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My First Experience With EoE Limited

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While Edge of Eternities hasn't hit shelves yet (as of writing), I was fortunate enough to be invited to play the early access streamer event. We played this event on our own accounts, making the event smoother and more enjoyable.


My initial impressions of the format are that it won't stack up to Final Fantasy Limited, but it's been a lot of fun and a bit challenging to figure out exactly what I should be doing.


My concerns leading into the format were that spacecraft would feel too slow and clunky. That is true in many cases, but it's not that challenging to turn them into real creatures. It usually slows down the game in some spots, but in other spots, you get a giant flier on a stalled board that demands an answer. The mechanic is more enjoyable than I anticipated, but I still have difficulty with exactly how to evaluate station cards. It will take many reps to understand the play patterns more intuitively.


While there's a lot of removal, much like Final Fantasy, it's important to get a good amount. This is not a format that feels overly aggressive. There are only a few powerful, aggressive creatures, as well as several ways to interact. This may always be the case in modern-day Magic, where some creatures are so strong that they demand answers. We may no longer play formats where you can use combat tricks, rather than removal, to break through, because combat tricks won't interact with creatures that dominate the game.


Warp has felt clunky. It has mostly been used as a tool to fill your curve and much less as something you need to do for value. One of the biggest mistakes I witnessed was warping a creature rather than casting it outright. They're generally trying to maximize value on the card rather than worrying about the tempo they're losing by not putting something onto the battlefield.


The mechanic that has been the most impressive has easily been the Lander tokens. Lander tokens are an easy way to get fixing, trigger artifact matters effects, and trigger landfall. Cards like Galactic Wayfarer and Sami's Curiosity look innocuous but have quickly risen in my mind to premium green commons. Orbital Plunge is a red removal spell that doesn't look all that impressive, but it's almost always overkilling creatures, which makes it a common removal spell that essentially draws you a card.


Lander tokens make it easy to draft a five-color deck, and my favorite archetype thus far has been drafting the "lands have different names" archetype.


Bonus sheets are my favorite addition to Limited these days. My main critique of the format is that having lands as the bonus sheet makes it boring. There's a lot of fluff and a couple that are fun, but mostly it's a miss.


Let's take a look at a few decks I drafted during the event.


5c Green
5c Green

This was one of my first iterations of "lands with different names." Ideally, you draft these decks with a green base and five colors. The All-Fates Scroll is a massive payoff for this deck. It fixes your mana in the early and mid-game. You can then cast it for a fistful of cards. I got up to a draw 7 in this deck once or twice.


There's obviously more payoffs for this archetype, such as Survey Mechan. I suspect this is an archetype you will want to draft early because it seems people aren't valuing the important cards currently. I wheeled almost every scroll, and I don't think that'll be the case when people figure out what they want to do.


This archetype's strength is that it can play removal of any color, making it easier to pick up, and it can play any rare it gets. The downside is that if you don't get a high power level, you'll likely end up in an underpowered deck with bad mana. This was an archetype that kept landing in my lap, so I drafted it a bunch.


RB Stuff
RB Stuff

This is just a traditional RB deck with removal, solid curve, and good creatures. Most decks in the format will end up more like this once things settle. There's nothing too interesting here, but I'll note that this deck's strengths are its removal suite, and its weakness is that it's susceptible to flooding out.


Let's move on to my last, and most unique, deck—Mono Red Colossus.


Mono Red Colossus
Mono Red Colossus

I wasn't intending on drafting this, but the pieces just came together. Terminal Velocity is essentially a sweeper effect, and I wanted to try it out. I managed to get multiple copies of both Terminal Velocity and Bygone Colossus. While I don't think I ever managed to put both of those pieces together, I dealt huge chunks of damage using Kavaron Turbodrone on the Colossus, or Full Bore, which gives it haste and trample.


Red feels strong, and it was wide open. It's possible that Technician is a bomb by drawing multiple cards on its own. I was able to pop off with two. I wasn't sure about the land count. I went with 16 because the deck was weak to flooding out, but 17 is probably correct. I likely should have cut the Red Tiger Mechan.


Either way, the deck got a lot of wins, one of which may have had an asterisk on it, but it was my event highlight. The clip is linked below.



I will be doing a deep dive into this format, so expect more EoE Limited content in the weeks to come. I was surprised and elated to be invited to the streamers' early access event and can now share some early thoughts on the format. I'm far from figuring out the format, as I'm still unsure when I'm making draft picks. I'm pumped to learn the ins and outs at the upcoming Limited Arena Open and Limited ACQ. See you soon with more.

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