These reviews represent my initial reactions and thoughts about the cards from Edge of Eternities for peasant cubes. These thoughts are all based on theory-crafting as I haven’t actually played with these cards. My main method of reviewing a card is to identify a comparable card and to highlight the relative strengths/weaknesses of those cards versus one another and to theorize about play patterns.
I group the cards into five categories: Strong/Staples, Interest, Similar, Unique/Synergy, No Interest.
Not every card will be reviewed to the same length.
Some mechanical thoughts:
Station/Spacecraft: A mechanic I’m having trouble evaluating, but that I think will ultimately fall short. One of the main use cases for vehicles (the obvious starting comparison) is that they grant your creatures pseudo-haste since they can be crewed the turn a creature is played. But this means you want cheap vehicles so they can be played early. Spacecraft tend to be expensive and I think very few decks are willing to play an expensive card that often does nothing or very little and then further weaken their board by tapping blockers. Obviously will vary card-by-card, but I think this is mostly a miss.
Void: Morbid x Revolt. Will likely tend to favor aggressive decks and can’t be triggered by fetchlands. Close enough to mechanics we’ve played before that I feel confident evaluating it.
Warp: Evoke x Adventure. I love adventure, but am actually down on most warp cards. Peasant has gotten enough power that most games aren’t about eeking a card-and-a-half worth of value for 2x the mana. Which is what most of the warp cards appear to be priced at.
Lander tokens: It’s like drawing Rampant Growth. I view this as somewhere around a clue worth of value. Obviously can fluctuate if you value landfall, but it’s still 2-mana to not effect the board.
Two tapped creatures: I’m evaluating this primarily as an aggressive mechanic because it appears to have been costed to appear in a set that allows for easy non-combat tapping (via spacecraft).
Strong/Staples:
None.
Interest:
Syr Vondam, the Lucent (U): This seems very strong. Its body is decent on its own, but it’s trigger is very very good. A better version of Maja, Bretagard Protector and Syr Alin, the Lion’s Claw. Double versus
may make a difference, though.
Similar:
None.
Unique/Synergy:
None.
No Interest:
Alpharael, Dreaming Acolyte (U): I wouldn’t play a 2/3 for 3-mana that draws a card on ETB in a guild slot. This is arguably slightly worse than that. I’d rather have Baleful Strix or Dreadwing Scavenger.
Biomechan Engineer (U): The body isn’t that useful and the activated ability is very expensive. I prefer both the ability of Gretchen Titchwillow and the body of Skyserpent Seeker.
Haliya, Ascendant Cadet (U): Once it finally attacks, it represents 5/5 worth of P/T for 5-mana, but the body starts under-statted. I’d rather have the similar and broader trigger of Kutzil. Malamet Exemplar, even though that card doesn’t fuel itself.
Interceptor Mechan (U): The entry rate for Rakdos cards is quite high and this card isn’t clearly better than Order of Midnight.
Mm’menon, Uthros Exile (U): I like Captain Storm, Cosmium Raider better for being a mana cheaper and starting with 1 more power, even if it can’t spread the counters as well.
Sami, Ship’s Engineer (U): This seems like a win-more card unless you’re explicitly supporting a tapping mechanic since the creatures likely need to attack and survive. And then it’s 4/6 of stats for 4-mana. Shrug.
Seedship Broodtender (U): The base creature of a 2/3 for 2-mana that mills 3 is fine, but unexciting. The reanimation is expensive and Obsessive Stitcher was medium - playable, but not exciting. I’d rather have Broodheart Engine.
Station Monitor (U): A worse Clarion Spirit.
Tannuk, Memorial Ensign (U): Will turn entirely on how many fetchlands you run. And even then, it’s likely Tannuk will need to stick around on the battlefield for a turn.
Strong/Staples:
None.
Interest:
None.
Similar:
Dauntless Scrapbot (U): Reasonably comparable to Scampering Surveyor.
Unique/Synergy:
All-Fates Scroll (U): 3-mana rocks are usually unplayable, but if this is 8-mana to draw 4 cards that is a late-game win condition.
Virulent Silencer (U): The non-token clause means that this is limited to a subset of artifact decks. And it interacts poorly with the living weapon-type equipments (who create tokens). But there can be a density of White-Red artifact creatures that might make this playable … if you want to support an infect-style combo deck.
No Interest:
Bygone Colossus (U): 9-mana with no ETB and no evasion. No.
Chrome Companion (C): Attacking is unlikely to be the way this card gains life. But as a GY-hate piece that gives you a small amount of incremental value, it’s not terrible. It can’t interact with the GY the turn you play it, however. Very likely to be underwhelming.
Nutrient Block (C): Unelss you’re explicitly supporting a artifact sac theme, I like Candy Trail more, and even in that deck, I think you’d prefer things like Ichor Wellspring.
