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This weekend, July 26–27, it’s time to chart a course for the Edge of Eternities prerelease at your local game store. If you’d rather not drift aimlessly through the cosmos, now’s the moment to boldly go where no drafter has gone before and begin exploring the uncharted expanse of this new Limited format. In this article, I’ll spotlight the top cards in the set, introduce its innovative mechanics, break down all ten Limited archetypes, and share practical tips to help you gear up for your prerelease or first draft.
As always, it pays to follow Martin Juza’s prerelease principles: build a smooth mana curve, respect your mana base, and don’t forget the fundamentals. If you're looking to get a head start, my Tier List on 17Lands can help you assess card strength and make informed build decisions. But for now, divert all power to the forward booster packs—it’s time to launch into Magic’s very first space-themed set!
The new Station ability is the signature feature of Spacecraft, a new artifact type that bears some resemblance to Vehicles. The twist is that instead of crewing them each turn, you permanently convert them into creatures once you’ve accumulated enough charge counters. Once they’re stationed, they’re always ready for launch.
Take Wurmwall Sweeper, for instance. At sorcery speed during your turn, you can tap one creature with 4 power (or two with 2 power each, or even build up over multiple turns) to add four charge counters and awaken the Sweeper as a 2/2 flyer. You can continue tapping creatures to station it afterward, which won’t boost the Sweeper itself, but it helps fuel several cards in the set that care about tapped creatures.
Spacecraft look strong, and I expect them to play well in Limited. Most appear at higher rarities, with only two available at common. Still, I recommend capping your fleet at three Spacecraft per deck. Much like Equipment, Auras, and traditional Vehicles, they risk clogging your hand if you draw too many without enough creatures to station them. After all, even the most advanced starships can’t take off without a capable crew. To mitigate those risks, most decks will want to stick to three or fewer Spacecraft while ensuring a high enough creature count to station them reliably.
In part due to the Station mechanic, Edge of Eternities Limited may orbit at a slower pace than usual. There are only few early-drop creatures with high power, and once the board stalls, players are more likely to divert their creatures towards station rather than attack aggressively with combat tricks. And with the abundance of removal in the set, we’ll have a format where card advantage, efficient removal, and evasive threats reign supreme. I expect you can regularly reach seven mana to deploy Pinnacle Kill-Ship.
Warp captures the thrill of faster-than-light travel. In Magic terms, it’s a twist on the adventure mechanic that allows you to cast permanent spells from your hand for a reduced cost. If you do, then the warped card enters the battlefield, but gets exiled at end of turn. Yet it’s not gone for good: on a later turn, you can cast it again from exile, this time for its full cost.
Warped creatures are ideal for activating Station. For instance, you can warp in Knight Luminary, Germinating Wurm, or Starbreach Whale for just two mana, gain value from their enter-the-battlefield abilities, and then tap them to add charge counters to a Spacecraft. While warped creatures can’t attack unless they have haste, there are plenty of ways to take advantage of their short-lived visit.
Thanks to their flexibility and strong synergies, most warp cards will be excellent additions to your Limited deck. If you warp a card, you get a second crack at enter-the-battlefield effects in exchange for a loss of tempo. In many games, the most pivotal decisions will revolve around whether to warp a creature for short-term value (getting a small effect and effectively drawing that creature) or cast it normally for immediate board presence. To help navigate that choice, consider three factors:
As in most Limited formats, massive creatures, game-breaking fliers, and overwhelming abilities tend to dominate the battlefield, and Edge of Eternities is no exception. Based on my early impressions, these rares and mythics are the front-runners for the best first picks in draft and the cards you want to open the most in Sealed. Each one is a classic Limited bomb, single-handedly capable of swinging the game in your favor.
At the top of my uncommon rankings are Monoist Circuit-Feeder, Codecracker Hound, and Starfield Shepherd. Each offers a potent combination of board presence, card advantage, and tactical flexibility wrapped in an excellent package.
Terrapact Intimidator might seem like the odd one out. After all, "punisher"-style effects that give your opponent a choice are usually underwhelming, as savvy opponents will always select the lesser of two evils. But in this case, a 4/3 for two mana is excellent, and creating two Lander tokens is akin to drawing two instant-speed Rampant Growths. These Lander tokens are seen on various cards and will be invaluable for fixing, ramp, and card advantage. So, both modes are impactful at virtually any stage of the game, and this adds up to a premier uncommon in my book.
Among the commons, the removal spells are the standouts. In a format where games may go long, cards like Orbital Plunge, Gravkill, and the reprinted Banishing Light will be essential for dealing with evasive bombs and towering Spacecraft. I like Orbital Plunge the most because Lander tokens seem excellent to me. Especially in a deck with more than two colors, landfall, void, or artifact synergies, creating a Lander token is almost like drawing a full card.
