Edge of Eternities (EOE) Limited Review — Black

Edge of Eternities (EOE) Limited Review — Black

cephille
July 22, 2025·Limited > EOE·- views

Note: This article was translated from Chinese by AI and may contain errors. Read the original Chinese version.

Edge of Eternities holds its Prerelease events on July 25, 2025. Want to know more about how each card rates in Limited, along with some recommendations? Then check out this series of EOE Limited reviews!

Grading Scale

5.0: Unconditional first pick, gives you a nearly game-winning advantage
4.5: Unconditional first pick if you are in the right colors, gives you a huge advantage
4.0: Worth a first pick, synergizes extremely well with a color pair’s theme, and can be the deciding card for splashing/switching colors or settling into a color pair
3.5: Top uncommons and commons of the set and other sufficiently strong cards, synergize well with a color pair’s theme, and can be key cards for settling into a color pair
3.0: Important cards for a color pair’s theme, plus other above-average cards that you want in your final deck
2.5: Average, usually a decent curve filler
2.0 to 1.0: Below average, generally not played, can be used as filler if necessary but not too many
0.5 to 0.0: Unplayable, basically never play it, doing so only helps you lose

Ratings

Alpharael, Stonechosen
Score: 3.0
Comment: This card actually hides a math problem: if your opponent’s life total falls between 2^n and (2^(n+1))-1 (equal to either bound counts), then after at most n+1 ability triggers you can win the game.

For example: your opponent has 20 life, which falls between 2^4 and (2^5)-1, and you attack with Alpharael. After at most 5 ability triggers, your opponent’s life goes 20 → 10 → 5 → 2 → 1 → 0 and you win.

Okay, math done, now let us look at actual use. First you need Alpharael to survive a turn and attack, and then if you have enough to produce the corresponding number of ability triggers (including Alpharael itself), you win. Conversely, as long as you remove it before it attacks, you will not be affected by the ability (of course, having to discard a card at random because of ward is still quite annoying). This is a very interesting card, but its strength in Limited still needs to be verified.

Archenemy's Charm
Score: 3.5
Comment: Removal / graveyard resource / pump and lifegain, practically a mini Gix's Command. It has the strength of a 4.0, but being locked into its colors costs it some points.

Beamsaw Prospector
Score: 3.0
Comment: A quality 2-drop that also gives a Lander token when it dies, making it quality sacrifice fodder plus ramp. It should be an important 2-drop for the red-black Void theme.

Blade of the Swarm
Score: 2.5
Comment: Usually a 5/3 for four, and sometimes it can also tuck an opponent’s soon-to-appear Warp card to the bottom of their library. An average card that is okay for filling the curve.

Chorale of the Void
Score: 3.5
Comment: Very strong! The reasons are as follows:

  1. It digs through your opponent’s graveyard, and what you dig back is put onto the battlefield attacking;
  2. It triggers when the creature attacks, which means that if you think the creature is at risk of being removed, do not play this Aura;
  3. If you have a chance to Warp after attacking, or the attacking creature can produce tokens that can be sacrificed, this Aura can keep sticking around;
  4. As in point 3 above, the enchanted creature will be your opponent’s must-kill target, otherwise they will soon be killed by their own bombs.

If your opponent’s graveyard has nothing to dig up, then do not slap down this Aura. This is a very strong resource card when both sides are topdecking!

Comet Crawler
Score: 3.0
Comment: A 2/3 lifelink for three is just so-so; it may be a bit stronger when blocking, and when attacking you can consider whether to sacrifice for a larger life swing, but you do not have to.

Dark Endurance
Score: 2.5
Comment: A common trick, but when attacking, if you see your opponent has a single black mana open, be careful not to fall for this card (using it on a blocking creature saves one mana on the cast).

Decode Transmissions
Score: 2.5
Comment: Draw 2 lose 2 is playable in black anyway, and the Void is a bonus, but occasionally it can be used to finish things off.

Depressurize
Score: 2.5
Comment: For two mana it kills creatures with power 3 or less, which has quite a wide range, but be careful not to get it responded to with a pump. When attacking or defending it can also be used as a combat trick, which may work wonders against creatures with first strike / double strike!

Dubious Delicacy
Score: 3.0
Comment: Plain and unadorned removal or combat trick, and the extra threat left behind after it resolves is very nice.

Elegy Acolyte
Score: 4.5
Comment: Although no matter how many hit the player it only costs 1 life and draws 1, the 4/4/4 lifelink body itself is excellent on both offense and defense; paired with the Void ability it can also reliably produce a 2/2 artifact creature each turn, a strong card well worth first-picking.

