Tuesday, July 29, 2025

Edge of Eternities Pre-Release (1-2)

Thank you to Red Castle Games for hosting a wonderful event!

Rebecca decided to go for a G/W +1 counters build, and I was playing a B/R build with a lot of removal. Here's the breakdown. 

Rd 1 vs Justin and Donovan.

Unfortunately, our opponents were manascrewed. Justin had a Forest and a Swarmyard in play, Donovan was able to cast Susurian Voidborn and an Interceptor Merchan, but Rebecca and I played things out on curve and with haste. This wrapped the game up swiftly-she had an army of 1/1s and I had a Nova Hellkite.

Rd 2 vs Ben and Michael

We had a solid early start but they responded with a Pinnacle Starcage and it wiped our board. This stalled us long enough for an Elegy Acolyte to arrive and make robots. We were able to deal with the Acolyte in a comical set of plays using Banishing Light, which they responded to by using a Banishing of their own to bring it back, then Rebecca using a Shattered Wings to bring our Banishing back, which they eventually responded to with a second Banishing Light! I mean, what are ya gonna do?

Eventually they were overwhelming us, even casting a Famished Worldsire for 18 power and we had a lot of lands but not much else to do. Sadly I never drew a removal spell and we just couldn't quite keep up.

Rd 3 vs Malik and Kirk

A drag out battle this time, we took out a lot of creatures, fighting through a Tezzeret emblem. 

I failed to do some math, and at a critical point we decided to use Mutinous Massacre over Zero Point Ballad. While we were able to attack for 11 and take out their board, they had more than enough mana to recover from it.  That left us unable to do much-even with an active Susurian Dirgecraft. Eventually a warped Weftstalker Ardent was able to do us 4 damage, getting us to one life, and now Zero Point Ballad couldn’t wipe the board again.


I stared at the board state for about two minutes to make sure we weren't overlooking anything, but they had us. Great game though!

So...what does this all mean?

First thing's first: I am happy to say that I had a lot more fun than I anticipated, given the set review. The Warp ability did more groundwork than I thought to keep the early game flowing. 

We both felt like we had options and plays to make; Rebecca was flooded in two games and I was mana starved in one as well--this kind of RNG didn't impact our feelings. Sometimes Magic is like that--when we could make plays those plays felt relevant!

Which is a great place to find myself, after being truly concerned this would be a repeat of Aetherdrift's more blah experience. 

Thursday, July 24, 2025

Set Review; Edge of Eternities

OK, here we go with the usual official link and the readable one. (Although I feel like the readable one is getting a little more cluttered now). Let's get to it.

Mechanically this set seems to want to go s l o w. That's what I get when I see Station-this is an iteration on Crew which takes longer but leaves the object in question with the abilities permanently; becoming a creature if it's a Spacecraft, gaining an extra ability if it's a planet.

Since the costs for Station activation swing pretty widely, there's two considerations: first, is the permanent worth playing to begin with? Second: if the Station cost is fulfilled, does that matter?

My feeling is that because this is a Limited mechanic we are talking about, the answer is at best, 'maybe'. WotC has gotten pretty good at developing Limited formats, and it does seem like even in colors like White and Red who often get the good small creatures, the 2/2s for 2 just aren't there. Which suggests there will be time to achieve the Stationing. 

But will players enjoy going that slowly? I know that the Aetherdrift format was just not for me and Crew played a big part of how that felt. 

However, some of the speed may be mitigated by the Warp mechanic, which might as well have a big sign on it saying "I'm here to make Station playable". 

Again: there aren't many creatures that have a value of Warp being 2 at common (which is where you will find the enablers for a strategy) -I count 3- which again, suggests a more deliberately paced game.

That said; looking at Warp as a "sorcery with benefits" is probably the best thing and I think it's fairly useful!

Is it enough to make Station worthwhile, though? I'm very dubious. Maybe just play good Magic instead? 

Void is a nice take on Revolt, a mechanic that is just fine and lander tokens are this set's mana fixing-which because they cost an additional 2 beyond whatever you just paid for, suggests again: Slow set. I wish the cost had been 1 because this seems expensive for what it does.

Let's get to the colors!

White
Emergency Eject might be one of the best spells of it's type in awhile. I get to destroy your best permanent AND you have to pay 2 mana to get a land? 

Hell yeah. 

There's some useful cards (Starfield Shepherd) and the traditional "I will cost $30+" tokens card (Exalted Sunborn. Note; I'm not mad that these exist I just wish that they didn't cost an insane amount of money every time.) but not a lot that interests me.

