Magic: the Gathering – Edge of Eternities Review, Part 2 of 4: Multicolor and Colorless Cards

 

Magic’s newest expansion takes us to the very brink of the Blind Eternities. The edge of it, even. A new set means new cards, and we’re kicking off our review with the multicolor cards that serve as signposts to let you know what direction each color pair is trying to build in.

Edge of Eternities will release to Magic: the Gathering Online and Arena on July 29th, 2025, and to the tabletop on August 1st.

Last time we covered the mechanics, and this time as usual we won’t be looking at everything, but what we will be looking at we’ll be looking at primarily but not exclusively with an eye for Commander play.

 

Credit: Wizards of the Coast

Space-Time Anomaly

Saffgor: I’ll take ‘bad cards you’ll still lose to in Limited for 500, Alex’. There’s no doubt in my mind this is a far worse replacement for Phyrexia Jace in Standard, and in Commander it saying ‘target’ kills any chances of being an outlet. The only thing this does represent is the capacity for some strange Azorius self-mill deck to actually toss enough of its deck away to be worth 4 mana, and I’d be very interested in exploring that angle, rather than this card as an offensive mill tool.

Loxi: I like this just because I think Azorius mill is a niche archetype that can use all the support it can get, and it really helps scale well to decent levels in commander even if it only targets one person. It’s not a showstopper, but it’s support for an archetype in slightly-off colors than you’d normally see it, A+ art to boot.

BPhillipYork: Mill is a fine mechanic, it seems like it’s decidedly evergreen if not deciduous at this point. It’s gotten somewhat more aggressive with the doublings and mill + X and mill = to life total. Which frankly, I like. It’s a far cry from the original Millstone which though it won the first Magic Worlds was not a super strong card. With all the triggers around cards entering and leaving graveyards I think there’s ample space to build decks now that self-mill for resources, and also offensively mill to take out opponents.

FromTheShire: This feels like it is destined to be involved in another Omniscience combo at some point in the future since that’s legal in Standard until like 2030. Abuelo’s Awakening getting banned knocked it down for now, though people are trying to pivot to Builder’s Talent even though it is significantly worse. All it takes is the right card or two for it to become a real deck, and this certainly seems likely to get at least one copy in your yard pretty consistently.

 

Credit: Wizards of the Coast

Station Monitor

Loxi: For two mana? Hell yeah, count me in. A lot of these Young Pyromancer type cards tend to help spellslinger decks a lot, even if ones like this mean you have to spread your spells across more turns rather than focus on one pop-off turn. Getting evasive little dorks can be a real pain, and them being artifacts has a nice bit of a niche synergy for some decks as well. I think Draw-go control decks that run a lot of small instants/cantrip spells can get some pretty good value from this.

BPhillipYork: I like that this is on any turn, creates a lot of flexibility around interaction or giving your stuff flash, generating tons of little tokens, both artifacts and creatures can be pretty useful, but given it’s limited to 1 per turn I think it has limited upside unless you specifically need artifact creatures or something like that. There are probably stronger triggers out there at this point, without a limit per turn.

FromTheShire: This is a nice little token generator, not strong enough to build the deck around on its own but a good roleplayer. Clearly shows what the color pair is trying to do in Limited.

 

Credit: Wizards of the Coast

Alpharael, Dreaming Acolyte

Loxi: I quite like this one as an equipment holder. Being legendary means you can jam things like Blackblade Reforged and other legendary synergy cards, with natural deathtouch giving it some psuedo-evasion while you juice them up. The drawing helps make sure you get some good value even if they get sniped after a cast, and equipment decks will often have the artifacts to shell out. I definitely wouldn’t pick this for a commander, but I like it if you’re in a Dimir deck that has a lot of equipment to throw around or wants extra bodies in something like Muldrotha, the Gravetide.

BPhillipYork: We’ve seen a lot of rummage, it seems to make it into most sets now, and conditional rummage on card type is pretty common too. It’s perfectly fine and works well to cycle away stuff if you’re in the wrong phase of the game, or to put it into your yard to get it back. For a potential commander you’d really want to see an “or attacks” condition here, this is basically a pretty vanilla Dimir commander. He’s got a couple of abilities but they aren’t very impactful; there’s so many more useful abilities or at least interesting abilities in those colors.

FromTheShire: This seems like a card that’s going to slot seamlessly into one of the premade Arena decks, little bit of value, hard to block, good synergy piece. In Commander this being a one off means it’s probably not seeing much play.

 

Credit: Wizards of the Coast

Singularity Rupture

Saffgor: 6 mana is rough, but much like Space-Time Anomaly, the trick here is that you get to toss half of your library in the bin. In its colors, that makes it a reasonable enough wipe, and I expect to see this as a sidegrade for ‘fair’ Lab-man piles around Bracket 3.

Loxi: Yeah this will be solid in any dedicated mill decks, it’s a mediocre card if you look at it purely as a board wipe but its a fantastic card if you view it as a mill piece that can also clean up the board for you. I’m a pretty big fan of it, but I wouldn’t replace a dedicated board wipe in a mill deck with it, as I think you usually want to play this for the mill even if the board state isn’t as optimal to wipe.

BPhillipYork: Yeah, that’s fairly savage mill. With a Syr Konrad, the Grim that’s probably game. Which, for 6 mana it really ought to be fairly impactful. Of course the fact it’s Wrath is kind of bad here, since you’d presumably want your creatures to survive. Still, you could easily use this a board clear and way to fill your own yard for fuel.

FromTheShire: Excellent board wipe for mill decks. I would count this as one of your mill pieces primarily that also serves as a wipe, aka I’m not replacing an existing one with this but rather upping my total count by one.

 

Credit: Wizards of the Coast

Interceptor Mechan

Saffgor: Another Junk Diver; at 4 mana, isn’t terrible for redundancy, but the colors where those style of combos are best don’t want the loopable piece to have colored mana costs.

Loxi: I’m not as sold for commander, but this could give artifact decks some juice in limited. It’s a really strong tempo flyer that also provides recursion – that’s scary stuff.

BPhillipYork: Too expensive for too little, the trigger is fairly easy to get all the time with Treasures, or fetch lands, but ultimately you’re talking a big flyer.

FromTheShire: It’s pricey but the evasion is a big plus at least. Going to win a bunch of Limited games.

 

Credit: Wizards of the Coast

Mutinous Massacre

Loxi: Flavor wise, this is a fantastic card. Blowing up a big chunk of the board then beating up the other players with the remains just rocks. Functionally, I think this is pretty good in group slug decks where you’ll often get players low enough that this could just let you close out the game on the top-end. Insurrection has historically been a bit controversial, even if less so in recent years, just due to it sometimes letting you just win a game off the rip if you can’t get it countered. This seems like both a more flavorful and fair way of going about that, and also provides a unique scenario where you don’t really need to win with this, as you can clean up a huge portion of the board and set up for another finisher if you don’t totally close out the game.

BPhillipYork: This is pretty aggressive, and if you have a way to just Fling all these creatures at some one after attacking them, or sacrifice them all or something, it’s fairly nasty.

FromTheShire: I’m actually down on this one, I’d rather pay the one extra mana for Insurrection and get everything and win the game.

 

Credit: Wizards of the Coast

Biotech Specialist

Saffgor: Oh hey, a new tool for Korvold, Fae-Cursed King, a card which definitely needed more options. This is both an outlet and means to ramp into the dragon himself, and I think it’s quite reasonable to use this as a neat curve filler that gear-shifts to a wincon later on.

Loxi: Jolene, the Plunder Queen will absolutely house people with this one, I really like R/G getting support for archetypes that aren’t just creature beatdown. It’s a good way to leverage Food/Treasures as a real win condition, and adding Landers to the mix just helps add gas to the fire.

BPhillipYork: Yeah that’s brutal. Land fetch for ramp and a token to make the trigger, but the ability to ping 2 off a Treasure sacrifice is huge. Green is an unusual color for it, this is mostly the territory of Red and Black, still fits nicely into a Jund deck.

FromTheShire: Count me in on this one as well, we have ways to make whole messes of Treasures or just looping artifacts and this machine guns people down when you do so. Plus bonus ramp!

 

Credit: Wizards of the Coast

Tannuk, Memorial Ensign

Loxi: I’m not sure I have too much to say here – I like landfall as much as anyone, but I think this doesn’t do that much new and exciting. Landfall just basically pays you to play the game normally, and this is pretty much just that – turning ramp spells into cantrips is pretty gross assuming you can just hit your land drops and play Rampant Growth type cards. I think it not providing a win-condition makes it a bit lacking as a commander compared to other options, but it’s a fantastic support piece.

BPhillipYork: Well this is uh, there it is. I mean, it’s a land matters Gruul commander or just slots into a Temur deck really nicely. I really like lands based decks, because they tend to be fairly consistent, they tend to recover from being wiped, and they are “allowed” in the meta and people don’t bitch too much about them (who am I kidding they always bitch).

FromTheShire: Seems like either the commander of a deck trying to do Scapeshift and Valakut, the Molten Pinnacle shenanigans, or incidental damage in an Omnath, Locus of Rage deck.

 

Credit: Wizards of the Coast

Dyadrine, Synthesis Amalgam

Saffgor: Commander-forward templating on this suggests they want to see Dyadrine in the command zone, but I sure don’t! Removing only +1/+1 counters turns off a major knob this card could have had, with things like negative counters or -1/-1s, which don’t have a place in Selesnya at the moment. Deeply disappointed in a payoff that isn’t worth it, in a field with options like Hamza, Guardian of Arashin.

Loxi: I do like that this doesn’t really have to attack itself if you’re worried about it catching hands, but I definitely agree it’s a bit lacking. Having to pull counters off two things is a bit of a pain, but it’s a good way to keep cards flowing in if you have other ways to consistently keep counters growing on the board. I almost wish this had a hydra typing given it’s got a sort-of hydra vibe to the art.

BPhillipYork: I like that this is back to the old “amount of mana spent to cast it” meaning if you use it as a commander it benefits from the commander tax. I’m surprised they don’t insert this caveat onto more creatures. That being said, it’s an okay way to use up those +1/+1 counters, but you’re doing it to generate um, 2/2 robots which doesn’t seem all that useful. I like the art to be honest, it’s a pretty alien looking robot, instead of a bog standard bidi bidi humanoid that’s metallic for reasons.

 

Credit: Wizards of the Coast

Haliya, Ascendant Cadet

BPhillipYork: We’re really talking 5 mana to get something that is available without caveats. It’s fine in a +1/+1 deck, especially because it helps get the ball rolling, and if you want to use this as a commander fine. I mean, average. Mediocre. There’s just so much in the +1/+1 space that this is mid.

Loxi: Yeah, I second that. The price is really the turn off here – the effect is pretty good but it’s hard to justify on a 5 mana 3/3 body, especially since she wants to just keep attacking for more counters.

FromTheShire: I don’t think you care about attacking with her at all honestly, you just want the card draw.

 

Credit: Wizards of the Coast

Syr Vondam, Sunstar Exemplar

Saffgor: We’ve seen Ketramose, the New Dawn see play across both 40 and 60 card formats, and a similar-ish effect at 2 mana in the same colors is a compelling addition to the emergent BW exile-matters deck. This strikes me as a cool Orzhov Commander that, while less powerful than Ketramose, has a fun rattlesnake effect if you want a similar play pattern while being a hair less oppressive.

Loxi: I really like this for Athreos, God of Passage decks that splash into the lifegain side of things, as this really does everything you want there. It’s a fun commander option too – it enables lifegain triggers and provides a win condition for aristocrats style loops, although I’d definitely pack some protection and auras/equipment to make him go a bit farther as a combat threat.

BPhillipYork: Space uh, Paladin. Knight anyway. Sure, it’s another gain life from creatures dying, like if you want to build a deck around that that includes Orzhov it’s great a 2 casting cost. I wouldn’t build a deck around this because it’s kind of boring at this point, but if you want to do that it’s okay. You could theoretically get like a permanent +2 power to all Knights and then repeatedly sac this thing to just blow up permanents and that’s kind of neat.

