The Pro Tour at MagicCon: Atlanta is almost upon us. This time around, we are getting a very different look at the draft portion of the event than we have in recent Pro Tours. The normal routine has been that a new set comes out, and ten or so days later, the players sit down and draft at the Pro Tour. It's a narrow window where they have to find all of the key archetypes, cards, strategies, pitfalls, and more.
In Atlanta, things will be different. The players who will draft Edge of Eternities have been playing with the set for a couple of months rather than a few days. This will give us a fascinating look at the metagame as it has settled and where people think they can attack it.
Big Picture
Edge of Eternities has proven to be a great candidate for this kind of setup, primarily because it's the most balanced format … ever? It's the most balanced since I've been drafting, and that covers most of the modern era of sets (my first drafts were in Lorwyn and Shadowmoor era).
For us as viewers, this is great. It means that you can't condense the format down into a handful of playable decks where the rest just get ignored. I've talked about the three big milestones players want to hit as they prepare for Limited at the Pro Tour. The first milestone is knowing the cards and the archetypes, which is table stakes for players of this caliber and assumed to already be the case. The second is a strong familiarity with the key archetypes in the format. This is big for Edge of Eternities. The third and final milestone involves understanding the niche archetypes, build-around cards, and strategies that rarely come up. These might not come up, but when they do, they matter.
Since the Edge of Eternities draft archetypes are so well balanced, players can't afford to focus on just a few of them. They need to know all of them. Technically speaking, black-green is the worst archetype and blue-green is the best, but if you don't know what's going on with red-white, black-red, and all the rest, you could find yourself giving up a lot of value at the Pro Tour table.
The name of the game for drafting at this level has always been to draft the best deck you could for your seat. There's only so much you can control, so the worst-case scenario is walking away from the draft table knowing that you could have drafted a different deck and didn't see the signals early enough or didn't know the deck well enough.
The Perfect Play Booster
With that in mind, let's construct the perfect Edge of Eternities Play Booster and use it to illustrate the format overall.
Imagine opening this bad beast at the Pro Tour:
Cryogen Relic
Virus Beetle
Orbital Plunge
Galactic Wayfarer
Pinnacle Kill-Ship
Green Sun's Zenith [7wQAGhB73QMGrkjLD03BDt]
Dubious Delicacy
Biomechan Engineer
Codecracker Hound
Quantum Riddler
Ouroboroid
Cosmogrand Zenith
Forest
This is the most loaded pack I could imagine seeing, but it's also illustrative of the format as a whole and what's going on with it.
The Breakdown
First are the commons. In a Play Booster, there are six guaranteed common cards. Our first five commons will be the best commons in each color.
White
Perhaps this isn't a surprise, but
Radiant Strike
Knight Luminary
Blue
Selfcraft Mechan
Lost in Space
The rest of the top four blue commons are
Black
Perigee Beckoner
Depressurize
Gravkill
The other top commons in black are similar. Again, we see cards that offer a combination of value and synergy rather than raw aggression or temporary advantages being the priority.
Red
Many tagged
Nebula Dragon
Zookeeper Mechan
The rest of the top red commons also give us a look at a midrange variant that is well supported in this format: ramp decks. As you can see, all top four commons in red either ramp you or are a ramp target. Or in the case of
Green
My favorite card in the set,
Biosynthic Burst
Diplomatic Relations
The rest of the top green commons provide a mix of ramp, removal, and even a combat trick. On the
With two more common slots left, let's see what's in the rest of this Play Booster.
Colorless and Special Guests
Though it was a bit underrated at the beginning of the format,
The last common slot can sometimes be replaced by a Special Guests card. Wouldn't you know it, we have one here!
Plus, look at that artwork. C'mon!
Uncommons
Put your space belts on. As we go up in rarity, these cards get pretty gnarly pretty quickly.
If someone says, "The perfect removal spell for Edge of Eternities doesn't exist," show them
Basically, you play the Engineer on turn two and get your Lander. This puts your opponent in a position where they have to use removal on a card you already got a two-for-one out of. If they don't, they'll wait around until you get to eight mana and take over the late game. Basically, it's perfect.
My dog. When I first saw
Rares and Wildcards
Ok, now we get a guaranteed rare or mythic rare, then two wildcards: one traditional foil wildcard and one non-foil wildcard.
For our rare or mythic rare, we have none other than the best card in the set.
I mean, it's not a surprise that this one is the best of the best. It encapsulates a lot of what this format is about, but at an extreme level. It provides value all over the place, is easily castable and good at any stage of the game, can be dominant late in the game, provides inherent card advantage, is a great blocker, and is a great attacker. This is definitely my Edge of Eternities GOAT.
Now, wildcards can be of any rarity. Wouldn't you know it, we have another mythic rare!
It might be hard to pronounce, but it's not hard to see why this is the other best card in the format, or why blue-green is the best archetype (even if it's not by a lot). At a first glance, it looks really strong, but then you play it and realize that it puts counters on itself as well. That means the second go-around nets you (at least) two +1/+1 counters on all of your creatures. After that, it gets dumb.
If you wanted to argue that
Traditional foil wildcard time! Wow, look at that, another mythic rare! Look, this is supposed to be the best Play Booster ever, right?
There is a second spell subtheme in white and blue, and
Midrange for Eons
So that's it. A perfect Play Booster for the Pro Tour, and a good way to illustrate the format. Basically, the player can draft any color pair, with most aiming at the midrange or later part of the game, and they'll have a plan to make it work. The question is whether they'll put in the time to learn every two-color pair or if they'll miss their calling at the table in Atlanta.
What would you take? And perhaps more importantly, what are you hoping to wheel from our dream pack? I'll see you on the Pro Tour stream where I'll be commentating on the draft portion of the Pro Tour on Friday with Paul Cheon!