I did it! My first set review released before a prerelease, at least the first one I can remember...
Edge of Eternities set code: EOE
Release date: July 25th 2025
Throughout my set reviews I use '~' to denote the subject card.
To save time I omit most of the cards that aren't playable.
STATION MECHANIC
The Station mechanic appears on two new subtypes:
Pretty simple, once they reach the required charge counters, Spacecraft gain extra abilities and become creatures, whereas Planets just gain extra abilities.
Odd that the Planets each have names, yet they aren't legendary. Similar to Valakut, the Molten Pinnacle. I dunno, maybe the justification is they're so huge that you could be on different locations at once?
I think WotC will regret tieing the Station mechanic to the space theme because strategically it is an elegant mechanic, which they will want to revisit.
The five ETB tapped Planets (one for each colour) lose you tempo by entering tapped, which you don't want if you're an aggressive deck. However, they encourage you to run lots of creatures with decent power stats to charge them up, which is something aggro does want. Also, you lose blockers when you charge your station cards, which all adds to the classic MtG 'who's the beatdown?' puzzle.
Most of the Spacecraft effect the board in some way when they ETB. From a game design standpoint, the ones which don't effect the board on ETB are more interesting because they create greater 'who's the beatdown' tension.
PLANETS
Uthros, Titanic Godcore
~ demonstrates how totally broken Tolarian Academy is.
When you commit to artifacts, it is very easy to make huge creatures. You can turn on ~ with two activations:
Urza's Saga
Stoneforge Mystic
Cranial Plating
~ is another card to enable Sanwell, Avenger Ace and Magda, Brazen Outlaw. You can't rely on attacking with those two as a means of tapping them because the opponent is likely to have a blocker and artifact decks are naturally low on removal.
Other on-theme cards which can tap Sanwell and Magda include Springleaf Drum, Moonsnare Prototype and Vehicles.
Adagia, Windswept Bastion
Chuck ~ in with Uthros. Artifact strats have abundant huge artifact creatures to charge and copy.Evendo, Waking Haven
Natural Order. 4mana, sac a green dude, Atraxa, win the game, zero points.You will occaissionally end up with your Natural Order searchables stuck in your hand. ~ is another way to potentially cast those expensive creatures.
If your midrange deck is struggling against control, ~ is a difficult to remove threat.
There's always something powerful when WotC let us cast 'expensive' spells for cheap, just think of all the shenanigans with the MH2 evoke elementals and Overlord of the Balemurk et al.
Kavaron, Memorial World
So the Planet is in the process of being destroyed? Looks more like the art for a Sorcery.
The best time to tap a creature to charge a Station is the first turn it enters when it can't attack anyway. However, many of the best red creatures have haste, in which case you will be losing value by not charging or not attacking. Therefore ~ and all the cards with the Station mechanic are maximised when you don't have haste creatures.
Susur Secundi, Void Altar
I can't realistically think of a good place for ~ but I wanted to show all the Planets.Maybe you could untap with Wall of Blood and effectively Yawgmoth's Bargain for 12 on turn4. That's only one creature though. You'd need about 10 others that work just as well to make ~ playable, which there isn't.
~ is a strong Tinker option.
5 charge counters is very attainable and ~ kills in two hits.
~ pitches to Ugin's Labyrinth.
Synthesizer Lab
You don't need to reach 9+ charge counters to make ~ good; As long as you have enough creatures to get the initial 2+ charge counters, and you naturally produce random artifacts with good ETB's like Arcuum's Astrolabe, or artifact tokens to target. In that case ~ is practically a 2power flier for U.Charging up to 9+ is a good option too; The opponent might have a flying blocker, or if the things you're animating can't attack due to summoning sickness you may as well build towards the 9+.
Colossal Plow is a nice thing to animate.
The Seriema
If you cast ~ on turn3 and find a ≥7power creature to allow ~ to attack turn4, that's card advantage and huge pressure. What are our options?- Cloud, Midgar Mercenary finding Nettlecyst is 5 mana, so you'll need some acceleration. Cranial Ram would be 4 mana total but that's an unrealistic mana combination for an artifact deck.