FromTheShire: This feels super annoying to face down, getting bigger and bigger while both requiring two blockers to even chump it and playing eternal defense. And then when you finally kill it it also takes out your best permanent? Yikes.

 

Credit: Wizards of the Coast

Syr Vondam, the Lucent

Loxi: This would be pretty bonkers if you have a way to flash it in, but as is it’s just ok. It can be a good way to make sure your tokens become super threatening, but besides having one good go turn it’s just a decent body and doesn’t quite do a lot towards actually making your creatures that much more threatening. In a really go wide human tokens deck, I’m sure you could do much worse at lower brackets if you stack him with other power buffs for your board.

BPhillipYork: Oh good our space knight is on a space crusade. With a banner but also laser guns and a laser sword. And also sort of like medieval armor but updated to be sci-fi chic. Um, his ability isn’t very good though and he costs 4 mana.

FromTheShire: I think the mass deathtouch is being really undersold here, turning your whole board instantly lethal is great and forces a lot of tough choices. In Commander you should usually have one player you can either attack safely or make a deal for them to not block or chump block so you can repeatedly get the effect.

 

Credit: Wizards of the Coast

Mm’menon, Uthros Exile

Loxi: In an era where we have very complicated and wordy cards, it’s a bit refreshing to see cards that have a simple yet potent effect. A lot of artifact decks still want to use raw combat damage to win games, let alone the combo potential…

BPhillipYork: There’s things you could do with this, Krenko, Baron of Tin Street and this go infinite with a Phyrexian Altar and a Mycosynth Lattice. Which, you know, days since we broke Phryexian Altar is always not a nonzero number. I’d probably just use this a fuel for Sage of Hours to take infinite turns, which people love, let me tell you. However, in the end it’s a pretty straightforward source of +1/+1 counters for decks that want them and are in Izzet. Treasures and those sorts of things and +1/+1 counters are useful.

FromTheShire: There are tons of ways to rapidly make artifacts, so this can pop off pretty hard.

 

Credit: Wizards of the Coast

Pinnacle Emissary

Loxi: Warp makes this really good for explosive power turns where you need to conserve your mana for other spells and don’t really care about it sticking around. That being said, this is great to generate crazy value and enable some really gross combo finishers. Fantastic for a 3 drop, really solid card.

BPhillipYork: Yeah this is fuel for combos. Bigly. Unconditional trigger, Warp for 1 red or blue, like this is a combo piece.

FromTheShire: Absolutely, making a body every time you cast a spell is very abusable.

 

Credit: Wizards of the Coast

Cosmogoyf

Saffgor: As someone who cut his teeth with Monored Eldrazi in Modern, this speaks to me as a severe addict of Serum Powder. Between this and Eternal Scourge, as well as Devourer of Destiny, there’s a very real chance this sees play as part of an odd ‘pregame exile matters’ deck. Also a hilarious punish for someone who Bojuka Bogs you in Commander.

Loxi: I really like this card conceptually but I genuinely have no clue where I would want to play it right now. I love that it exists, but I’m not sure if I really know where I want to put this with the current card pool in commander.

BPhillipYork: Oh good more goyfs. I mean goyfs are good, end of story. Doesn’t really fit as well with the other goyfs, but like, it’s a goyf. Sort of can’t believe that became a thing.

FromTheShire: I mean goyfs are one of the more famous creature types in the history of the game so it checks out. I have seen some meme Serum Powder lists but it reads way to inconsistent and fragile to be a real deck to me.

 

Credit: Wizards of the Coast

Seedship Broodtender

Loxi: In a vacuum I don’t think this is that bad, but I think it falls short of mill pieces like Stitchers Supplier or dredge cards, which makes it hard to compete with for those spots in a deck. I do like it if you have explicit insect synergy in things like
Zask, Skittering Swarmlord though, and can definitely see this earning a solid place there.

BPhillipYork: In my opinion this is not a great way to mill out a big fattie, it’s just too expensive.

FromTheShire: I think it’s a decent piece to get your self mill going, and being able to return something directly to the battlefield later is solid.

 

Credit: Wizards of the Coast

Ragost, Deft Gastronaut

Saffgor: Boros food is a great way to expand the reach of that archetype, and I love the lobster as a KCI tool. There’s been a lot said about how it enables combos, but it’s actually worse at that than it first appears and I doubt it’s ever a problem. Lobster Citizen is up there for best typeline of all time, though.

Loxi: As a citizen from the great state of Maine I am glad to finally have representation in our beloved card game. That aside, as I’ve mentioned above, I’m a big fan of pushing archetypes that needed support, and Boros Foods definitely wasn’t on my bingo card before. I’ve said before that I don’t love all of the ways to manipulate free token artifacts that have woven into the game (I think incremental Treasure value has been stapled onto a lot of things), but Foods I’ve generally been pretty excited about because they’re relatively lackluster without support, but with their support cards they can really be a force to be reckoned with. I hope the colors have enough support to back this up, but making everything a food anyway means you don’t really need to generate them explicitly.

BPhillipYork: So this also goes infinite various ways with various things. This weird thing about magic cooks over the last couple of years is really weird. Food cards and what not, it made more sense in Eldraine (sort of with some of Grimms fairytales) though it really felt like they were just stealing from Shrek. And now it’s a space lobster, which is sort of a call back I guess. It really doesn’t seem like you could actually cook with like, giant claws. Truly would’ve been more interesting if he had some gross kind of antenna appendages right on his mouth, but instead he’s just uh, claw man. Seriously strap on cooking mitts (hard ones) and try to cook. You’d probably be sacrificing that food too.

 

Credit: Wizards of the Coast

Sami, Ship’s Engineer

Loxi: I wish this was cheaper or had a slightly better body, but it feels real low value for the cost. Lovely art though!

BPhillipYork: This is not a good card. Don’t use it.

 

Credit: Wizards of the Coast

Sami, Wildcat Captain

Saffgor: This is worse than it looks, because 6 mana is more than you think. Jodah-level kill on sight Commander, but by that same token if you’re ever casting this for 8 you’ve lost the game.

Loxi: Yeah I mean this is just silly right? Like this just makes all of your spells cheap as chips, if not literally free. It’s going to enable just endless amounts of shenanigans, so go crazy. Agreed this is a kill on sight commander, but I think a lot of scenarios where you untap with this will be absolutely bonkers.

BPhillipYork: This is a good card. Use it. Affinity for artifacts is almost never a problem, except when it’s available.

 

Credit: Wizards of the Coast

Biomechan Engineer

BPhillipYork: Well this is an infinite mana dump, which can be quite useful. It’s so expensive you’re probably not going to touch the ability until you have infinite mana.

FromTheShire: It’s a solid rate and a good token for Standard, I could see it in some kind of ramp deck as acceleration and a late game mana sink.

 

Credit: Wizards of the Coast

Genemorph Imago

BPhillipYork: Is this meant to be your creatures? If this is played as written, and hasn’t been oracled so far, it means you can actually use it to make opponents creatures smaller if you want, which is a neat side effect. I think it’s really meant for an on the curve standard deck to be a cheap 3/3 flyer as you make land drops and get even bigger when you six, which is decent enough, I think.

FromTheShire: Yeah no oracle update so far, though we have seen a couple of cards from this set be oracled already so it could still be in the works. If it doesn’t, I still think this goes under neat interaction rather than problem.

 

Credit: Wizards of the Coast

Infinite Guideline Station

Saffgor: This would be the defacto best Nim Deathmantle combo commander if it was a creature at baseline, but as a Spacecraft I don’t think it’s especially compelling.

BPhillipYork: I like this card, it’s not good per se, but it’s interesting, and multicolor matters is a fun deck because it is full of funky cards that are decent enough but interact in strange ways without really being all that good. It also makes an array of robots to station itself potentially, which is pretty neato.

 

Credit: Wizards of the Coast

Anticausal Vestige

Saffgor: This is worse in Colorless than it wants to be, given that identity ramps via artifacts and not lands. Secretly, this is a Green card, and plays exceptionally well with discounts like Animar, Soul of Elements.

