Magic: the Gathering – Edge of Eternities Review, Part 4 of 4: Red and Green 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 wrapping up our review with the red and green cards.

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 white, blue, and black cards, 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

Cut Propulsion

Loxi: Likely a pretty decent sideboard-esque card for 60-card formats and a solid standard beater, but the fact that it can just miss the mark against some targets makes this one fall a bit short for me in terms of Commander viability.

FromTheShire: It’s expensive for sure so you’re not main decking this, but having access to something that can scale to hit the biggest thing your opponent plays is really nice for red. Usually you’re topping out at like 3 damage outside of something else that makes you jump through hoops.

 

Credit: Wizards of the Coast

Devastating Onslaught

Saffgor: This is a fantastic card, both as another combo piece with Dualcaster Mage, or as an outlet to kill the table with infinite mana. Better still, it even has game as a general value piece, a bit like Rionya, so whether you’re winning if this resolves or using it to catapult yourself ahead, Devastating Onslaught is going to be the first of many exceptional tools for Red in EoE.

Loxi: Whew, that’s a doozy. This has a lot of potential to enable combos, but realistically this can be used as a great way to just copy the scariest thing you own for a massive swing turn. For what it does, it’s got a reasonable rate; it’s really only held back by being sorcery speed and having to target your own board, but both of those are perfectly reasonable conditions. Solid stuff for beatdown decks.

BPhillipYork: With all the ways to generate additional tokens or generate other tokens as replacement effects, this could be really bonkers. Also can just make something that goes infinite, or things that do something when they leave play… really just a big swingy card. Expensive but should close out games.

FromTheShire: Know how everyone goes nuts for doubling things because of how good it is? So extrapolate from that.

 

Credit: Wizards of the Coast

Drill Too Deep

Loxi: As an Enjoyer of the niche charge counter cards, it would be fun if this could also put charge counters on other dumb artifacts that interact with those. That being said, I think this compares well to Abrade – do you value the removal flexibility for small creatures, or the potential to quickly enable your own decks?

BPhillipYork: It would be really nice if this was slightly more toolboxy than it is. The charge counters could also go onto artifacts, or something, and maybe also deal damage, then it would suddenly be an auto-include in red. As it is it’s unlikely to do much unless you really want to get a spacecraft swinging.

FromTheShire: Are Spacecraft actually good? Is jumping this many counters worth a card? It’s hard to say until we start seeing actual play but if we see a deck emerge I certainly won’t be shocked to see this as part of it. My guess is it’s not worth a whole card that does nothing until you get your Spacecraft out, and then doesn’t necessarily get you online in one shot.

 

Credit: Wizards of the Coast

Full Bore

Loxi: For one mana, I can see this being a good way to really threaten lethal hits in limited, as it’s effectively like bolting someone in the face all things considered. I likely wouldn’t play this in a lot of constructed formats unless you have some heroic hybrid deck that has a lot of warp cards on hand.

FromTheShire: In a format still full of Monastary Swiftspears and Slickshot Show-Offs and the like, this is still a scary buff. Not handing out the keywords to regular creatures means it’s not busted but I expect it to see play.

 

Credit: Wizards of the Coast

Lithobraking

Saffgor: This does an absolute ton, especially given that Lander comes in untapped. It’s at minimum an Instant-speed 2 damage sweep, or a 5 mana sweep+ramp, if you have a spare artifact around. Doing either, whenever, means this probably feels far better than it reads, doubly so in big Rx decks.

BPhillipYork: Really solid flexible damage based board clear at instant speed.

FromTheShire: Instant speed sweepers are great, even if it’s only 2 damage.

 

Credit: Wizards of the Coast

Memorial Team Leader

Loxi: Not terrible for really go-wide Soldier typal decks, but a bit pricy at 4 mana.

FromTheShire: It doesn’t hand out haste which is a definite drawback but this plays nicely in the Boros Imodane’s Recruiter decks.