- Urza, Lord High Artificer
- Malcator, Purity Overseer (if you can play an artifact land an another ≤1 mana artifact)
- Traxos, Scourge of Kroog + a zero-mana artifact
- Mendicant Core, Guidelight
There's gotta be more than that but I can't think of them.
Once ~ becomes a creature it can get bounced by Karakas but that's not so bad because you'll get another tutor trigger.
Warmaker Gunship
Artifact decks are naturally low on removal. Being able to become a 4/3 flier is straight card advantage gravy.
WARP MECHANIC
Here are some ways to abuse Warp:
- Food Chain
- Up the Beanstalk
- Blink ─ Blinking a warped creature lets you keep it forever: Phelia, Exhuberant Shepherd, Ephemerate, Cloudshift, Fortune, Loyal Steed
- Neoform, Birthing Pod, Pyre of Heroes, etc
- Balance ─ A minor synergy, warping a card will be one less card in hand when you cast Balance.
- Obviously Warp gives you extra opportunities to tap your creatures to Station, Crew or Saddle.
PLAYABLE WARP CARDS
Bygone Colossus
For years players have been sacrificing permanents with 'affinity for artifacts', making use of their high mana value. ~ can contribute to that strategy. Here are some things you can sacrifice ~ to:
Quantum Riddler
~ is amazing in decks which disrupt and trade resources, e.g. the very popular Dimir and Grixis decks. Once ~ is one of your last two cards, you warp ~, draw two cards and you still have ~ to cast for 5mana and draw two more cards in the ultra late game.
Excellent with blink effects.
Excellent with Food Chain.
Exalted Sunborn
I honestly can't form a good deck in my mind for ~ but there's probably something. Here are some ideas that don't quite get there:
- Highlander version of the Pioneer Gleeful Demolition Deck.
- Too winmore when cascading into Crashing Footfalls.
- Pact of the Titan.
- Hacky sack app for your phone.
- Retrofitter Foundry
Anticausal Vestige
Cool art, evokes questions.
Seems good in the Eldrazi deck. Even if you warp ~ with only two lands, you'll still draw a card, put a land on the battlefield and still be able to hard cast ~ later. Pretty good value.
It's easy to overlook that you'll get the trigger when ~ leaves after you've hard cast it too. You kind of get three cards out of it and only lose a small amount of tempo, provided you have something to put in for each trigger.
A lot of Eldrazi cards trigger when you cast them. ~ puts things straight onto the battlefield tapped, so you won't get those cast triggers. Of course you're still going to run the most powerful cards with cast triggers, but if you're running ~ then you might want to reconsider some of your flex slots for this reason.
Pretty good in Gyruda and Yorion decks.
Good in Ephemerate decks against Blood Moon.
The trigger gets around additional costs, e.g. Abhorrent Oculus. There's not many other good examples, so that's probably more for Standard.
Astelli Reclaimer
So much value that I have to feature ~, even though I don't think the tools are available. "noncreature, nonland" really narrows down options.
Cards which return 'cheap' cards from the graveyard in Highlander are typically good in combo decks because they get back your critical combo pieces. Time Vault comes to mind. Food Chain comes to mind. The issue is that ~ doesn't do much until its returning your combo piece, in which case you don't need the body, so you're better off using Sevinne's Reclamation.
I dunno, maybe ~ is not for combo decks and is more for a delirium value control deck. The Witch's Vanity? Up the Beanstalk, Dress Down...I think if you warp ~ and return Dress Down to the battlefield, you'll still need to exile ~ end of turn.
Cody has been banging his head against the wall with his Hardened Scales deck for a while. Surely ~ helps him out.
Turn3 warp ~ in, cast Arcbound Ravager and kill them. Arcbound Ravager enters with 2 counters, sac three other artifacts, Arcbound Ravager goes up to 8 counters, sac Ravager to itself and modular onto a 1/1 to hit for 17.
Haliya, Guided by Light
~ triggers herself, so you only need two more things to gain 3 life and draw the card, which is very easy, especially if you're running artifact lands. ~ is a must-answer threat, which is difficult to race and is likely to gain you value the same turn unless the opponent has instant removal ready to go. I can honestly see ~ getting banned in Standard.
Triggers Ocelot Pride.