BPhillipYork: This card is fun. It sort of seems bonkers, but since it’s limited to lands you control you aren’t really cheating out anything huge you can’t cast, though it can be used to double down on giant Eldrazi, replaces itself, and you can do some funny things like flicker it to get more permanents put into play.

 

Credit: Wizards of the Coast

Dauntless Scrapbot

Saffgor: Doesn’t hit yourself, provides potential ramp, and does so in Colorless? Secret card for Red or White indeed, and I think it’s very compelling in Monocolor for each of those identities, doubly so in Red as an artifact.

Loxi: Soul-Guide Lantern has been a budget deckbuilding staple for a while, as it provides graveyard hate (something I deem to be essential in pretty much every deck) while providing value in scenarios where you don’t need the graveyard hate. This does the same thing, but it provides ramp instead of draw at a slightly higher price, which I think many decks will often like over the draw from the lantern – if not finding more use for a creature over a regular artifact. Great stuff.

BPhillipYork: Okay, its nice graveyard hate. If you want that, there you go.

 

Credit: Wizards of the Coast

Dawnsire, Sunstar Dreadnought

Saffgor: With Screaming Nemesis in Standard this card has a shot, but in Commander it’s too telegraphed to be of any worth. No protection for Station 20? C’mon dude.

Loxi: Toralf, God of Fury, that is all. Point at a creature and send someone on an express one way trip to the shadow realm.

BPhillipYork: I love this card. Windmill slam it into a Brash Taunter or a Stuffy Doll. Also love the imagery of a Dreadnought firing at a doll and that somehow killing a planeswalker. Are we still representing planeswalkers or has that conceit sort of been written out?

FromTheShire: The literal battlecruiser Magic meme, getting to station 10 so you can start obliterating creatures is easier than you think. This is going to see play on vibes if for no other reason.

 

Credit: Wizards of the Coast

Extinguisher Battleship

Saffgor: This replaces Spine of Ish Shah in a great many decks, but beyond that I don’t see a use.

BPhillipYork: Yeah, this is a great addition to Eldrazi decks, early game clear, colorless, big fattie if you want.

FromTheShire: In theory the things this does are worth 8, a mini wrath that also blows up a permanent and can become a big threat. In practice, 8 is a lot. It’s not impossible or anything but you need to think about it a little.

 

Credit: Wizards of the Coast

Tezzeret, Cruel Captain

Saffgor: Now this is a cEDH playable Planeswalker, getting you acceleration, combo pieces, or even helping you break parity in a stax game. Couple that with the ability to protect himself by getting to an obnoxious loyalty and I think we see Tezz be potentially the best card in the set.

BPhillipYork: I like the idea of a planeswalker you can just slam loyalty counters into, but his emblem isn’t exactly game winning. I mean in Commander.

 

Credit: Wizards of the Coast

The Dominion Bracelet

Saffgor: A new tool for Agatha of the Vile Cauldron but otherwise flatly unplayable.

BPhillipYork: People will hate this card unreasonably. But it costs 17 mana .. 18 mana to take one persons turn for them once. It’s no Mindslaver. Use it. Make the hate flow.

 

Credit: Wizards of the Coast

The Endstone

Saffgor: If you’re on Welder effects I think this makes it in, as one of the premier artifacts to recur (and subsequently trash) alongside things like Coveted Jewel. I’m more bearish on the card than the jewel though, as it requires input and does not produce mana.

BPhillipYork: Well, that’s pretty strong if you are willing to run the risk. In Commander 20 life isn’t so bad, so this seems a lot more relevant there. As a colorless card you can dump this into some kind of spellslinger deck and just go nuts.

FromTheShire: The first hit is a bummer, but after that this can easily be actually increasing your life total, especially if you’re deliberately trying to abuse it with something like suicide black. Also if everyone dies before your end step when you storm off with you’ll never even see that trigger.

 

Credit: Wizards of the Coast

The Eternity Elevator

Saffgor: Hey, this is just a space riff on Matzalantli, the Great Door! I feel like ‘complete task, add obscene mana’ has become close to overdone in terms of design, but this is an alright one for something like Brostorm.