Embrace Oblivion
Score: 3.0
Comment: Removal that costs a sacrifice is harder to use in other sets, but in this set, with the Void mechanic to work with, it will be more valuable in the right situations. It can also occasionally remove black’s hard-to-kill artifact starships, which is all the more reason to put it in your main deck.

Entropic Battlecruiser
Score: 2.0
Comment: It enters for four as a vanilla artifact, and you must tap a creature with 1 power in order to make your opponent lose 3 life when they discard; becoming a 3/10 flying deathtouch artifact creature after Station 8 is where this card is relatively strong, but it is too slow.

It is not an unplayable card, but to get your ideal effect out of it, you need not only an appropriate build but also enough creature resources to charge it up.

Faller's Faithful
Score: 3.5
Comment: The usage situations are very varied and versatile! You can choose how to use it based on what you need most at the moment:

  1. Finishing off after combat, pairing with small creatures that suicide-attack to kill a big creature or a troublesome blocker;
  2. You can think of it as entering as a 3/3/1 and sacrificing a creature that was not dealt damage this turn to draw two cards;
  3. Even if your opponent is a cautious brave who does not get tricked, if necessary, giving your opponent two cards in order to forcibly kill their bomb is also acceptable.
  4. When your 3-drop slot is empty you can still just slap it down.

Fell Gravship
Score: 2.5
Comment: A sorcery-speed mill three, pick one up for three mana is so-so, and Station 8 for a 3/2 flying lifelink is not very attractive, unless it is the mid-to-late game with both sides’ ground creatures lined up and you need fliers to race for life.

Gravblade Heavy
Score: 2.5
Comment: Basically it will be a 4/4/4 deathtouch, but judging by its frame it will basically get blocked by your opponent and traded off. Paired with an indestructible trick it can attack with advantage, and when behind it can also block.

Gravkill
Score: 3.0
Comment: Considering this set is full of artifacts and the Station mechanic, the set should not be very fast, and four-mana exile removal is still a very solid choice that also prevents your opponent from reusing the card.

Gravpack Monoist
Score: 2.0
Comment: A poor body, and when it dies it is a one-for-one, which is okay; but overall the body is a loss on every count, so unless you are playing a Void theme and need fodder, you do not really want to use it.

Hullcarver
Score: 2.5
Comment: A 1/1 deathtouch artifact, a very good sacrifice target; no great loss when it dies, and it still triggers Void.

Hylderblade
Score: 2.5
Comment: Note that the attaching after Void happens on your end step; rather than for attacking, it is more like giving you a big enough blocker for defense after you attack. If you cannot reliably trigger Void, you do not necessarily have to use it.

Hymn of the Faller
Score: 3.0
Comment: If you cannot reliably enable Void, it is a two-mana surveil 1, lose 1 life, draw 1, but if you can reliably trigger Void it is very powerful.

Insatiable Skittermaw
Score: 3.0
Comment: A common with a chance to challenge for a 3.5, the brawler. In small-creature aggro, it is a quality 3-drop, and paired with early trades its body can easily grow to 4/4 or larger, and the menace ability becomes even more powerful in later attacks.

Lightless Evangel
Score: 2.5
Comment: A quality 2-drop for the black-based sacrifice theme, but if you are not playing that theme, it is just an ordinary bear.

Monoist Circuit-Feeder
Score: 3.5
Comment: Even without other artifacts, a 4/4 for six that gives your target creature +1/+0 and another opponent creature -0/-1 can, in the right situations, net a two-for-one or even three-for-one, a great mid-speed top-of-the-curve card.

Monoist Sentry
Score: 2.0
Comment: This guard looks like it is meant for the Station theme; if you do not have it, I do not really recommend using it. Losing tempo and card advantage is one thing, but if you face a swarm of 1/1 chaff attacking, you may not really want to use it to block either.

Perigee Beckoner
Score: 3.0
Comment: Warp lets it be used as a sorcery, whether simply +2 power to race for damage, or paired with creatures that have enter/die effects to gain a wave of value; a 4/5 body for five is also quite sturdy and can bring another wave of resources.

Requiem Monolith
Score: 3.0
Comment: As long as you have at least one creature with toughness 2 or higher on the battlefield, at the very least it drains 1 life and draws 1 each turn after landing for three. If you can make a suicide attack that must be blocked, you can earn even more cards. However, when your life total is low, be careful not to kill yourself through the pain because of your opponent’s red burn.

Scenario: after activating the ability, your opponent responds with burn for N, so you must draw N and lose N, where N is greater than or equal to your total life XD

Scrounge for Eternity
Score: 2.0
Comment: In ordinary usage situations, I actually do not recommend using this kind of graveyard-recursion card with an extra cost. After all, you first have to trade / discard / mill to get the target into the graveyard + sacrifice a creature/artifact as the cost. Although after resolving it also refunds a Lander token, the tempo of using it probably will not be very good.