 

Credit: Wizards of the Coast

Memorial Vault

Saffgor: This is a bit like Smelting Vat, a pet card of mine, but the activation being free is a solid tradeoff for it not using those acquired cards for free. Getting to play lands off the top helps a lot with consistency, and at minimum sacrificing a token still lets you see another card per turn.

Loxi: It’s worth noting that this also isn’t a terrible way to use token artifacts – they only get you one card, but getting a minimum of an extra card in hand every turn you can churn out a token makes this comparable to a Phrexian Arena as the floor with a much higher ceiling.

BPhillipYork: There’s a lot you can do with this in certain kinds of specialized decks if you have ways to cheat out huge artifacts, or just generate mad colorless mana, which is usually pretty easy to do.

FromTheShire: Great piece for Daretti, Scrap Savant style artifact sacrifice decks, or even as a rando value engine if you’re making little tokens consistently.

 

Credit: Wizards of the Coast

Nova Hellkite

Saffgor: Glorybringer this is not, but it’s certainly still competent. If you look at this for Standard as a sort-of Ball Lightning with legs later on, it looks alright, as blocking and killing a 4/5 Flyer is not easy! Even in eternal formats, for decks looking to cast cheap dragons, I doubt Ur-Dragon players would scoff at a 2 mana (for them) body like that for a turn. Don’t sleep on Nova Hellkite.

Loxi: This is very much a card scaled around it’s warp cost – this is terrifying in a 1v1 format to just get smacked in the face with early and then come back later to haunt you. It’s also very much a card committed to aggressive beatdown gameplay, and I think it doesn’t quite scale to multiplayer well. I do adore this for limited though, and I do think you can definitely do worse in terms of mono-red dragons, but as someone who plays Purphoros Dragons, this doesn’t quite sneak into a spot for me.

BPhillipYork: Kind of a relief that we’re back to the overcosted dragons.

FromTheShire: 3 mana to deal 4 in the air and also pick off a utility creature, then do it again 2 turns later? Hell yeah.

 

Credit: Wizards of the Coast

Pain for All

Saffgor: Another Screaming Nemesis effect for Standard? Get ready for a lot of gameplay highlights.

Loxi: This is great for Stuffy Doll or Brash Taunter type strategies that want to pack a little bit of extra redundancy, big fan. Also, that art is banging.

BPhillipYork: Yeah boy, fun card. Use with that dreadnought spaceship for the lols.

FromTheShire: There are so many hilarious plays you can pull with this and I love it. Excellent card.

 

Credit: Wizards of the Coast

Possibility Technician

Saffgor: Now, normally this would be bad because most Kavu are bad, but as someone who played silly Pauper decks back in the day, I am aware of Horned Kavu. If you have something like an Aluren or other mana producer, you could in theory hard or soft loop the Horned Kavu for exile value, and bad infinites like that cause my Johnny brain to scintillate. A bad card with adorable possibilities.

Loxi: Kavu gaming. Anything that helps enable people to open their eyes to the true power that is the Kavu creature type is welcome in my books.

BPhillipYork: This is a super powerful ability, but most of the kavu are pretty bad, so there’s not much of a place to go with it unless you’re going to make everything a kavu or something.

FromTheShire: The odds of you seeing Kavu synergy that isn’t simply from multiple copies of this card is pretty low, but this is a very solid value engine.

 

Credit: Wizards of the Coast

Plasma Bolt

Loxi: I understand why this is sorcery speed but I wish it wasn’t and was upshifted to uncommon or something. I don’t quite think this will make waves in pauper as a common, and I think it’s just a touch too weak as a sorcery to see play outside of limited. It’s maybe got some standard play if a really direct-damage deep burn strategy comes around but I can’t imagine it really has the legs. It’s solid for splashing into red for some nice early removal in draft though.