Pinnacle Kill-Ship (C): 7-mana is just too much. I’d prefer Meteor Golem.
Survey Mechan (U): The body is too little power/toughness for the mana and the ability is likely to cost ~7-mana, 11 total mana for deal 3, draw 3, gain 3 isn’t a great deal.
Thaumaton Torpedo (C): In most cubes, Lunatic Pandora is just better.
Wurmwall Sweeper (C): 2-mana to surveil 2 isn’t great. This effectively also gives you a vehicle, though, that can be crewed by your T3 and T4 plays. But that needs to be in an aggressive deck and I don’t think that deck wants to spend T2 to not effect the board (or cast something effectively with Suspend 2).
Command Bridge (C): A minor upgrade over Transguild Promenade, but still too slow as a fixer.
Strong/Staples:
Diplomatic Relations (C): Holy misprint Batman! The day 0 errata to change it to “target creature you control” eliminates any interest in it as a sidegrade to Clear Shot and a step below Signature Slam. But if you choose to play it as written, it’s close to Green Murder. Which wouldn’t really be game-breaking, but is super cool and would be the best Green removal spell.
Interest:
Edge Rover (U): 1-mana 2/2 is a strong stat-line. It also has a keyword and a death trigger that isn’t even clearly a downside. This card is very strong.
Similar:
Ckose Encounter (U): Not sure if I prefer instant speed or the “from hand” ability of Monstrous Emergence. Neither can be blown out with targeted removal. Notably, this is worse with deathtouch creatures versus Master’s Rebuke et al. or Hard-Hitting Question. But it’s all in the same ballpark.
Meltstrider’s Resolve (U): Interesting if you want every part of the buffalo. Blizzard Brawl is a better sorcery speed fight spell if you’re supporting snow (and Tail Swipe is instant speed). But this feels like it’s in the same tier as Longstalk Brawl.
Unique/Synergy:
Galactic Wayfarer (C): A 3/3 for 3-mana that draws you Rampant Growth. Not synergistic with much, but that’s a lot for 3-mana.
Hemosymbic Mite (U): Requires both a deck that can pump this card’s power and an aggressive strategy. It’s a card that definitely plays much better ahead than behind, but it’s asking a lot for your 1-drop to solve all your problems. This will be playable in cubes that support Green aggro strategies with counters.
Intrepid Tenderfoot (C): It’s not good. But it’s also not bad. It curves into itself as a “3/3 haste” on Turn 3. And 3-mana isn’t that much. 6-mana to double activate is clearly achievable. It isn’t really a synergy piece, but like Galactic Wayfarer it just seems decent.
Meltstrider Eulogist (U): Previously we saw this trigger on Skyclave Shadowcat, but that card was a mana more expensive. Obviously, you need to have a decent number of counter enablers, but it’s not gated in any way. My only worry is that it will end up being a secret gold card.
Pull Through the Weft (U): 5-mana for Restock plus Explosive Vegetation is very good from a mana perspective, but this is also a 5-mana spell that doesn’t affect the board. You’re probably better off with Timeless Witness or similar for functional card advantage. But if you support heavy graveyard decks, this is a potential 4-for-1.
Seedship Agrarian (U): It likely attacks as a 4.4 with the threat to be a 5/5 and continually “draws” you Rampant Growth It doesn’t have an ETB effect, but it does present both a growing clock and something like card advantage. I like this more than Defiant Survivor, for example.
No Interest:
Atmospheric Greenhouse (U): Prefer Ridgescale Tusker.
Bionsynthic Burst (C): Compared to Gaea’s Gift this untaps the creature but doesn’t grant Hexproof. I think I prefer Gift and I prefer various 1-mana and scaling tricks over both.
Blooming Stinger (C): A better Toxic Scorpion, but that card wasn’t close to playable.
Broodguard Elite (U): Feels over-priced for its effect unless you have a way to increase the number of counters outside of mana. Even at 5-mana, a 3/3 that dies into 3/3 worth of counters isn’t very good.
Drix Fatemaker (C): Not enough stats for the mana cost. If you want to support +1/+1 counter decks with a trample enabler, I like Trollbred Guardian or Bramblewood Paragon more.
Eumidian Terrrabotanist (U): The body is slightly above-rate, so if you want to support lifegain in Green this might be interesting. Most decks will prefer Destiny Spinner or Traveling Botanist.
Eusocial Engineering (U): Similar to Chocobo Racetrack.
Fungal Colossus (C): The likely floor is a 5-mana 5/5. 4-mana seems likely and 3-mana possible. But Wumpus Aberration and Iwamori of the Open Fist are both more consistent.
Gene Pollinator (C): A sidegrade to Jaspera Sentinel.