Loxi: Darnit, I’m trying to finish the mana rock review and they just keep adding more! This is honestly a pretty solid 5 cost rock, getting 3 mana isn’t too bad for 5 mana at a colorless level, completely ignoring that you can juice this to get silly amounts of mana off it later on. By my rock review ratings, I’d probably give this a B – I think it’s always going to be a solid choice for decks that want to generate a lot of mana without green access, and if you have enough big beaters that you can station this safely, it’ll just give you bananas mana in the late game.

BPhillipYork: Okay, what do you think the music is like in this thing. Is it like boop boop boop, mmmm human music? Or is it like the hyperdrive boogie. It’s too bad the turbolifts never had music, as far as I remember. I mean I think they were like Siri enabled, so if you had a subscription you could probably listen as you went. I wonder if it’s just an elevator that takes forever to get where it’s going. Anyway, it’s a decent enough mana rock that can tap for insane amounts of mana if you pump it, and that can go infinite pretty easily. Also you could make it your commander, and it’s a pretty solid commander for Eldrazi decks if you really want to be true colorless. Once you hit a mana rock or two you get to 5, then you can start casting big fat Eldrazi with it, use the Eldrazi to station it, and then you can just keep casting them bigg’ns.

 

Credit: Wizards of the Coast

Thrumming Hivepool

Saffgor: Slivers are one of the least creative archetypes in Magic’s history, and their midrangey linearity isn’t helped by this banger of a card. Ugh.

Loxi: Yeah I mean, not to bash slivers or those who play them, but this is just pretty stupid. Crazy combat keywords, crazy token generation, will likely always be cheap. Pretty much an auto include in slivers if you ask me.

BPhillipYork: Are there a lot of slivers in space, I don’t remember seeing them in the previews. Or maybe this is like one card teaser for a new upcoming enemy / redux on the slivers (bring back Thrulls). It’s a pretty solid buffer for sliver decks.

FromTheShire: Bunch of Sliver haters in here, sad really. Slivers are great and this card rips, it’s being windmill slammed into every deck into existence.

 

Credit: Wizards of the Coast

Virulent Silencer

Saffgor: This is a great little wincon for decks with mites or thopters, but has the ceiling of likely requiring proliferation to finish players off in one go.

Loxi: I really like this as a way to enable flying men type artifact decks or slow artifact control decks to win the game outside of combos. It’s definitely going to get you targeted though – it’s pretty scary and poison/infect definitely makes this a removal magnet.

BPhillipYork: Okay, this is kind of bonkers poison out of nowhere. It’s really strong too, get a board state of 5 creatures, dump this thing, wipe someone out.

 

Credit: Wizards of the Coast

Adagia, Windswept Battalion

Saffgor: I’m of the opinion most of the planets are bad, and this one meets that criteria. Not even an outlet with infinite untaps, really.

BPhillipYork: I think this is a nice copy mechanic. You get one additional copy of thing, but it’s legendary, so you can’t spam them, which is where things often get problematic. Still, many ways around the legendary rule, and also just getting a second big whatever can sometimes be enough to catalyze an infinite reaction.

FromTheShire: Seems like a fairly easy include in enchantress decks, low opportunity cost and potentially copies your best thing later in the game.

 

Credit: Wizards of the Coast

Uthros, Titanic Godcore

Saffgor: Great effect, for the color who is least likely to produce 12 power to waste in a timely manner.

Loxi: I do quite like this card in mono blue artifacts, I think the overhead is low enough that the potential opportunity to generate stupid mana in a slower game where you have the time to tap enough stuff to station this makes it pretty decent.

BPhillipYork: Oh right this has never been a problem before. At station 12 it’s slow enough that it’s probably not going to be completely bonkers, but still this will end up being tapped for a lot of mana.

FromTheShire: Now where have I seen this effect before, and how banned in everything is it? Can’t quite place it. The station cost is high enough that I don’t think it’s busted, though I wonder if you could do some sort of Stilfnought build. That deck doesn’t play enough artifacts to be a huge deal, and station is sorcery speed so you still have to deal with the enters trigger so I don’t know if you could make something workable. Being exactly the number to station in one go makes me think about it though.