FromTheShire: I could see it seeing play in Kuldotha Red in pauper for sure. It says a lot about where Boros Burn is in Standard that this isn’t a windmill slam. Like Lava Spike and Rift Bolt see play in Modern Burn. It still feels like it should get there though right? The unfortunate thing is it plays poorly with prowess, normally you would 3 them to the face to trigger your team then attack, but here you ideally want to trigger void during combat rather than burning a card so you’re losing out on damage.

 

Credit: Wizards of the Coast

Ruinous Rampage

Loxi: Notably, this does hit a lot of mana rocks that are frequently seen at tables and exiles them to avoid recursion or artifact-deck shenanigans. It also taps out artifact tokens, which can get out of hand really fast on some boards. The burn side is a little bit more niche, but I can see this being a really good way to include a budget Vandalblast in your deck.

FromTheShire: I can’t wait to sweep away all of my opponents’ mana rocks while I land ramp in Gruul decks.

 

Credit: Wizards of the Coast

Rust Harvester

Saffgor: This is another tool for the odd new subtheme presented to Red from Gau, Feral Youth, and in that deck exactly I really like it. Beyond that, this could be a weird combo piece with enough buffs, but needing to tap for the effect means it doesn’t fit the normal Prowess shell without Haste.

Loxi: I really enjoy the red artifact recursion sort of archetype they’re pushing here – it’s definitely a nice tempo piece that can get really scary with enough gas, but I think tapping for two mana and needing the artifacts to fuel this makes it a pretty big investment to actually get going if you don’t have outside ways to put counters on it. If you do, this can definitely just house people as a source of repeatable removal.

BPhillipYork: With some way to massively pump this it could be dangerous, but that really has too many moving parts to be worth working around.

FromTheShire: It seems neat but it’s real slow without pump effects.

 

Credit: Wizards of the Coast

Systems Override

Loxi: This might be a bit “parasitic” in the sense that it likely doesn’t work as well in eternal formats, but BOY is this fun for limited and rotating formats. I love that this sometimes can just sweep a game if someone’s close to getting a ship charged and you just turn it on them and blast ’em to bits. Fantastic.

BPhillipYork: Solid, but predictable steal something, give it haste, and staple the set mechanic on top.

FromTheShire: That’s one hell of a threaten effect. I suspect it won’t see much play unless Spacecraft become overwhelmingly popular, but it’s so delightfully rude if you pull it off.

 

Credit: Wizards of the Coast

Tannuk, Steadfast Second

Saffgor: I initially evaluated this card as being a sidegrade to Purphoros, Bronze-Blooded, but the fact you’re still casting those Warped cards means the Eldrazi titans still trigger. For that reason, this gentleman is a kill-on-sight threat at the lower brackets, and maybe has some legs in the 99 of Eldrazi decks.

Loxi: I’ve been playing the Purphoros that Saff mentioned for a little while now – specifically in the context of Mono-Red dragons, so I was curious to see this come along. I think there are some key differences between the decks that will decide which you choose to go with. Purphoros is indestructible and sometimes not a creature – even though he has double typings, he’s definitely more durable. He also has a much better combat body, albeit at a slightly more expensive rate. Most notably, Purphoros has you sacrifice your creatures at the end of the turn rather than exile them – making him a much better option if reanimator/recursion plans are open to you. If I’m not mistaken rules-wise, warp will also not ignore timing restrictions, while Purphoros will allow you to slip in something as a blocker if you need it.

On Tanuuk’s side, warp is just generally better if you aren’t trying to explicitly ignore cast triggers and only plan to use the effect on your own turns. In general, I think both are really great options for these types of decks, but it really depends on what you want to pack in the 99 to back them up. For now, I think I slightly lean towards Purphoros in the context of Dragons as I have less cast triggers to worry about, but I will definitely be picking up this one to try.

FromTheShire: Yeah for all of the reasons above plus how good mass haste and mana cheating is in general this is wildly dangerous to have hit the table and needs to die post haste.