Pinnacle Emissary
Jam as many zero cost and 'X' cost artifacts in your deck as you can, run a bunch of payoffs like ~, Cori-Steel Cutter, Erayo, Soratami Ascendant and Kappa Cannoneer, and there's your deck:
I think once you're creating 4 flying Drones on turn1, that's enough pressure that you don't mind casting your 'X' cost artifacts for zero and getting no value from them, e.g. Stonecoil Serpent going straight to the graveyard.
Urza's Bauble
Mishra's Bauble
Mox Opal
Stonecoil Serpent
Walking Ballista
Chalice of the Void
Lotus Petal
Making artifact tokens is excellent for growing your Constructs and Tolarian Academy, etc.
It would be winmore, but ~ gets you close to Sephara, Sky's Blade.
Possibility Technician
~ has a bit of a Risen Reef thing going on. If you can clone ~ it gets crazy very quickly. Obviously that is waaay more difficult in Highlander than it is in sanctioned formats, but not impossbile.
Aside from clones, there are some decent Kavu's out there:
Territorial Kavu
Eusocial Engineering
Warping ~ turn3 and cracking a fetchland for two 2/2's is fine. If you have Crop Rotation to spend that final mana on, you can get Tolarian Academy and have three 2/2 artifact tokens for the Academy.
Landfall create a creature token is totally busted with Nadu, Winged Wisdom. My Bant Nadu deck is too tight on space to run ~, but if someone has a more artifact focused build with Shuko, equipment tutors and some artifact payoffs, then ~'s synergy with Nadu plus the fact it makes artifact tokens could be enough to get it there.
Speaking of Nadu combo, ~ finds Nomads en-kor.
Typically you want to cast your en-kor before Nadu because if the opponent has removal they'll have to kill the en-kor before nadu resolves, which is better for you because the en-kor is replacable, whereas Nadu will have to be returned from the graveyard somehow. Due to this sequence it's very unlikely that you'll have the mana to warp ~, cast Nomads en-kor and Nadu all in one turn. Therefore ~ will probably be exiled before Nadu comes down, so you won't have the extra body to target for more triggers.
~ is probably worse than Ranger-Captain of Eos but better than Outrider en-kor. I don't run Outrider en-kor but that doesn't mean I shouldn't run ~. Right now the second best 1drop creature to search maindeck is Deathrite Shaman, but DRS isn't amazing on turn3. Perhaps if I revisit Sylvan Safekeeper then ~ could make it into my deck.
Other than Nadu + Nomads en-kor, 1mana combo creatures that come to mind:
Walking Ballista + Heliod, Sun-Crowned
~ can find a basic Plains. If you only have 1 basic Plains in your deck there's a >13% chance that you draw it by turn2, which means that if you want to warp ~ on turn2 to find a Plains there's a good chance you'll have none to find. This is a long way of me saying you should run at least 2 basic Plains if you're running ~.
Susurian Voidborn
~ is a cheaper Blood Artist when casting from hand on your combo turn, making ~ a good option for Eladamri's Call. For example, Gravecrawler + Warren Soultrader combo.
~ is worse than Blood Artist et al when you're using Chord of Calling style tutors though.
~ triggers on artifacts too, but there are better options there, i.e. Disciple of the Vault, Marionette Apprentice or Psychomancer.
Weftstalker Ardent
~ can act in the same spot as Susurian Voidborn although red is rarely a colour used in aristocrats combo decks.
Corpse Knight was the first 2mana creature which pings when you get a dude. Recently we got the easier to cast Shocking Sharpshooter and Agate Instigator. There was also Molten Gatekeeper but that's only cheap from graveyard. ~ is now cheapest option to cast from hand so it may find a niche, e.g. end of the opponent's turn4 you Eladamri's Call, your turn5 you untap, warp ~ and cast Felidar Guardian blinking Glasspool Shore FTW.
~ also pings off artifacts entering. That's a lot of damage with Thopter Foundry + Sword of the Meek combo. That's a bad example though, you really want ~ to kill them the turn you warp it.
Perigee Beckoner
Honestly ~ isn't playable but it's an unusual combo piece so I wanted to feature it.
In 4-of formats you can warp two of these on the same turn targetting eachother and use a sacrifice outlet to go infinite. In draft there'll be a turn4 combo! You cast Umbral Collar Zealot turn 2 or 3, then turn4 you warp 2x ~ for infinite surveils. Or in Standard you could grow Bartolomé del Presidio infinitely.
In Highlander you'll have to use a clone for the second ~. Phantasmal Image still works despite the phantasmal trigger. You can also use Flesh Duplicate and Deceptive Frostkite to combo off turn4.
Similar to the persist combo, you'll want to use a sacrifice outlet which gives some game winning value, e.g. Altar of Dementia or Blasting Station.
Timeline Culler
This is my kind of card! Aggressive creature with combo potential.
~ enables some new Survival of the Fittest lines, you no longer need a Zombie to cast Gravecrawler from the graveyard to trigger Vengevine and Poxwalkers.
Warping ~ to snatch the initiative or the monarch or to kill a planeswalker, are all nice.
VOID MECHANIC
Plasma Bolt
We're all very familiar with Fatal Push, which has Revolt. Revolt is easy to turn on in Highlander because fetchlands fulfil the criteria. Void however, says 'nonland' and therefore doesn't work with fetchlands. I did a little digging to find some cheap ways of turning on void:
Urza's Bauble
Mishra's Bauble
Those two are the easiest and the best. The rest only fit in certain archetypes, which don't necessarily want the cards with void:
Sensei's Divining Top
Lotus Petal
Chromatic Sphere
Chromatic Star
Terrarion
Tamiyo, Inquisitive Student
Phelia, Exuberant Shepherd
The new warp cards also turn on void, and many of those are busted.
'The Void' is my favourite song by my mate's old band:
The first break down is sick.
That album art ^ is on-theme for Edge of Eternity.
There are only five void cards that I think are playable:
Roving Actuator
~ lets you get a 5mana creature with Neoform via saccing a 3mana creature and itself to Neoform, although your 5mana creature won't get the +1/+1 counter.
In this way, Spellseeker is another copy of any 5mana creature in your deck.
Hymn of the Fallen
Were you expecting a discard spell too?
If you incidentally turn on void easily then ~ is Expressive Iteration level.
Tragic Trajectory
The name, the subject matter, the power level...
You can probably only run 6-9 ways of turning on void, which is not reliable. However, combine the times you do have void with the times -2/-2 kills a creature, and I think ~ is great.
Temporal Intervention
Thoughtseize with no lifeloss if you've turned on void.
From now on, every set review I'm going to be looking for void enablers. Right now I think void is too inconsistent to support ~, unless you're something extreme like an egg storm deck.
Tragic Trajectory has a decent fail state, whereas ~ is too expensive without void.
MISCELLANEOUS CARDS
Cosmogrand Zenith
Wins the game if you can keep it fueled. Cards like Stoneforge Mystic, Cloud, Midgar Mercenary, Skullclamp, Ranger-Captain of Eos do a good job of that.
Blue and red are natural colours for casting multiple spells in a turn because they have cantrips and Reckless Impulse effects respectively. However, if you put the work in when building your deck I think you can get away with any colour combination, including mono white.
~ is challenging mathematically. Every turn you'll need to evaluate whether 1/1's or counters will get you the win faster.
It may be worth building your deck to utilise zero-mana spells to maximise the chances of ~ triggering turn3; Urza's Bauble, Mishra's Bauble, Gitaxian Probe, Chrome Mox, Snuff Out and Solitude are all easy. To get more zeroes than that you'll need to put work in:
Mox Opal?
Mox Amber?
Other payoffs for running zeroes include:
Cori-Steel Cutter
Ledger Shredder
~ does trigger on the opponent's turn, so technically it's possible to trigger ~ turn3 with itself + a zero and then on the opponent's turn cast something like Force of Will + Gush and then your turn4 cast two more things and attack for 10 just with ~ and its tokens. Pretty crazy.
Ouroboroid
I know it's slow by itself and it could die to a Lightning Bolt or Fatal Push but ~ just dumps so much power if it survives. I can't dismiss it.
I dunno, say you go turn1 mana dork, they kill your 3drop and then turn3 you drop ~ and get the first trigger. Turn4 you cast any other dude and get your second ~ trigger. That's 9 power added to the board by ~ without much work. If you start adding token generation, pump effects or +1/+1 counter synergies then you easily kill in two turns.
Tezzeret, Cruel Captain
The first thing I think of is turn2 Time Vault, turn3 ~ = win. You could remove the rest of his text box and ~ would probably still be playable.
Time Vault isn't the only good thing to untap: Mana Vault, Grim Monolith, Basalt Monolith and The One Ring are all excellent. At that point you're probably running Zirda, the Dawnwaker for infinite colourless mana with the monoliths. Reminder that Urza's Saga is not legal with Zirda, the Dawnwaker's companion clause.
~ finding Mana Vault and untapping it is nice. There are plenty other powerful artifacts to find and unlike Urza's Saga, ~ can find artifact lands and coloured 1drops.:
Black Lotus
Walking Ballista
Skullclamp
~ finds disruption too:
Tormod's Crypt, etc
Grafdigger's Cage
Portable Hole (answer to Null Rod)
Haywire Mite
Chalice of the Void
Getting to 7 loyalty the same turn that you cast ~ is quite possible. You could get the emblem straight away.
Turn3 ~ into turn4 Displacer Kitten = infinite tutors for ≤1mana artifacts, which means you'll at least draw 2 cards from Mishra's Bauble and Urza's Bauble. If you have a combination of Lion's Eye Diamond, Lotus Petal, Mana Vault, Mana Crypt, Sol Ring that adds up to ≥5 mana, then you can go get Gerrard's Hourglass Pendant and bring everything back tapped except the Pendant. For each mana you get above 5 you can get an egg (Chromatic Star et al), which will net you two cards per egg over two turns since Pendant brings each back tapped. When you activate Gerrard's Hourglass Pendant you'll trigger ~ enough times to get the -7 emblem.
You'll probably want a couple artifact lands in your deck incase you really need that land drop.
The Dominion Bracelet
I don't really think ~ is playable but I do think it's cool!
You could activate ~ turn2 with Channel, although your opponent probably doesn't have enough resources for you to really mess them up with the Mindslaver turn.
You could activate ~ turn 4 with Wall of Blood. You would pay 13 or 14 life to do so, depending on sequencing. Seems bad.
~ turns all the equipment tutors into win conditions with infinite colourless mana from Zirda, the Dawnwaker + Grim Monolith/Basalt Monolith.
Winmore in the Colossus Hammer deck or the Phyrexian Dreadnought deck.
Equip to a Daemogoth Titan and activate turn5.
Archenemy's Charm
With that mana cost you're going to be a Necropotence deck.
Being an instant is nice with Necro because you get priority in your end step after you've picked up the Necro cards.
A lot of decks run Reanimate and Emperor of Bones at the moment, so exiling is nice.
Necro decks want to dump their hand and proactive creatures fit that plan. You want your creatures to block well to protect your life total when using Necro. This often means small creatures with deathtouch that trade, which you can return with the second mode.
Running creatures also gives you to opportunity to gain some life with the final mode to fuel Necro.
There are several 3mana charms with similar modes to ~. Riveteers Charm and Archmage's Charm have seen some play. I think ~ does just enough more than its other predecessors.
Bioengineered Future
Combo piece for the persist loop combo which featured at the beginning of my last set review for Final Fantasy Commander.
Biotech Specialist
Maybe in a treasure deck? Other payoffs include:
Cosmogoyf
Another Lhurgoyf to trigger Pyrogoyf!
You really need ~ to be ≥4 power by turn3 to be good. I did some Scryfalling and there were some crazy ones:
Serum Powder ─ turn2, 7/8
Tainted Pact ─ turn3 kill
Demonic Consultation ─ turn3 kill. Ddon't need a library if the opponent is dead!
Sacred Guide ─ turn3 kill (Run one or two other white cards to practically tutor for whilst growing ~ huge)
Mana Severance ─ turn3 kill
Paradigm Shift ─ turn3 kill
Doomsday ─ turn3 kill
Necropotence ─ turn3 kill
Wow, that is a lot of potential turn three kills. Obviously the opponent can simply have removal or chump block with creatures until they find removal, but iF tHeY DonnN't...
You only really want to run the above cards if:
a) They're good by themselves
OR
b) You have other ways of comboing with them
Tainted Pact, Doomsday, Necropotence and Necrodominance are in the a) 'good by themselves' category. However, Tainted Pact is a point and the other three require heaps of work (but the payoff = win the game).
A lot of the cards in the b) category combo with:
Thassa's Oracle
and to a lesser extent:
Perhaps Thassa's Oracle combo decks will now splash green for ~.
Dyadrine, Synthesis Amalgam
Perhaps has a home in the Hardened Scales deck or an Artifact Legends build (turns on Mox Amber and Mox Opal).
Neither of those archetypes do well in fast combo metas but I like them in midrange metas.
The Hardened Scales deck would have to go into white, which is a big change but the rewards are there:
Portable Hole
Swords to Plowshares
Stoneforge Mystic + Steelshaper's Gift (Basking Broodscale combo)
Heliod, Sun-Crowned (Walking Ballista / Monoskelion combo)
~ is a nice mana sink for Tolarian Academy.
~ is a Construct for Scrapyard Recombiner
~ triggers even if you don't attack with it.
Scout for Survivors
Speaking of white cards for the Hardened Scales deck.
The +1/+1 counters are nice because you can return a 3mana creature but also a Walking Ballista and a Hangarback Walker.
Emissary Escort
Probably too winmore but at least ~ isn't shut down by Null Rod.
Kappa Cannoneer
Frenzied Baloth
Like a mini Questing Beast.
I think if you're aggro and you can handle the GG casting cost (≈≥23 sources) then get ~ in there.
The final ability gets through The One Ring trigger.
Decent Green Sun's Zenith option.
Eventually there'll be enough 'can't be countered' effects that you could build a deck with Nether Void.
Hardlight Containment
Looks like secret lair art, yuck. Is that Kozilek in there? I should read the story articles.
Good option for Brightglass Gearhulk.
Ideally you'll have Darksteel Citadel or one of the MH2 bridges to safely enchant.
Seam Rip
Rebecca Guay's son?
I've maindeck'd Portable Hole in a couple decks and been happy with it. ~ is harder to tutor for but much harder to kill. Overall I think ~ is better than Portable Hole.
Station Monitor
A little low impact but can go in the same deck as Pinnacle Emissary.
Tannuk, Memorial Ensign
Decent 4drop. Obviously you'll want to max-out on fetchlands. Try to get Prismatic Vista in there.
Icetill Explorer
Kixian has added Glacial Chasm back into his deck in preparation for ~ becoming legal. Glacial Chasm prevents the damage from Fastbond, so if you have those two and ~ you can play a bunch of lands from your graveyard, milling each time and eventually you hit Strip Mine and lock them out.
The lands deck already had Ramunap Excavator to find with Green Sun's Zenith but ~ is a huge upgrade if you have the extra mana.
~ is randomly an Insect to hit with Grist, the Hunger Tide.
Lightstall Inquisitor
Obviously they're going to exile the card they want the least but they'll want to play it eventually and effectively lose one mana.
Savannah Lions is far from playable but perhaps ~ can get there in a blink strategy.
Mm'menon, the Right Hand
"Mm'mm'mem'memon'nerrr"Sleaford Mods touring Australia when.
Mystic Forge is a mainstay in the artifact decks. Obviously ~ costs a whole mana more, which is a big deal. Also can't be cast with Workshop. Is also a vulnerable creature and also costs double blue, gets Red Blasted and it can't clear the away the top card, lol ok it's very different to Mystic Forge. That last ability tho...
Moonlit Meditation
Very niche and ultimately probably not good but I couldn't help going deep:
The key is not getting 2-for-1'd. Noncreature artifacts are pretty difficult to kill, so if you're already running a bunch of cheap noncreature artifacts which affect the board, e.g. Warmaker Gunship, Chainsaw, Legion Extruder and you incidentally make lots of tokens, then ~ could find a home.
Creatures with inherent protection could work too, e.g. Patchwork Automaton.