 

Credit: Wizards of the Coast

Susur Secundi, Void Altar

Saffgor: This could see play in something like Korvold or K’rrik, where a big dude who doesn’t mind being sacrificed when digging for the win is fine.

Loxi: I’m a maniac who plays Hogaak, Arisen Necropolis and I think this is gas for that deck. It’s pretty fast to station with him, and it gives you a great outlet to put him under and draw a hell of a lot of cards when you have a loop going to get him back quickly. Beyond that, it’s not bad but it’s not something I’d rush to jam in a deck.

BPhillipYork: Pretty strong if you can get it stationed up, but it’s effectively 3 mana (1 colorless, 1 black, 1 of your other lands) to sac a creature once per turn. However it’s draw cards equal to the power, and also it’s a way of recurring something like Gary, which is pretty useful if a game goes to a stall.

FromTheShire: This can turn into so many cards, and conveniently the type of creatures you want to sac to it will also station it very quickly. Big fan.

 

Credit: Wizards of the Coast

Kavaron, Memorial World

Saffgor: Effect irrelevant, free tapper for minimal opportunity cost in Magda. The best one by far, for the worst reasons.

BPhillipYork: It’s alright if you can play lands from your graveyard I guess. It’s kind of frustrating how often for a given set mechanic reds version of it is the worst or near worst.

FromTheShire: I would absolutely love this for aggro decks trying to finish off games if it didn’t station for 12. You can’t take that much time off from attacking, and if you somehow get it online you’re so far behind you’ve already lost.

 

Credit: Wizards of the Coast

Evendo, Waking Haven

Saffgor: How often is this better than Castle Garenbrig if we’re being realistic? It will have its moments but I think this card is overrated.

Loxi: I think green decks will generally station this so easily that it’s likely going to get online pretty fast if you get it out early. It’s like, the most green concept ever to get your Gaea’s Cradle by using big dorks, but hey, that’s just the Timmy way sometimes.

It’s solid overall, but I don’t think it enables anything outside of really go-wide green decks like Elfball. It’s basically a Cradle that isn’t on the reserve list, and that’s very OK by my standards.

BPhillipYork: Oh yeah right not a problem at all. Dump small creatures, station, Gaea’s Cradle. You can have like 3-4 Gaea’s Cradles now. I mean who cares really, if one Gaea’s Cradle isn’t enough 3 probably won’t be, but for consistency sake, wow.

FromTheShire: Yeah this seems like it’s going to get turned on fairly regularly and be very good but probably not game breaking.

 

Credit: Wizards of the Coast

Secluded Starforge

Saffgor: Insane tool for equipment decks, which often coincide with being Voltron. Speaking from experience, I am excited to slot this directly into Firion, Wild Rose Warrior where I think it has a phenomenal home.

Loxi: To add to Saffgor’s comments, this is really good in colorless Eldrazi decks, who want to play with most of the effect-based colorless lands anyway. You’ll have a ton of random artifacts since many of your spells are relegated to artifacts with effects stapled on, so this will really let you juice up your Eldrazi to the next level for a very low opportunity cost.

BPhillipYork: Best use is probably some kind of killshot move on a commander presumably after dumping a lot of artifacts, which it’s not bad. In some kind of slow play game it lets you just keep dumping out tokens at artifact speed which can be useful.

FromTheShire: Being sorcery speed limits this from being devastating but it’s still a great way to juice something.

 

Next Time: The Set’s White, Blue, and Black Cards

That wraps up our look at the multicolored cards of Edge of Eternities. Join us next time as we begin reviewing the monocolor cards, picking out our favorites, and talking about the future build-arounds.

Have any questions or feedback? Drop us a note in the comments below or email us at contact@goonhammer.com. Want articles like this linked in your inbox every Monday morning? Sign up for our newsletter. And don’t forget that you can support us on Patreon for backer rewards like early video content, Administratum access, an ad-free experience on our website, and more.

Popular Posts