 

Credit: Wizards of the Coast

Terminal Velocity

Saffgor: This is a really fun Red wipe, but wow is 6 mana a lot. This could have been weaker and perhaps shave down to 4 mana, but at 6 I don’t think it sees any play unless you’re cheating out a big Lifelinker/Deathtoucher like Wurmcoil Engine in b2.

Loxi: Yeah, not to all repeat the same thing but if this wasn’t more expensive than most wraths I’d be all over it, but I just don’t think I’d want this over other red sweepers or Chandra’s Ignition or something.

BPhillipYork: This is really good with something like Phyrexian Triniform where you want it to die, however the 6 cost is so much you’re not really saving that much.

FromTheShire: This card is hilarious and I love it. Is it BETTER than Ignition? Probably not, although it does have the upside that they can’t remove the creature in response so it’s still likely a sidegrade.

 

Credit: Wizards of the Coast

Weapons Manufacturing

Saffgor: This is utterly insane in a Rx deck that has sacrifice outlets, and one of my recent pet decks I’ve assembled in paper, Firion, Wild Rose Warrior, fits that bill perfectly. While this card is specific, it’s the right kind of specific where when employed in the correct shell it’s able to truly shine. Enables some combos more easily, and makes things that would have needed an outlet have it inbuilt. Get your copies now, folks.

BPhillipYork: This is kind of bonkers, thankfully it’s nontoken or it would be completely nuts, but even so generating these off of mana rocks is brutal and having fodder to sacrifice is super useful. There’s also loops with recurring artifact creatures that make this a win con.

Loxi: Phenomenal in a lot of decks, and while I know Breya, Etherium Shaper getting broken with a card isn’t news, this is definitely a new staple for her, as well as any other decks that want to blink artifacts and have red which…isn’t many, but definitely helps enable a really solid win condition for artifacts.

FromTheShire: Absolutely a combo kill piece with things like Myr Retriever loops etc. Even just pinging off utility creatures with your utility artifacts is solid.

 

Credit: Wizards of the Coast

Weftstalker Ardent

Saffgor: If you turn this into a Pirate, Malcom does kill the table. That said, while some URx Malcom shells do run Arcane Adaptation this is maybe too cute.

Loxi: I’m always a fan of Reckless Fireweaver in artifact decks, and this is a great additional piece to have on hand. The slight cost increase definitely is worth it for what you gain here with Warp and working with any creatures. It’s also great for Impact Tremors decks. This might be a staple card for the set for me personally, just from how many great use cases there are for this. In something like The Locust God, cards like this just threaten an instant win sometimes.

BPhillipYork: Yeah this is great. Lets you double its ETBs for your ETB creatures to deal damage deck.

FromTheShire: It’s a stupidly powerful effect that sees play in every color it gets printed in, triggering off of artifacts as well is excellent.

 

Credit: Wizards of the Coast

Bioengineered Future

Saffgor: This card doesn’t really do anything Green couldn’t already do, and at rates that are unimpressive. Like many Green cards in this set, it reads well but I doubt plays exceptionally, even in formats with the good fetches.

Loxi: I think this card’s not half bad, but it’s not really a spectacular ramp spell and does make you want to play your creatures after you play your lands, which sometimes can be a weird order of operations for landfall decks to use. I can see some use cases for Kodama of the East Tree or something as it can generate a lot of value for 3 mana, I just think it might be a bit funky to use in practice.

FromTheShire: Definitely more of a weird anthem in landfall decks than anything else.

 

Credit: Wizards of the Coast

Close Encounter

Loxi: It’s fine damage based removal for mono-green decks – it’s basically a fight that doesn’t worry as much about harming your creature, so this could have some value there to some decks. Nothing groundbreaking but you could do worse, mono green doesn’t exactly have an overflowing amount of removal options for single target creature sniping.

BPhillipYork: All I can think is they failed to work the third kind in somewhere here.

FromTheShire: Being able to count an exiled creature is nice but it has to be one that was warped, so it’s not a big boost in most formats.