Germinating Wurm (C): The lifegain is too small-ball. If you want a stabilizing vanilla body, play Obstinate Baloth.
Glacier Godmaw (U): This is actually kind of an 8-drop because you really want to be able to trigger landfall the turn you play it. Planning to have it survive a turn cycle and then using the lander token is a recipe for getting blown out.
Harmonious Grovestrider (U): Potential to get big, but also doesn’t have evasion and is anti-synergistic with non-land-based ramp. Braulios of Pheres Bands is likely better.
Icecave Crasher (C): We have better 4/4s for 4-mana and we have 5- and 6-power tramplers already as well.
Larval Scoutlander (U): A weird variant on Harrow, but I’d rather have the more mana-efficient original or Springbloom Druid. The payoff of a 3/3 flyer is too small.
Lashwhip Predator (U): The activated case is good, but not amazing. It likely helps stabilize, but it’s also not likely to have strong attacks given that your opponent has three creatures. We have better stabilizing plays and higher power plays for similar mana. Also, playing it turn 4 requires your opponent to have a specific draw that might not be that common.
Meltstrider’s Gear (C): A strictly better Rosethorn Halberd, but that card only makes sense in a very aggressive Green section.
Sami’s Curiosity (C): I think I’d prefer just playing Rampant Growth.
Seedship Impact (U): 4-mana for Rampant Growth + Naturalize (situationally) has upside but also doesn’t seem worth a cube slot.
Shattered Wings (C): The minor upside doesn’t make up for sorcery speed versus Airship Crash or Shower of Arrows.
Skystinger (C): Better than Netcaster Spider, but also not sure it’s that much better than Gloomwidow.
Tapestry Warden (U): They keep trying to make toughness-matters a viable archetype and it keeps falling well short - a 4-mana “4/4” vigilance isn’t changing that.
Thawbringer (C): I love Wary Thespian and this is its bigger brother. At 3-mana, though, I do worry that its vanilla body starts getting outclassed and I think I prefer Excavation Mole in the decks that want this type of effet. Close, though.
Strong/Staples:
None.
Interest:
Kavaron Harrier (U): Below Greasewrench Goblin, but I think similar to Embereth Veteran in power level, which makes on of the few 2/1s for 1 without downsides in Red that we have access to. Also, despite its length, the text box is also pretty clear.
Similar:
Melded Moxite (C): This is functionally discard 1, draw 3. But one of the drawn cards is a Gray Ogre. That’s a lot for 2-mana. I think it’s a better third “card” versus Bittter Reunion, but maybe not Witch’s Mark. I still prefer Demand Answers for the alternate cost and instant speed (and being a non-permanent), but this is in the same ballpark.
Plasma Bolt (C): They’re printing something close to Chain Lightning again. But sorcery speed is a big downside. Still, this card is clearly playable.
Unique/Synergy:
Cut Propulsion (U): This effect has usually been 4-mana (Inner Struggle) or 2-mana multicolor (Justice Strike), but its playability will generally turn on what portion of creatures in your cube it kills. Since most cubeable creatures are P > T, I’d expect this to be functionally Murder, which is playable, but not super exciting at 3-mana.
Terrapact Intimidator (U): Three pieces of cardboard for 2-mana is a big deal, but I think this is likely to be a 4/3 most of the time and simply eat a removal spell (or trade with a 3/2). Punisher cards are inherently worse than they look.
Territorial Bruntar (U): The body is slightly underwhelming for 6-mana since it doesn’t have an ETB or a way to push damage. The trigger, however, is really good and functionally draws you a card nearly every turn. Definitely a Baneslayer. Might be worth considering if you support a midrange Red deck.
Weftstalker Ardent (U): Very similar to Molten Gatekeeper and Witty Roastmaster, but this also triggers on artifacts. Still, its body isn’t worth much, so this is a combo/synergy card and its value will turn on the types of cards/decks you are supporting.
No Interest:
Debris Field Crusher (U): I don’t understand this card at all. It’s a small removal spell that “draws” you a very mediocre flyer that aggro decks don’t want and that control decks can’t really use.
Drill Too Deep (C): Much worse than Abrade in 99% of cubes.
Frontline War-Rager (C): We have multiple 3-mana 4/3s; not sure you want a finicky 2/3 that might grow.
Full Bore (U): Worse than Brute Force 99% of the time.
Galvanizing Sawship (U): 6-power “haste” is something, but it still can’t do anything on an empty board and I’d rather play one of the multiple Charging Monstrosaurs we now have.
Invasive Maneuvers (U): Worse than Lightning Bolt or Fire Prophecy etc.
Kav Landseeker (C): Would I pay 4-mana for a 4/3 menace that draws me a (temporary) Rampant Growth? I don’t think so.
Kavaron Skywarden (C): I’d rather have the card selection of Thunderhead Gunner over the potential growth.
Kavaron Turbodrone (C): We have 1- and 2-mana versions of this effect. This seems pretty similar to Hotfoot Gnome.
Lithobraking (U): I prefer the upside on Fire Magic.
Memorial Team Leader (U): I think I prefer Bolt Hound.
Molecular Modifier (U): A slight upgrade over Haradrim Spearmaster, but not much different.
Nebula Dragon (C): 6-mana is a lot less than 7-mana, so I’d probably prefer Skoa, Embermage even if the body is slightly worse.
Orbital Plunge (C): I think Torch the Witness is likely better (both at 4-mana and other values).
Oreplate Pangolin (C): Paying 1 is a real cost and limits the power here versus something like Captain Storm, Cosmium Raider.
Red Tiger Mechan (C): The base body isn’t good enough and paying 2-mana to “dash” a 3/3 for a turn isn’t super exciting.
Remnant Elemental (U): Unless you have lots of fetchlands, I think this is a very defensive card in a very aggressive color.
Rig for War (C): This is actually a defensive version of this trick and I prefer the various 1-mana versions.
Roving Actuator (U): The payoff is likely worse than Flametongue Kavu and it’s not consistent.
Ruinous Rampage (U): I don’t know what deck this is for.
Slagdrill Scrapper (C): A better Akki Scrapchomper, but I think you’re probably better off with Sprouting Goblin.
System Override (U): We have other Threaten effects with more relevant upsides.
Vaultguard Trooper (U): I think Thunderhead Gunner is more consistent.
Zookeeper Mechan (C): I think I prefer Sunset Strikemaster.
Strong/Staples:
Umbral Collar Zealot (U): Viscera Seer got swole. A free sac outlet is one of the more powerful engines in magic, but the value here isn’t huge and isn’t automatically game-winning - this is likely to be a minor synergy multiplier in most decks or part of a persist style combo. That it’s also a 3/2 for 2-mana with no downside, though, means that its floor is quite high. I had been remotely interested in Wretched Doll from DFT, but this is miles better.
Interest:
Timeline Culler (U): is a tough pill, but this is a decent Black-X aggro card and potentially a cheaper Reanimating Skeleton (it costs life, but if you can repeatedly sacrifice it it only costs 1-mana per return). Super interesting as a way to back-door Black aggro without wasting cube slots.
Similar:
Faller’s Faithful (U): A sidegrade to Fell Stinger. It has different modality, but the weaker body makes me like it a tiny bit less. It probably is better in an aggressive deck, though.
Unique/Synergy:
Hylderblade (U): The timing on this means it is vulnerable to removal and the equip cost means you really want to be utilizing the free equip. It is cheap for a big power boost, but I think I’d prefer Dark Knight’s Greatsword for a similar-ish effect. With that said, the play pattern of equip (hopefully for free) and then repeatedly swing and re-equip is appealing.
No Interest:
Beamsaw Projector (C): I’d prefer Undercity Dire Rat.
Blade of the Swarm (U): Not sure Black has a 4-mana 5/3, but that also isn’t an exciting statline.
Comet Crawler (C): I prefer Baleful Ammit.
Dark Endurance (C): Armor of Shadows is likely more consistent and Maximum Overdrive has more upside.
Decode Transmissions (C): I’d prefer Diresight for the same cost.
Depressurize (C): Long Goodbye or any of the Doom Blades are probably better.
Dubious Delicacy (U): This is a removal spell that leaves another piece of cardboard on the battlefield to be used a la Grim Bauble, but the rate isn’t as good. I’d prefer Bauble to this and I think Bauble is only fringe playable.
Embrace Oblivion (C): We have plenty of Bone Splinters variants with better upsides.
Fell Gravship (U): I think this is worse than Carrion Cruiser.
Gravblade Heavy (C): The turned-on stats aren’t exciting.
Gravkill (C): Feed the Serpent is , so this is likely slightly better, but it’s almost certainly still below the Doom Blades.
Graypack Monoist (C): Wind Drake just isn’t playable. Dying into a tapped 2/2 doesn’t bridge the gap. Also just clearly worse than Night Scythe.
Hullcarver (C): Less upside versus Vampire of the Dire Moon or Foulmire Knight.
Hymn of the Faller (U): Without the void trigger, it’s a good bit worse than Resentful Revelation. And even with it, it’s not that much better than Night’s Whisper.
Insatiable Skittermaw (C): Under-rate creatures that grow slowly when things die generally underperform unless the body is close-to-rate already and this isn’t.
Lightless Evangel (U): There are better synergy pieces that take advantage of you sacrificing other creatures.
Monoist Circuit-Feeder (U): Dark Hatchling is likely to be more consistent.
Monoist Sentry (U): