyalty each turn while it buffs your artifact creatures and accelerates towards a powerful emblem. I wouldn’t expect to -3 too often, though there are a couple of decent targets in Edge of Eternities like Hullcarver and Nutrient Block.
The Endstone
The Endstone feels like total overkill for Limited. Drawing this many cards creates a real risk of decking, and going to 10 life over and over seems unlikely to save you. My gut says that a simple card like Nebula Dragon is a better ramp payoff than this.
Adagia, Windswept Bastion
If you have a couple of good artifacts or enchantments (mostly just Banishing Light), Adagia, Windswept Bastion should be better than one Plains. You won’t always have time to get to 12+, but at least the bonus for doing so is potentially game winning.
Uthros, Titanic Godcore
Uthros, Titanic Godcore, on the other hand, is a tough sell over a basic Island. I suppose I’d try it if I had enough artifacts, but by the time you get this online, you should be mostly good on mana anyways.
Susur Secundi, Void Altar
Like all the planets, 12+ implies a lot of hoops, though the potential upside here is probably high enough to be worth playing a tapped Swamp. Just be careful not to lose too much life to set up Susur Secundi, Void Altar (which happens when you tap potential blockers), as it’s still painful and tempo negative to use.
Evendo, Waking Haven
Evendo, Waking Haven is similar to Uthros, though probably better due to the fact that green has more (and larger) creatures than blue. It’s a bit easier to station and get the bonus, so I’d likely play this over a Forest (even if I don’t expect it to do too much in most games).
Lightstall Inquisitor
Lightstall Inquisitor is a Savannah Lions with two forms of upside, though neither is especially relevant in Limited. It’s a nice aggressive card, but not powerful enough to draw me into white on its own.
Pinnacle Starcage
Temporary Lockdown was generally quite bad in Dominaria United, so I’d be surprised if Pinnacle Starcage ends up any better. Most Limited games just aren’t about 2s, so this is basically a sweeper that can’t hit most bombs. You can always consider sideboarding this in though, as some decks may have a ton of 2s for it.
The Seriema
Edge of Eternities is definitely not Final Fantasy, as the set has a paltry 15 legendary creatures compared to Final Fantasy’s 91! Most of these are signpost uncommons like Sami, Ship's Engineer and Syr Vondam, the Lucent. I’d be happy to play The Seriema if I had at least something to grab with it (ideally 2-3 targets), but that won’t always be the case.
Moonlit Meditation
None of the token generators I’m seeing do anything to merit this, and it’s extremely risky to begin with. Leave Moonlit Meditation for Johnny players in Standard, and stay far, far away from it in Limited!
Archenemy’s Charm
Archenemy's Charm is an amazing card that most decks won’t be able to play. This is of course because it costs , which implies that you’re either mono-black or at least nearly mono-black. BG decks may occasionally be able to turn this on later with Lander tokens, but I usually wouldn’t play this without at least 13 Swamps.
Chorale of the Void
Chorale of the Void is risky, unreliable, and difficult to keep around. Think of it as a Zombify for your opponent’s graveyard that also depends upon successfully attacking. While that creature would enter tapped and attacking, there’s just way too many hoops for Chorale to be worth it.
Entropic Battlecruiser

The first ability here won’t do much, as discarding cards won’t happen often in Edge of Eternities (though you’ll occasionally pick up some extra damage from Virus Beetle and Temporal Intervention). You’re mostly playing this for the second mode, which becomes an incredibly powerful flier after 8+ charge counters. I’m not sure if it’s quite worth the effort though, as most other spacecraft come with some kind of guaranteed value.
Terminal Velocity
Terminal Velocity looks like a pretty terrible rare, as need to expend a big creature to turn on your 6-mana sweeper makes it much less appealing. Not to mention that you won’t always have consistent setups for it, so expect it to rot in hand often.
Weapons Manufacturing
Weapons Manufacturing is a very demanding build-around, as you’ll want lots of artifacts and ways to sacrifice them. It isn’t likely to work in Sealed, though I look forward to trying this one in Draft with sacrifice outlets like Slagdrill Scrapper, Swarm Culler, and Umbral Collar Zealot.
Frenzied Baloth
I want to go on the record as a Day-1 hater of Frenzied Baloth in Constructed formats, as I don’t think it’ll be very good. The same applies to Limited, where most of the lines of text here don’t matter much. It’s still quite efficient and aggressive though, so by all means you should happily play this if you have 10+ Forests already.
Icetill Explorer