Sothera, the Supervoid
Score: 4.5
Comment: If you are behind and your creatures have been traded off first, you can at least bring back one of your opponent’s creatures to stabilize your defenses; conversely, you are about to win. Note when using it, though: do not slap it down when you have an empty board with no creatures, or you will be crying with no tears at end of turn.

Sunset Saboteur
Score: 3.5
Comment: The floor is a 4-power guard or a Station pilot with flying. But considering this set’s Station theme with starships/planets, the curve before turn three may be on the empty side, and creatures brought in by Warp cannot stay back to block, so it seems the ceiling is an early-game card that hits the opponent for 4 every turn; in the mid-to-late game, paired with a bunch of removal it can keep winning solo (on the ideal side). But if your opponent has more than two creatures, or the one remaining gets fed too big, watch out for when not to attack and instead keep it back to block, so your opponent does not turn around and kill you.

Susurian Dirgecraft
Score: 2.5
Comment: A five-mana sorcery that reanimates a single non-token creature is too lousy… Station 7 is not a cheap price, so it cannot be treated as a creature.

Susurian Voidborn
Score: 3.0
Comment: Although the body is slightly lacking, Warp can trigger Void, and the drain effect of half a Blood Artistneeds special attention; it is great for finishing off damage.

Swarm Culler
Score: 2.5
Comment: Besides actively attacking, becoming tapped in this set also means you can use it to pay a Station cost; if you have extra creature/artifact tokens you can convert them into cards in hand, which is quite nice. The 4/2/4 flying body is also top-tier and can attack through opposing fliers with 1 to 2 toughness.

Don’t forget, it can also be used to pay the Convoke cost of Vote Out!

Temporal Intervention
Score: 2.0
Comment: Although triggering Void makes it a Thoughtseizewithout the life loss, you do not need to build a deck specially for it; just play it when you would want a three-mana discard spell anyway, and it is still more of a sideboard card.

Timeline Culler
Score: 3.5
Comment: Warp filling a one-mana slot in the curve, or serving as a Void trigger source, is great, and I encourage you to take them all and play mono-black. But a 2/2 body becomes somewhat awkward by the midgame, so when building your deck you also need pump cards or combat tricks to support it.

Tragic Trajectory
Score: 3.5
Comment: Quality removal that stretches as needed. Also, this set has no one-mana instant -2/-2 or burn-for-2, so this one-mana sorcery -2/-2 is already quite good and worth taking early; in the mid-to-late game, if it triggers Void it is almost a flat-out kill.

Umbral Collar Zealot
Score: 3.5
Comment: A powerful sacrifice source, and good friends with Lightless Evangel. The surveil 1 can also make your following development smoother or fill the graveyard with resources to use.

Virus Beetle
Score: 2.0
Comment: An ordinary creature, usually used to be sacrificed.

Voidforged Titan
Score: 3.0
Comment: A passable body, easy to cause a trade when attacking at five mana and trigger Void, and slapping it down in the second main phase to draw 1 lose 1 has great tempo.

Vote Out
Score: 3.0
Comment: Although it is a sorcery, a flat-out kill with Convoke always has a bit more flexibility to use; flat-out kills are good!

Xu-Ifit, Osteoharmonist
Score: 4.5
Comment: Even if what you dig back is a vanilla creature, if you do not kill it in time something big will happen. It is also quite good as a way to continually pull back creatures that can be sacrificed.

Zero Point Ballad
Score: 4.0
Comment: Although it has the life-loss side effect, a flexible sweeper, and even with X>=6 it can dig from the graveyard (including your opponent’s bombs!), is extremely strong!

Usage notes: It is not quite the same as a typical white sweeper’s usage situation; you cannot sell life early for a sweeper to trade for card advantage, rather you must attack and defend carefully: either pick an appropriate X value to clear the board with advantage (for example: most of your creatures have toughness 3 or more, most of the opponent’s have toughness 2 or less, X=2); or go for X>=6 to sweep + dig your opponent’s bombs back, provided your life stays at a healthy 10 or more. Paired with some lifelink or lifegain cards, you can use this card even more recklessly!

Conclusion

Many of the black cards support the Void theme, and relying on removal is still a very reliable game plan. There are also quite a few individual cards that can earn card advantage, as well as powerful bombs, and we believe that in Limited, black will be a very solid main or secondary color!

cephille
cephille
aka 豬鼻子的mtg世界, one of the site's co-founders.
Enjoys every competitive MTG format, both constructed and limited.
Hopes this site brings MTG lovers together to share their ideas.
Title
Edge of Eternities (EOE) Limited Review — Black
Author
cephille
Created at
July 22, 2025
License
This work is licensed under CC BY-NC-SA 4.0 .

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