Dawnsire, Sunstar DreadnoughtDawnsire, Sunstar Dreadnought | Art by Jaime Jones
Greetings and salutations! I hope everyone is doing fine in this era of cosmic exploration and planetary colonization. Today, we meet for a rundown, in no particular order, of a new subtype of card introduced in Edge of Eternities: Spacecraft.
What are the best options in the dark infinities? Let's take off!
Dawnsire, Sunstar DreadnoughtDawnsire, Sunstar Dreadnought
Let's begin with the splashiest of them all. Don't act surprised, I'm sure this has caught your eye some way or another.
Dawnsire is a testament to overkill, a paragon of super damage, an overlord of destruction... if you can activate it.
In the command zone
This will be an interesting brew to tackle. That 20/20 eventual power means it will be one damage shy of taking anyone's life on the board. And despite 20 charge counters looking hefty, there are several colorless ways to grind up there quite quickly.
Any proliferation outlet will be a boon here – Contagion ClaspContagion Clasp, Contagion EngineContagion Engine, Recon Craft ThetaRecon Craft Theta, Staff of CompleationStaff of Compleation, Throne of GethThrone of Geth... – but also artifacts caring about charge counters. CoretapperCoretapper, Energy ChamberEnergy Chamber, the new Moxite RefineryMoxite Refinery, and of course Power ConduitPower Conduit... I'm betting that all of these will score high on the commander's page.
Since Dawnsire cares about power to activate its Station ability, I could also see some underwhelming yet hefty beasts finding a home in here. Things like Lupine PrototypeLupine Prototype, Myr SuperionMyr Superion, Training DroneTraining Drone, Traxos, Scourge of KroogTraxos, Scourge of Kroog, Metalwork ColossusMetalwork Colossus, a warped Bygone ColossusBygone Colossus, heck even Phyrexian SoulgorgerPhyrexian Soulgorger or The Warring TriadThe Warring Triad.
And let's not forget the payoffs either. Stuffy DollStuffy Doll spells instant doom for any player unlucky enough to be chosen, while Basilisk CollarBasilisk Collar or ShadowspearShadowspear will make you almost untouchable.
Check out Bennie Smith's deck tech for Dawnsire here.
In the 99
Even when not leading your army, I still foresee a bright future for this monster. Green has all the means in the world to play huge bodies that will Station it in no time, while red has damage redirection outlets that will instantly slug players.
You liked Stuffy DollStuffy Doll? Meet Brash TaunterBrash Taunter, SpitemareSpitemare, Boros ReckonerBoros Reckoner, and Toralf, God of FuryToralf, God of Fury. What a time to be alive.
Infinite Guideline StationInfinite Guideline Station
This is more narrow, and yet I have great expectations for that monster of a battlestation. Five-color commanders seldom disappoint, and this should be no exception.
In the command zone
As your commander, this has the potential to go wide extremely fast. Even if you only care about the tokens, by the time you cast it you should be able to generate a decent amount of those, especially if you focus your brew on multicolored permanents.
Add Leyline of the GuildpactLeyline of the Guildpact, and suddenly each and every nonland has the potential to create Robots. Then all you have to do is blink it repeatedly to create an overwhelming army or use ways to untap those tokens – Intruder AlarmIntruder Alarm, VitalizeVitalize, Benefactor's DraughtBenefactor's Draught, MobilizeMobilize, Amulet of VigorAmulet of Vigor – to station your commander and draw a ton of cards on any subsequent attack.
Granted, this will require some brainstorming to maximize the output, but with the right setup this could sow dread Scute SwarmScute Swarm is not unfamiliar to.
General Ferrous RokiricGeneral Ferrous Rokiric or Jetmir, Nexus of RevelsJetmir, Nexus of Revels also look to fit particularly well in that strategy.
Check out Tyler's budget deck tech for Infinite Guideline Station here.
In the 99
While limited to five-color builds, there are two places this could fit right in:
- Ramos, Dragon EngineRamos, Dragon Engine: The commander already cares about you casting multicolored spells, and the station will only add more value. Also note that casting this spell with Ramos out will give it five +1/+1 counters, which could be enough to station it right away.
- Jared CarthalionJared Carthalion: This planeswalker is all about five-colored spells, creates multicolored Kavus every turn, and is a pain to remove. Beautiful.
Hearthhull, the WorldseedHearthhull, the Worldseed
In the command zone
You thought Lord WindgraceLord Windgrace was the best value engine for a Landfall deck? Think again.
This Spacecraft is a monster. And while it will require some power to station, the first phase should be online almost immediately. The fact that it allows you to play an additional land when activated means you don't really lose on value when sacrificing stuff, especially if you took the precaution to play at least 42 in your deck.
This card reinforces the already extremely powerful Landfall archetype (which frankly didn't need it) and will draw acute attention from all the table.
That final ability is just gravy on top. Eight counters are easy to reach, and that life loss will accrue over time, especially if you have ways to untap your stuff.
Check out Nicholas's deck tech for Hearthhull, the Worldseed here.
In the 99
Not much to add. What value it brings as a commander, it will equally do in any deck focusing on a similar strategy. Try as I might, I can't find a reason for you not to run it.
The Eternity ElevatorThe Eternity Elevator
This one intrigues me. Despite acting as a less mana-efficient Thran DynamoThran Dynamo proxy, all eyes will be on that second ability. Reach 20 counters, get 20 mana, and even more if you continue to station it.
Granted, 20 is a hefty investment, but with some help from massive creatures or some proliferation & co. outlets, this shouldn't prove too difficult. In a way, this is quite similar to the aforementioned Dawnsire, Sunstar DreadnoughtDawnsire, Sunstar Dreadnought. High bar, higher ceiling.
Grab a bunch of big-powered creatures and launch yourself into the sky for an avalanche of mana.
Entropic BattlecruiserEntropic Battlecruiser
Another weapon for the Discard archetype aficionados to play with. Aside from the horrible, horrible people taking pleasure in torturing their opponents with Tergrid, God of FrightTergrid, God of Fright, this could see play in decks such as Tinybones, Trinket ThiefTinybones, Trinket Thief, Nekusar, the MindrazerNekusar, the Mindrazer (care for a wheel that deals 28 damage?) or Kefka, Court MageKefka, Court Mage.
My only regret is that it's not legendary. It would have made a fine (if downright nasty) commander to build around.
The puny single counter required to Station it means it will likely be online as soon as it touches the ground. The final ability is more anecdotal, but adds to the pressure, and drives the point home. A solid outlet, if a bit focused.
Uthros Research CraftUthros Research Craft
This, on the other hand, I'm very, very happy it's not legendary. This is one of the best draw outlets for artifact-heavy decks we've had in some time - one that will find a room in a plethora of decks.
Urza, Lord High ArtificerUrza, Lord High Artificer won't mind the additional card draw, and neither will Breya, Etherium ShaperBreya, Etherium Shaper or Jhoira, Weatherlight CaptainJhoira, Weatherlight Captain.
Getting it to 12 counters will basically turn it into a BroodstarBroodstar that could very well end games.
In a way, it also acts as a board wipe deterrent of some sorts: Bring it to a high number of counters, but not so high it turns into a creature. Someone wipes the field? Play a couple of artifacts and boom, Spacecraft activated and ready to wreck faces.
The Artifacts archetype is the second most popular on EDHREC, and this could easily become a staple in the near future.
The SeriemaThe Seriema
In the command zone
Whoooo, this is a spicy one.
Let's get the mundane out of the way. That final ability is nice, and also means you can attack to your heart's content without fear of losing your legends in battle. But that's not where the magic lies.
This asks, calls, begs to be blinked over and over. Granted, it will void its charge counters, but who cares when you can go grab all of the best outlets in your deck?
The SeriemaThe Seriema will logically be a giant toolbox filled with legendary creatures. Think:
- Phelia, Exuberant ShepherdPhelia, Exuberant Shepherd
- Venat, Heart of HydaelynVenat, Heart of Hydaelyn
- Skrelv, Defector MiteSkrelv, Defector Mite
- Tataru TaruTataru Taru
- Ambrosia WhiteheartAmbrosia Whiteheart
- Gandalf the WhiteGandalf the White
- Loran of the Third PathLoran of the Third Path
- Teshar, Ancestor's ApostleTeshar, Ancestor's Apostle
Want to take a more Staxy route? Hello Thalia, Heretic CatharThalia, Heretic Cathar, hello Thalia, Guardian of ThrabenThalia, Guardian of Thraben, hello Boromir, Warden of the TowerBoromir, Warden of the Tower, hello Hokori, Dust DrinkerHokori, Dust Drinker.
All for a puny ? This is going to cause some severe headaches.
Check out Bennie Smith's deck tech for The Seriema here.
In the 99
Same, but not in the command zone. See it as a glorified tutor that can act as a protection outlet in a pinch.
Inspirit, Flagship VesselInspirit, Flagship Vessel
In the command zone
From the Counter Intelligence precon, this powerhouse is just waiting to spread counters love all around. The "two charge counters" part strongly hints at playing multiple Spacecraft, but there are plenty of artifacts that beg for these.
There are currently 90 cards in that use the wording "charge counter," many of which could go overboard with a little help:
- Astral CornucopiaAstral Cornucopia
- Adaptive Training PostAdaptive Training Post
- Door of DestiniesDoor of Destinies
- Empowered AutogeneratorEmpowered Autogenerator
- Gavel of the RighteousGavel of the Righteous
- Golem FoundryGolem Foundry
- Umezawa's JitteUmezawa's Jitte
- Lux CannonLux Cannon
- Magistrate's ScepterMagistrate's Scepter
- Darksteel ReactorDarksteel Reactor
Oh, and that last station ability is way better than Seriema's. Make a non-legendary copy of InspiritInspirit, and barring any mass exile effects (I see you, FarewellFarewell), your board should become quite sturdy in no time.
In the 99
A solid support for charge counters strategy, and a decent +1/+1 outlet, but honestly, this is better in the command zone.
Exploration BroodshipExploration Broodship
Once upon a time, cards allowing extra land drops on each of your turns were an oddity. For a long while, there was only ExplorationExploration. Then came a bunch of friends, and today there are 17 cards with the wording "you may play an additional land on each of your turns." The most (in)famous is Aesi, Tyrant of Gyre StraitAesi, Tyrant of Gyre Strait and its 10k decks.
Exploration Broodship adds a nice twist to this already powerful effect. Sure, you must reach three charge counters to benefit from its effect, but that's a walk in the park. If you then reach the eight counter threshold, you get basically a second hand, with the stuff in your graveyard suddenly available to return to the fray.
Basically, you can play this in each and every Landfall, Big Mana, Ramp, or Lands Matter deck. It's versatile, it's powerful, and it makes mana coffee and value pancakes.
If AzusaAzusa and MuldrothaMuldrotha had to go on a honeymoon, it would be on this ship.
Sledge-Class SeedshipSledge-Class Seedship
This one is probably a bit less exciting than the rest, but still has major potential. Think Elvish PiperElvish Piper with no mana requirements. Sure, that seven counters threshold seems a tad high, but in a deck filled with powerful creatures, reaching that point should pose no problems. Just make sure you have enough creatures to actually activate it, lest it remains a useless rock on the field.
My only slight regret is that the ability only triggers on attacks, and therefore provides a bit less flexibility in terms of timing, as you won't be able to sneak in a big surprise blocker.
Extinguisher BattleshipExtinguisher Battleship
We end our journey with a pinpoint removal outlet doubled with a board wipe of sorts and a super accessible beater, all for the not so cheap sum of .
This jack-of-all-trades has a lot of charm to it, all the more since there are countless ways to cheat it into play, be it with the new Tannuk, Steadfast SecondTannuk, Steadfast Second, good old Daretti, Scrap SavantDaretti, Scrap Savant, Trash for TreasureTrash for Treasure, or Goblin WelderGoblin Welder, to name but a few.
This is also one of the cheapest station thresholds to reach compared to its power. Five counters will give you a frightening 10/10 trampler in the air, all the more frightening since it will have cleared the board of a lot of blockers upon entering.
And again, you could decide to blink it repeatedly. Teleportation CircleTeleportation Circle, Thassa, Deep-DwellingThassa, Deep-Dwelling or EphemerateEphemerate, to name just a few, will consistently and repeatedly destroy the most annoying stuff on your opponents' boards.
It lasers, it burns, and it kills.
Conclusion
There's no doubt: most of these new Spacecraft look extremely spicy, and I can't wait to try most of them out in my brews.
What about you? Are you excited about this new subtype? Have you already tried them out?
I'm looking forward to hearing from you!
More Edge of Eternities Reviews:
Arnaud Gompertz
Arnaud Gompertz has been playing Magic since 4th Edition, back in 1995. He's been an assiduous EDH enthusiast since 2012, with a soft spot for unusual and casual Commanders. He'll always favour spectacular plays against a boring path to victory. Aside from mistreating cardboard, he's a dedicated board games player, loves a challenging video game and occasionally tries to sing with his choir.
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