 

Credit: Wizards of the Coast

Famished Worldsire

Saffgor: This is a fairly interesting tool for a deck like Amulet Titan, or decks like it, but the fact you can whiff instead of Scapeshift++ is a bit janky. Cool reanimation target in something like Gitrog though!

Loxi: This is a really whacky card, but my inner Titania, Protector of Argoth player knows this can just do unethical things in the right scenario. It’s a bit expensive to jam if you aren’t fully utilizing the card to it’s full potential, but if you can make use of both the sacrifice and the enter triggers of the lands this can just do silly nonsense.

BPhillipYork: This can be used to basically just put all your lands into play, and works really well with how many Crucible of Worlds green now has stapled onto creatures.

FromTheShire: Absolutely gross on the land side for decks like Titania and Omnath, Locus of Rage, no trample means the body is much less impressive than you might think.

 

Credit: Wizards of the Coast

Frenzied Baloth

Saffgor: “We have Questing Beast at home.” Joke aside, is this even good enough for Standard currently? Powercreep is a helluva thing.

Loxi: Prowling Serpopard is a tech card I frequently run in green stompy decks just as an extra layer of protection before I set up my board, and I think this is a great replacement for that. You don’t realize how helpful it is to force people to interact with your board rather than interact with the stack when you play a deck that…well can’t really interact with the stack. If it’s not a billion dollars I can see this finding a nice home in a lot of decks that have the slots to spare on some support pieces.

BPhillipYork: That’s just, like, a lot. Not really a commander card, but this could be useful if you need to get through with combat damage in some way. It’s just so many pushed game state altering abilities for GG on a 3/2 body with trample and haste. Like, wow.

FromTheShire: Honestly the answer might well be no, this isn’t good enough for current Standard. The mono green aggro deck is doing landfall tricks with chocobos and Tifa Lockhart and while this isn’t BAD, dedicated counterspell decks aren’t really a thing

 

Credit: Wizards of the Coast

Icetill Explorer

Saffgor: This just does so much, and crucially gives a deck like Lumra an outlet. It didn’t necessarily need more of those, but the value packed into this body maybe makes it worth 4 mana.

Loxi: This might be the best Crucible creature we’ve seen so far? It’s definitely not cheap for a card that’s just for passive support but sweet lord does this give you a ton of gas for graveyard-matters lands decks. I do think this is worth the price, but I think it’s interesting that we’ve hit a point where you can choose to be selective on how many/which of these effects you want to include in your deck.

BPhillipYork: Oh wow, this is uh, Crucible of Worlds with +1 land per turn and mill from lands.

FromTheShire: Extremely good even if you’re not a dedicated self mill deck.

 

Credit: Wizards of the Coast

Loading Zone

Saffgor: They left out Planeswalker on purpose, rather unfortunate. Another milquetoast Green enchantment from EoE.

BPhillipYork: You could warp this out to turbo out an important spacecraft, but largely this just doesn’t seem worth the payoff for charge counters, but maybe just for pumping up creatures with counters.

FromTheShire: It seems pretty likely that if a Spacecraft deck emerges this will be in it. If you’re a deck that cares about counters, this is an easy include.

 

Credit: Wizards of the Coast

Mightform Harmonizer

Saffgor: If this had Haste I think we’d be seeing this card in several formats, but as it stands this feels a bit telegraphed, and even at its Warp cost the upfront requirements are higher than Tifa.

BPhillipYork: This is Tifa Lockhart but like with a tail, and without the iconic outfit. Fairly easy to see this turning into someone getting ko’ed though. You only have to double something 3 times to go from 5 to 40, and hitting 3 lands per turn is pretty trivial, especially with fetchlands.

FromTheShire: This on the other hand may actually see play in the mono green deck, doubling the power of your Mossborn Hydra is real damn good.

 

Credit: Wizards of the Coast

Ouroboroid

Saffgor: This reminds me a bit of the recent Warden of the Grove, and I think it’s worse? Higher cost, lower flexibility, and while it is a bit faster 3 toughness is not where you want to start for a threat like this. Absolutely willing to be wrong on this one.

Loxi: I hate to give an analysis like “Wurm guy goes in the Wurm deck!” but this really is great for Baru, Wurmspeaker as well as basically any counter deck that is willing to stack counters on a single creature. I can even see this being reasonable in Hydras even though it’s not a Hydra itself.

BPhillipYork: Obviously, this will double each turn, and double every creature you controls power, which will get overwhelming fairly quickly. But at 4 mana, you’d need it to tick over 6 times if you don’t do anything, which is, in theory, like a turn 9 or 10 win, probably not cutting it. Jumpstarting it with a few counters on turn 1 though could make this pretty nasty.

FromTheShire: This could be interesting for Standard, you can ramp it out easily and if you have ways on board to double its power with landfall triggers, this can toss out a ton of counters.

 

Credit: Wizards of the Coast

Pull Through the Weft

Saffgor: If printed many years ago I’d call this a card for Legacy lands, but now, I think it’s a card for basically no one. 5 mana is just too high an overhead for this card, and it being too specific in what it brings back doesn’t bode well.

BPhillipYork: This is a lot more card recursion than you usually get, but so many other mechanics are so pushed now that this seems pretty necessary to buff what you get back. 2 land and 2 cards for 5 mana seems pretty reasonable, especially since you can virtually guarantee the 2 lands by using fetchlands.

FromTheShire: It’s not flashy but this does quite a bit for only 5 mana.

 

Credit: Wizards of the Coast

Sledge-Class Seedship

Saffgor: In order to get to the big dudes, you need big enough dudes to turn on this moderately-sized dude. This is going to be clunky and play miserably.

BPhillipYork: Just absolutely dumping out huge fatties is pretty useful. Though now so many of them have “if you cast this”. Probably most impact in a deck that includes either red or black, since those are the colors with the most big impact ETBs that don’t care about if they are cast or not.

FromTheShire: It’s relatively cheap to get out and to station, so you may actually be able to trigger it. The problem is the decks that are currently cheating out Ghalta, Stampede Tyrant and crew are doing it more efficiently.

 

Credit: Wizards of the Coast

Tapestry Warden

Loxi: It’s nice to have redundancy for these types of decks, but I always feel like many of these fall apart without the commander anyway. Arcades, The Strategist could use this well if you want to use it, but it’s definitely more for a contingency plan than actually pushing towards your win condition.

BPhillipYork: Nice backup for a toughness matters deck, and nice that it also affects station, I doubt this will see much play though.

FromTheShire: Mainly a backup Arcades and Co piece, this costs too much to rely on for Spacecraft decks I think.

 

Credit: Wizards of the Coast

Terrasymbiosis

Saffgor: In exactly a Commander deck that can consistently put on a +1/+1 counter each turn, 4 times per turn cycle, I see the appeal, but this reminds me of the Yugioh card Supply Squad. Looks incredible, but if you’re playing this like a Phyrexian Arena you’ll be disappointed. Need to either extract maximum value, or place a ton of counters in one go, and neither of those paths are necessarily easy.

Loxi: The more I’ve played modern day commander, the more I’ve come back around to incremental card draw being very powerful in all but the fastest of high bracket games. Even at the typical draw rates, this getting you more than 2 cards makes it a pretty good rate, and anything more than that is solid. I really enjoy this card, although I do agree I think it gets a lot more value if you’re able to put the counters up on other turns.

BPhillipYork: This is great if you can consistently put +1/+1 counters on your opponents turns, and not if you can’t. However, there’s way more consistent ways to get card draw off casting creatures, and they are creatures, and you want creatures in those kind of decks, so generally that card draw method is safer.

FromTheShire: Agreed, it is entirely dependent on how many opponents’ turns you can put counters on your stuff. If the answer is all it’s bonkers, if it’s only on your own sometimes it’s not worth a slot.

That wraps up our look at the red and green cards of Edge of Eternities. Join us next time as we begin return to our regular articles!

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