~ goes crazy with Noble's Purse; Bear in mind that only the first token becomes a copy:
- turn2 Purse
- turn3 ~ on Purse, tap it to make another purse.
- Opponent's upkeep, tap the token purse to make another token purse and tap that purse to make a treasure.
- turn4 tap your 3 purses to make a purse and two more treasure.
...and so on and so forth.
Turn3 Pride Sovereign, pray that it survives and they tap out.
Turn4 create two more Pride Sovereigns and after that you probably still win even if they kill the O.G. enchanted Pride Sovereign, or 'Pridegenitor'.
Very slow but turn6 enchant Myr Turbine with ~ and go crazy. Same sequence as Noble's Purse except you get 1/1 Myr instead of Treasures.
Fun judge question rules puzzles!:
- What happens when I enchant Ratadrabik of Urborg with ~?
- What happens when I attack with Arna Kennerüd, Skycaptain enchanted with ~?
Requiem Monolith
Weird card. To simplify it, if you have a creature to target, you can tap ~ to lose a life and draw a card as a sorcery. Kind of like a Phyrexian Arena that requires you to have a creature but draws a card the same turn. Seems great.
~ gives you the option of turning your burn spells into cheap psuedo Painful Truths.
If you're about to swing for lethal with a huge creature you can target an opponent's creature and they effectively won't be able to block with it.
Rust Harvester
If your deck consistently bins at least two artifacts in the first four turns, then you can run ~.
Cranial Plating, Nettlecyst and Cranial Ram go big with ~.
Secluded Starforge
Straight into all the artifact stompy decks. Especially good with Inkmoth Nexus and Shadowspear.
Pretty strong with the above Rust Harvester too!
Sunstar Chaplain
Decent with mana dorks and cheap fliers.
Syr Vondam, Sunstar Exemplar
If you can consistently get ~'s power to ≥4, then put him in your deck.
Thrumming Hivepool
Haven't seen a Highlander Slivers deck in years, but surely ~ will prompt someone to build it.
If you can cast ~ for 4mana I think it's good enough.
Xu-Ifit, Osteoharmonist
Pretty good ability to chuck into Agatha's Soul Cauldron. Stupid layers, I don't have time to learn them now! The prerelease is in 4 hours and I promised I would get this set review out before it! I presume Agatha's Soul Cauldron will end up granting the abilities despite ~'s attempted blanking.
~ is pretty sweet with Death's Shadow and Phyrexian Dreadnought, which are both easily tutorable. If you have ~ ready to activate you can simply cast Death's Shadow/Phyrexian Dreadnought, let them die then reanimate them.
All-Fates Scroll
Good colour fixer for the Tolarian Academy decks and once you have Academy you draw a tonne of cards.
Umbral Collar Zealot
A new sac outlet! These always get my attention.
In a loop ~ can mill yourself at will until you bin Molten Gatekeeper and then you unearth the Gatekeeper FTW. That requires a red mana but it's more likely to win the game than scrying something to the top with Viscera Seer and hoping your loop is still intact next turn.
Scour for Scrap
Good card advantage tutor for artifact combo.
SIDEBOARD CARDS
Sothera, the Supervoid
Good sideboard card in midrange mirrors.
I've never seen someone cast Grave Pact. Doesn't mean it's bad, maybe no one's tried. ~ is much easier to cast than Grave Pact.
Obviously ~ gets better if you can incidentally sacrifice creatures for value, e.g. Eldrazi Scions/Spawns.
Terminal Velocity
6mana Through the Breach. Probably too expensive to maindeck. Might be good as a sideboard card in Goryo's Vengeance decks for when the opponent slows down and brings in graveyard hate; you can use ~ to cheat in Emrakul, the Aeons Torn et al.
Terrasymbiosis
Looks like an old war propaganda poster.Too slow to maindeck but good grind against Grixis/Dimir/Izzet decks which struggle to remove enchantments.
Hullcarver
Cheap blocker for artifact decks against aggro.CONCLUSION
Here are my picks for best cards in the set in rough descending power order:
I'm gonna go ahead and predict that Quantum Riddler and Haliya, Guided by Light are going to get a point each eventually.
Thanks for reading and hopefully see you soon on the glorious field of battle!
Mulch