Blue
I do appreciate how innovative they are getting with Blue removal--Desculpting Blast (a very bad name) has all kinds of versatility to it, from taking away their best attacker, especially if it's Stationed, to saving one of your creatures and replacing it with a flier. 

I also dig the flavor of Tractor Beam. Good stuff there. 

Black
Here's a great example of my concerns about Station: Entropic Battlecruiser. That is a 4 mana permanent that I have to tap another creature to turn on. That other creature represents an investment of mana from 1-X, so turning it on is cheap but the larger cost of creating a non-attacking or defending creature is hidden and that isn't cheap. 

Now obviously this is just one example and there are plenty of Station permanents that do something when they arrive. But Entropic Battlecruiser is a rare, and as such is meant to be a marquee card, one that shows off the mechanic that WotC is doing!  And it does so but maybe not they way we're hoping.

One card I do like is Timeline Culler. It's not incredibly strong but it is recurring damage and my experience is that this quality is good. 

Red
Continuing my concerns from Entropic Battlecruiser; Debris Field Crusher. How should we feel about a 5 mana sorcery that does only 3 damage to any target and becomes useful with an 8 power investment? 

I like the flavor of Cut Propulsion, and I think Memorial Team Leader is a great example of the Warp mechanic as Sorcery With Benefits that I was talking about earlier. Weapons Manufacturing looks like a cool build around card. It may not be the best thing (spoiler; it isn't) but it seems like fun!

Green
I am almost always excited about cards like Frenzied Baloth, because they do one thing pretty well; get around countermagic. Anytime I see that quality, I think there's a shot for it in older formats like Modern or Legacy. 

One other interesting thing is that Green is the only color to have Warp on non-creature permanents. Red offers you a creature that can give artifacts you control Warp too but it's a unique implementation of the mechanic that is restricted to this color.

But I don't see a lot of exciting stuff here, aside from that. 

Multi
There's a lot of nice payoffs for the underlying themes of the set; Artifacts, things leaving play, +1 counters. and so forth. One card I'm really excited about is Singularity Rapture, but this is mostly because I have a Szadek, Lord of Secrets commander deck.

Colorless/Artifact
C'mon; Thrumming Hivepool and no Slivers in the set??

There's definitely some big swings here-from Tezzeret to The Dominion Bracelet they do some splashy things....but why aren't they interesting?. Dawnsire, Sunstar Dreadnaught is a great example. 100 damage to something! AWESOME!

Wait. Why do I need to do that if I am attacking for 20 in the air to begin with? And I need 20 counters on it to get there? 

Land
These...are meh. Sure, the effects look awesome if they are active, but as with many things in Magic, once effects like Evendo or Uthros are available to players--shouldn't they just have attacked for 12 instead? 

It's win more. 

Which...really starts to get at how I'm feeling about Edge of Eternities at large. This set feels really safe. That isn't inherently bad--my friend Noah pointed out that you don't want every set to break eternal formats. And that is true. I've lived through it and the game was either chaotic as hell or "We know the Best Deck and will play nothing else". 

Neither of those are good places to be in. 

However, this set feels dull. I hope it isn't! I hope I'm wrong about the gameplay being slow and not very dynamic. But there are echoes of Aetherdrift, a set that was supposed to be about racing and speed and instead felt like a drag. 

Space travel is an incredibly dynamic notion, rich with storytelling ideas and possibilities!

And in Edge of Eternities I instead see the mundane. 

Commander
There's handful of interesting cards here-for me the best is Patrolling Peacemaker. Getting to do things in response to actions your opponents must take? I'm in.

Uthros Research Craft, Planetary Annihilation, Exploration Broodship, Surge Conductor and the dual lands round out the other cards I'm interested in.

The reprints look fine-nothing amazing but I ain't mad. 


Tuesday, July 22, 2025

New Ground

I'm rethinking Shallow Ground. Instead of an Armageddon deck with a creature package, I want to try and make a creature deck with an Armageddon package. 

Ramp a planeswalkers out that gives me creatures every turn, or a Titania, then Armageddon and begin the grind. Make the mana generators a little less vulnerable and see how that works.

But, after another game with Noah where my loss was entirely contingent on the destruction of a Quirion Elf, Noah said, but what about the hexproof creature? 

So we come to this:

2 Talisman of Unity

3 Terravore
2 Watchwolf
3 Mother of Runes
4 Burrowguard Mentor
3 Brimaz, King of Oreskos
3 Titania, Protector of Argoth
4 Sylvan Caryatid

4 Swords to Plowshares

7 Forest
1 Havenwood Battleground
4 Windswept Heath
2 Flagstones of Trokair
7 Plains
2 Horizon Canopy

2 Garruk Relentless
2 Archangel Elspeth

4 Armageddon
1 Split Up

I've taken a look at other mana generators: Brugenhagen, Twitching Doll, and Tender Wildguide all look interesting!

But only Sylvan Caryatid has hexproof. Making my mana generation hard to stop will help me survive the early game. 

Because I did get a later game in that got out a Garruk and Elspeth, and started to show the proof of concept; making a bunch of creatures for free works! Armageddon in the face of that can lock an opponent out---if I still have mana. 

So. Here it is. I think it's solid-a B tier deck but a good one.

Thursday, July 17, 2025

Shallow Revisions

 The next run of changes were...interesting. 

3 Quirion Elves
3 Terravore
2 Watchwolf
3 Mother of Runes
4 Burrowguard Mentor
3 Brimaz, King of Oreskos
2 Titania, Protector of Argoth
3 Werebear

4 Swords to Plowshares

8 Forest
1 Havenwood Battleground
4 Windswept Heath
2 Flagstones of Trokair
6 Plains
2 Horizon Canopy

2 Garruk Relentless
3 Vivien, Arkbow Ranger

4 Armageddon
1 Split Up

I know, I know. Anyone looking at this should be thinking, wait, Vivien?? And to that I say: Nothing ventured, nothing gained. 

The idea I had was to try and use Garruk Relentless to generate value that I don't have to sink mana into, and Brimaz, King of Oreskos to do the same, contributing to the threat count and making Burrowguard Mentor a problem, possibly on the level of Terravore. 

The issue with the mana ramp in Shallow Ground is that the creatures are VERY vulnerable to removal. I lost a game to Noah because he hit my Quirion Elf with a Lightning Bolt in response to my Armageddon. 

I failed to draw land, and my Swords to Plowshares sat dead, while he used his Fable of the Mirror Breaker goblin to make treasure tokens and stay right in the game. 

So I've started to rethink the deck, just a little. 

First, the Titanias are going back in--and I'm adding one. Here's my thinking: Armageddon isn't enough.

I've cast that card in multiple games now and I haven't won as a result of that. 

Think about that for a second, when considering Magic's history. Armageddon used to just be GAME OVER in big red letters and now decks shrug it off. 

But what is more challenging to shrug off is an army of 5/3s that come in as a result of a Titania. So let's see how that does.


Tuesday, July 15, 2025

Dig In

OK, let's get at it! The first few games I played didn't go badly--but the cards I suspected that didn't do much, didn't do much. After some poking around, I made these changes to the deck:

2 Talisman of Unity

3 Quirion Elves
3 Terravore
3 Werebear
3 Watchwolf
1 Soltari Champion
3 Mother of Runes
4 Burrowguard Mentor
3 Brimaz, King of Oreskos

4 Swords to Plowshares
2 Ram Through

8 Forest
1 Havenwood Battleground
4 Windswept Heath
2 Flagstones of Trokair
6 Plains
2 Horizon Canopy

2 Garruk Relentless

4 Armageddon

And then I took it up against Noah's goblins deck. In game one I got totally overrun and in game two, I got the Armageddon off, leaving Noah with 2 Aether Vials and a Goblin Lackey. I had a Terravore on the table AND a Plains and Swords to Plowshares in hand.

And then he puked a Muxus onto the table and killed me. 

Now. That feels discouraging. If there's a sign to tell me that the power level here just isn't up to Legacy standard, that matchup was it. 

And it does bring up the real problem with Armageddon as a card; it's not useful in multiples, but if you want to use that effect you have to run four copies. That means that I've had games where it's a dead card in my hand and that is never something you want. 

It also demonstrated the problem Ram Through has as removal. Swords to Plowshares works no matter what my board state is-Ram Through only is good if I have a) a creature on the table and b) one big enough to take out something. A Quirion Ranger is not very much help against a Delver of Secrets that has flipped. 

So there's still some work to do--and I need to do a slightly better job of evaluating cards.

Thursday, July 10, 2025

Formats

With the latest Legacy B&R update being...bad and the latest Standard update being very proactive, I thought this video on what makes for a good format might be worth viewing. 

Tuesday, July 1, 2025

Break

I am in need of a break and I want to avoid burnout-on writing, on gaming, just in general. 

So I'm going to take a week off, get some games in and not worry about the writing so much. 

Cheers!