Edge of Eternities (EOE) Limited Overview — Green
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 learn more about how individual cards rate in Limited and our recommendations? Then check out this EOE Limited overview series!
- For the mechanics, see this article: Edge of Eternities Mechanics Explained
Grading Scale
5.0: Must-pick unconditionally, brings an advantage close to victory
4.5: Must-pick unconditionally in the right color pair, brings a large advantage
4.0: First-pick quality, extremely good synergy with the color pair’s theme, can be the deciding card for splashing/pivoting colors or entering a color pair
3.5: The set’s top uncommons and commons and other cards of sufficient power, good synergy with the color pair’s theme, can be the key card for entering a color pair
3.0: Important cards for a color pair’s theme and other above-average cards; you’ll want them in the final deck
2.5: Average, usually a decent curve filler
2.0~1.0: Below average, generally lean toward not playing it; can be used as filler when necessary, but not too many
0.5~0.0: Unplayable, basically don’t play it, it will only help you lose
Ratings

Score: 2.5
Comment: An excellent enter effect; after Station it becomes an excellent 5/4 flying trampler, enough to win the game, and putting +1/+1 counters on everything when it enters helps with Station, speeding up the timing when Spacecraft start operating. A card worth one or two copies in green-based builds.

Score: 3.0
Comment: A card you hope to cast on time. The Lander token it provides on entering also helps you reliably trigger its own effect in the mid game; I recommend using it in green or counter-focused builds.

Score: 2.5
Comment: An excellent combat trick that works for both offense and defense. It lacks hexproof, but gains a reset effect, which makes it more flexible in combat, and if you successfully blindside the opponent it can bring a big advantage.

Score: 2.5
Comment: An excellent creature that can both attack and defend, and it can give one creature deathtouch to attack together, easing the pressure of creature trades.

Score: 3.0
Comment: An excellent leaves-the-battlefield effect; happy to draw it whether early or late.

Score: 3.0
Comment: A creature-removal card green likes. Worth mentioning is that creatures exiled via Warp also count, which fixes the drawback of needing a creature on the battlefield.

Score: 3.0
Comment: An excellent card that supports attacking while also clearing the way.
One more note: A Statement on the Rules Text of Diplomatic Relations from Edge of Eternities. According to this article published officially on July 21, 2025, the actual card has errata: “Target creature” now reads “Target creature you control”,
so you can no longer use the opponent’s creature to kill the opponent’s creature.

Score: 3.0
Comment: A counters effect green likes, and trample raises its ability to win the game.

Score: 2.5
Comment: A one-mana 2/2 with reach. Its leaves-the-battlefield effect does give the opponent a Lander token, but its excellent body makes that entirely acceptable.

Score: 2.5
Comment: A simple and effective Landfall effect, plus an excellent two-mana 2/3 body; worth one copy in any style of build.

Score: 3.0
Comment: A simple and effective Landfall effect with a cheap Warp cost, but it needs an enchantment on the battlefield to trigger Landfall, so it can’t act on time at five mana, which needs extra attention when building.

Score: 3.5
Comment: A unique enter effect that can build an advantage if it pairs with other Landfall effects. The only drawback is the high cost, but this set has many excellent acceleration options, and it has every chance to flip the game.

Score: 3.5
Comment: A two-mana 3/2 plus five positive effects; just by standing there it makes its presence felt, and any way you look at it, it’s super strong.

Score: 2.5
Comment: A card worth including if you play functional lands or multicolor, but not recommended in color pairs of fewer than three colors.

Score: 3.0
Comment: A three-mana 3/3 is a fine body, and entering with a Lander token helps with color fixing or synergizes with other colors’ artifact themes, making it a very flexible card.

Score: 2.5
Comment: A simple fixing creature that can also pair with other colors’ creatures that have extra effects when tapped; at worst it can pair with Lander tokens or spare lands. It’s definitely not hard to use.

Score: 2.5
Comment: A simple five-mana 5/5 creature; gaining 2 life is not nothing, and it also pairs well with Close Encounter.