There are also formidable cheap removal spells for early drops (such as Depressurize and Plasma Bolt) and excellent ramp creatures (like Galactic Wayfarer and Zookeeper Mechan). But when the battlefield clogs and the skies fill, the ability to take down a massive threat from orbit becomes absolutely crucial, especially in Sealed Deck.
Diplomatic Relations deserves special mention, not just as one of green’s best commons (just behind Galactic Wayfarer) but because it was printed with missing rules text. According to an official update from Wizards of the Coast, it should read: “Target creature you control gets +1/+0.” This correction confirms the card functions as a classic punch spell—you can't use it to make an opponent’s creature damage itself. Be sure to keep this in mind heading into the prerelease.
Play Boosters may also include cards from the Stellar Sights bonus sheet, showcasing iconic and powerful lands drawn from across Magic’s vast history. Some of these reprints—like Celestial Colonnade or Creeping Tar Pit—offer excellent mana fixing while providing added value from your land slots, making them strong inclusions in many Limited decks.
Others, like Inkmoth Nexus or High Market, only produce colorless mana. In Limited, where mana bases are already quite weak, these lands can be more liability than asset. The activated ability might look tempting, but if the land doesn’t help you cast your colored spells on time, it could make your deck worse. This is especially true if you’re splashing a third color, which will be a common occurrence for Sealed Decks with several Lander-generating cards. In those cases, colored mana consistency is key, so think twice before swapping out a basic land for one that can’t produce the color you need.
Once you’ve committed to an archetype in Draft or locked in your colors for Sealed, you’ll want to prioritize synergy. Each two-color pair in Edge of Eternities comes with a specific identity, signposted by a gold uncommon that defines its core strategy. For the most part, the themes in this set are only lightly supported, meaning you can still craft a strong deck by focusing on curve, efficient removal, and raw card quality without leaning too heavily into synergy.
That said, understanding your archetype can help you evaluate picks that might otherwise look underwhelming. Even if your draft veers off course, knowing which filler-level role players support your strategy can help keep your deck on track. For each color pair, I’ve selected two synergistic commons that aren’t necessarily the most powerful in a vacuum but that gain notable value within their intended archetype. So let’s launch into Edge of Eternities Limited, one color pair at a time.
The white-blue archetype in Edge of Eternities thrives on casting two spells in a single turn. Its signpost uncommon, Station Monitor, rewards you for double-spelling by creating a 1/1 flying token. It’s an artifact too, which matters because several common blue cards care about artifact synergies.
At common, any card that rewards double-spelling, like Brightspear Zealot, gains significant value in this archetype. To reliably pull off two-spell turns, you'll want a include enough cheap spells and card draw effects. Cards like Mental Modulation will help to keep the spell count flowing.
White-black aims to build a sprawling board of tokens and overwhelm opponents through sheer numbers. If you can assemble a wide board, then Syr Vondam, the Lucent becomes a powerful finisher, helping you push through clogged battlefields.
At common, creatures that generate additional bodies, like Gravpack Monoist and Knight Luminary, will shine brightest in white-black. They help you go wide, setting the stage for global buffs. That said, the overall support for this strategy appears somewhat limited, so white-black decks may struggle.
The red-white archetype revolves around having at least two creatures tapped each turn. Sami, Ship's Engineer embodies this strategy perfectly, generating a Robot token at the end of your turn. Sami might get snagged by green players who aim to splash and enable it with Gene Pollinator, but the uncommon remains a cornerstone in red-white.
At common, Flight-Deck Coordinator and Frontline War-Rager also reward you with small bonuses for having at least two tapped creatures. To reach that requirement, you can attack relentlessly, activate tap abilities, or station your Spacecraft. This synergy makes Spacecraft like Wurmwall Sweeper especially valuable for red-white decks.
The green-white archetype in Edge of Eternities centers on +1/+1 counters, building creatures that grow stronger over time. Haliya, Ascendant Cadet arms your creatures and replenishes your hand, though the five-maa cost makes it less exciting than some other gold cards.
At common, Dockworker Drone and Drix Fatemaker fit perfectly into this strategy. Dockworker Drone can carry +1/+1 counters into battle, and when it falls, another creature benefits. Drix Fatemaker grants trample, which makes it easier to draw cards with Haliya, Ascendant Cadet. Together, they form a strong value engine.
Blue-black is a control strategy that aims to grind down opponents by exploiting artifact synergies. Alpharael, Dreaming Acolyte provides valuable card advantage in decks built around artifacts, maintaining your hand size while keeping up on board.
At common, creatures like Mechan Shieldmate and Cloudsculpt Technician grow stronger when you play or control artifacts, but that’s true for every blue deck. The real standout synergy in blue-black lies between Cryogen Relic and Embrace Oblivion. For just three mana, you can effectively Murder an opposing creature while drawing a card, gaining you both board control and card advantage. The artifact Nutrient Block is a slightly less potent enabler, but also worth considering for its sacrifice synergies.
Blue-red also values artifacts, but uses them to fuel a fast, aggressive playstyle. Mm'menon, Uthros Exile boosts your creatures whenever you play or create artifacts, and it will excel in a dedicated artifact deck. Opponents will need to deal with Mm'menon immediately or risk being overwhelmed.
Among commons, Oreplate Pangolin and Selfcraft Mechan not only trigger Mm'menon’s ability but also provide additional benefits for loading your deck with artifacts. There are enough artifacts in the set to support this time, but I worry about the overall quality of the color blue at common, which feels slightly underwhelming.
Green-blue wants to ramp. Its signpost uncommon, Biomechan Engineer, serves as both an enabler and payoff for this strategy. Sporting two formidable abilities on a two-drop, I think it’s is the best gold signpost uncommon in the set.
At common, Cryoshatter helps you reach the late game, while Fungal Colossus rewards you for having differently named lands, such as basics in your splash colors. Since Landers can fix your colors, they make splashing a third or even fourth color easier. Splashing bombs or removal is something base green-blue decks will often want to do.
The void mechanic, a thematic twist on revolt or morbid, is found only in red-black. It unlocks a bonus when a nonland permanent left the battlefield this turn or if you cast a warp spell. You can enable void in a variety of ways: by sacrificing permanents, warping creatures, trading in combat, or using removal. When those pieces come together, Interceptor Mechan can become the largest Gravedigger the galaxy has ever seen.
At common, Plasma Bolt serves as both a void enabler and payoff, while Beamsaw Prospector can enable warp on two different turns. It can first trigger void by trading or dying in combat, and then again on the following turn by sacrificing the Lander token it creates. In fact, Lander tokens are ideal for enabling void, allowing you to reap the rewards with ease.
The black-green archetype revolves around the graveyard. Its signpost uncommon, Seedship Broodtender, not only fills your graveyard but also revives fallen creatures or Spacecraft. In particular, bringing back the seven-mana Pinnacle Kill-Ship at a discount sounds like a graveyard dream come true.
However, support for this theme is disappointingly light at common: There are no black or green commons that directly care about the graveyard. You can self-mill with Thawbringer and hope to reanimate Perigee Beckoner with Seedship Broodtender, but outside of these niche interactions, the synergy just isn’t there. Without the right uncommons, you’re left drafting an unexciting midrange pile.
The red-green archetype centers around landfall, with multiple cards that reward you for lands entering the battlefield. The signpost uncommon is Tannuk, Memorial Ensign, which brings potential for card draw. To trigger landfall twice per turn, the best way is to sacrifice Lander tokens, so those go up in value in red-green.
At common, Icecave Crasher and Kav Landseeker stand out for their landfall synergies and Lander production. The Lander tokens also allow you to dip into a third color, though I expect red-green to skew more aggressive than green-blue. And with no common dual lands in the set, splashing comes at a real cost, so don't get too greedy if you don’t enough mana fixers.
In Edge of Eternities Limited, whether you're exploring intricate artifact synergies or warping ahead at lightspeed, there's a thrilling array of archetypes to discover. Draft naturally rewards flexibility and adaptation, while Sealed Deck challenges you to make the most of the pool you open. But in my early evaluation, three color pairs stand out as underwhelming: white-black, white-green, and black-green. These archetypes suffer from weaker gold uncommons and/or poor common support, making it difficult to fully realize their themes.
Instead, I’d be much more excited to start with red-black, which offers premium removal and a powerful void synergy. I also quite like green-blue-red, which combines the best Lander cards, efficient removal, and powerful bombs from green-blue and green-red into a coherent three-color strategy. Especially in Sealed at the prerelease, if your pool includes enough fixing, don’t hesitate to explore such a deck or even splash a fourth color. The rewards may be well worth the risk.
And for a touch of interstellar flair, check out Ultimate Guard’s newest line of playmats and Sidewinder deck boxes, featuring officially licensed Magic: The Gathering artwork from Edge of Eternities. Designed with galactic style and built for superior protection, they’ll keep your deck safe while you explore the farthest reaches of the multiverse. With your cards secured and your strategy in place, it’s time to blast off!