Uber rare Strip Mine shenanigans aside, it’s surprisingly difficult to get value out of Icetill Explorer in normal decks. Edge of Eternities lacks cards like Town Greeter or Resentful Revelation, so your only real common options to bin lands are Melded Moxite and Thawbringer. You’ll occasionally double up on lands via the mill landfall triggers, but for the most part I’m pretty underwhelmed by Icetill Explorer.
Loading Zone
Loading Zone has some neat potential, as the cheap warp cost makes it surprisingly realistic to go off with this. This only applies if you have a ton of counter support though (9+ cards that reference “counters”), which will almost never be the case in Sealed.
Terrasymbiosis
Terrasymbiosis is another +1/+1 counter payoff, and it works best with cards that place multiple +1/+1 counters at once. It’s exceptional with Luxknight Breacher and Dyadrine, Synthesis Amalgam, though I’d still want a critical mass of +1/+1 counters to consider it in the first place. With 8+ cards or so, I’d definitely try it, but it won’t fit most Sealed decks.
Space-Time Anomaly
I don’t think this is usually going to be good, but it is really annoying. If your opponent has Space-Time Anomaly on turn 4 with no early pressure from you, you’ll be just a few turns short of decking. On the other hand, this gets dramatically worse as you lose life, and Edge of Eternities has very little mill support. I personally wouldn’t start it, but I’d be very open to sideboarding it when I think I can get away with it (i.e., in a grindy mirror).
Singularity Rupture
Six mana to kill all creatures is slow even in Limited, and Singularity Rupture won’t pick up spacecraft or anything either. The mill bonus does little to make up for this, so it feels a step below your average Limited sweeper. I’d still play this sorcery in a controlling deck, but expect 6 mana to feel much worse than 5.
Cosmogoyf
Cosmogoyf is beyond awful in Limited. Even with a good number of warp cards and Banishing Lights, you’d be putting in a ton of work to build a 2-mana 2/3, which is just embarrassing.
Ragost, Deft Gastronaut
Ragost, Deft Gastronaut has meme potential with cards like Weapons Manufacturing, but it’s mostly just a bear with late game burn upside. That’s not terrible if you’re already RW, but it’s hardly a reason to be in those colors.
Infinite Guideline Station
This card is quite bad, even for a 5-color wacky build around. Edge of Eternities barely has any support for it, so expect to get 1-2 Robot tokens at most even in 5-color control. You’d then have to get a whopping 12+ charge counters to attack with it, which is frankly just all work and no play.
The Eternity Elevator
The final rares in EOE all seem to be awful Limited cards for some reason. The Eternity Elevator would probably only be playable in a deck with like three Extinguisher Battleships or something? Yeah….
The Shock Land Cycle
Shock lands are strong fixing for Limited, though I still don’t expect to prioritize them all that highly. I also like that they work with “differently named lands” cards like Fungal Colossus, and I expect to play off-color shock lands at least once or twice for that reason.
Cards Worth Splashing with Landers
Some ground rules: single pip, bomby, removal spells, etc. These are all of the cards that I’d be likely to splash. Keep in mind you don’t have to splash these in your average deck, but you should at least consider doing so in your Gx Lander piles.
Mythics/Rares
- Cosmogrand Zenith
- Zero Point Ballad
- Warmaker Gunship (with enough artifacts)
- Singularity Rupture
- Dyadrine, Synthesis Amalgam (with some +1/+1 counter synergy)
Uncommons
- Rescue Skiff
- Cerebral Download
- Mouth of the Storm
- Tragic Trajectory
- Cut Propulsion
- Lithobraking (after sideboard vs lots of x/2s)
- Interceptor Mechan
- Tannuk, Memorial Ensign
- Biomechan Engineer
Commons
Special Guests and Stellar Sights
One final thing to mention are the set’s Special Guests and its Stellar Sights bonus sheet. They’re too rare to merit individual reviews, so here’s a brief overview.
The Special Guests are a mix of random older cards with pulp sci-fi style art, while Stellar Sights are powerful old lands reimagined as planets.
The Special Guests are honestly some of the weakest we’ve ever seen. Most of them are almost entirely unplayable in Limited, and the few exceptions (Green Sun's Zenith, Nexus of Fate) are fringe playables but not bombs.
Most Stellar Sights lands are also pretty pointless, though there are some very strong exceptions: 2-color dual lands, Mutavault, Ancient Tomb, and Strip Mine (yes, Strip Mine lol). These only appear in one out of every eight Play boosters, so they'll be significantly less frequent than bonus sheet cards from previous sets.
Stellar Sights lands can also power up a couple of cards from the main EOE set that care about “differently named lands”: Fungal Colossus, All-Fates Scroll, and Survey Mechan. This might occasionally add a fun wrinkle to your green ramp piles, but it won’t come up frequently enough to change the format much.
Don’t forget the wombo combo of Icetill Explorer and Strip Mine, if you’re one of the lucky few to open both! Imagine pulling that off versus someone at their first prerelease….
Seven Steps for Sealed Success
Let’s go over how building your Sealed pool might actually play out. Here are seven steps you can use as a check list after you open your Prerelease pool!
- Open your boosters and sort your cards by rarity and color. Note any bombs or exceptional cards.
- Set unplayable cards aside (trash rares, Squire's Lightblade), then assess which of your colors are deepest. I’m mostly looking for the best commons/uncommons here, with particular importance given to efficient removal, multicolor cards, premium uncommons, or anything else that’s clearly above average.
- Start to lay out builds and try to include your best cards. If you aren’t green with Lander tokens, you should almost certainly be just two colors, as Edge of Eternities lacks colorless fixers like most sets.
- Consider colorless costs and whether splashing makes sense for your Sealed pool. Rampy green decks usually splash one or two colors rather than going for the full 5, as Edge of Eternities lacks strong 5-color incentives (Infinite Guideline Station doesn’t count).
- Keep working on your deck and aim for a good balance of bombs, removal, card advantage, and mana curve. If you’re worried about build time (which is usually about 50 minutes), you can mitigate time anxieties by having a baseline done early (i.e., “I know I’m playing BR because I have Tezzeret, Gunship, and two Interceptor Mechan, but what cards should I cut?”).
- Settle on a final product, then battle it out! Feel free to change your deck between rounds to fix errors and/or try new things. Prereleases are a great place to learn a new set in a relaxed environment, so don’t feel like you need to do everything perfectly immediately.
- And lastly, don’t forget that you can use Draftsim's Sealed pool generator to practice the set before you attend your prerelease!
Wrap Up

Starwinder | Illustration by Devin Elle Kurtz
Whew! And with that, we’ve come to a rest point in our intergalactic journey. I’ll be back in a couple of weeks with my Draft follow-up after I’ve played the set some.
Which archetypes do you hope to play at your Edge of Eternities Prerelease? Which bombs do you hope to find in your Sealed pool? Let me know in the comments below, or warp over to the Draftsim Discord to continue the discussion further!
Stay safe, and good luck!
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