Score: 3.0
Comment: A simple big winning creature; the Landfall vigilance, +1/+1, and haste are all useful for both offense and defense.

Score: 3.0
Comment: An excellent creature with built-in protection, raising the late-game ceiling.

Score: 2.0
Comment: Very good in decks built around the counters theme, and it also pairs with Gene Pollinator.

Score: 2.5
Comment: An excellent attacking creature, and a four-mana 4/4 isn’t bad either.

Score: 3.0
Comment: An excellent effect that the Landfall theme absolutely needs, but be careful not to mill yourself out and lose; it’s best paired with some graveyard-recursion cards.

Score: 2.5
Comment: An excellent two-mana curve creature; one copy won’t be bad, but note that it can only be activated at sorcery speed.

Score: 2.5
Comment: An excellent Spacecraft that the Landfall theme will want one of. Most of green’s flyers in this set are Spacecraft, so I recommend making sure you have a few of them.

Score: 3.0
Comment: A six-mana 5/7 with reach is decent by itself; if both sides keep casting creatures, it can come down on turn four, which is quite strong, and when you’re behind on board it is also a solid topdeck.

Score: 3.0
Comment: An effect with an extremely high ceiling, and if you successfully Warp it for one mana you can build a huge board advantage, making it an excellent card for entering green.

Score: 2.5
Comment: An excellent resource-refill card; if you’re building around counters, I recommend including one.

Score: 2.5
Comment: Its biggest drawback is the high Equip cost, and it pairs well with creatures that have trample to make advantageous trades.

Score: 3.0
Comment: A simple fight; the +0/+2 ensures your own creature survives, and the excellent effect of being blockable only by a single creature means it is destined to be an attacking card.

Score: 3.5
Comment: A solid four-mana 4/4 body plus an excellent Landfall effect, very suitable as a card for entering green.

Score: 4.5
Comment: A simple, brutal effect that can end the game as long as it survives; if you play green you must include it.

Score: 2.5
Comment: An excellent recursion effect, but the cost is too high, so I only recommend it for a self-mill theme; but if you can do it all, a 4-for-1 resource gap for five mana is still quite terrifying.

Score: 2.5
Comment: If you can cast it on time for one mana, it’s an excellent card, and it’s also excellent with an artifact or Landfall theme.

Score: 3.0
Comment: A creature that gets stronger the longer the game goes, and if you can pair it with Gene Pollinator, it’s an easy combination that can both attack and defend.

Score: 2.5
Comment: This set has quite a lot of artifacts (every color pair has Spacecraft), and including one won’t hurt.

Score: 2.5
Comment: Compared with the previous card, Seedship Impact, this one being a sorcery is a pity, but it has a broader target range for killing flyers.

Score: 2.5
Comment: A simple and effective flyer blocker; a three-mana 3/3 body isn’t too bad on offense either.

Score: 3.0
Comment: If you successfully Station it, you get a free creature entering every turn, and its three-mana cost lets it come down at an earlier stage, so it’s a card with a very high ceiling; but its floor is also very low, so mind the timing.

Score: 3.0
Comment: An excellent card that changes the rules of attack and defense in the game, and it can help Spacecraft Station; even if you don’t build around it, you can simply pair it with Meltstrider’s Resolve to build an advantage.

Score: 3.5
Comment: A very important card for entering the counters theme, fixing green’s problem of running out of steam.

Score: 2.5
Comment: Possibly green’s most ordinary card, but the card selection from surveil is also quite important.
Conclusion
This set’s green cards all do what they should for their cost, and have no overly complicated or hard-to-understand effects; in addition, this set has no common dual lands, so fixing options are quite limited. I recommend prioritizing green’s excellent spells and pairing them with land-fetching spells to avoid losing games to color screw.
- Title
- Edge of Eternities (EOE) Limited Overview — Green
- Author
- ZHAN
- Created at
- July 23, 2025
- License
- This work is licensed under CC BY-NC-SA 4.0 .




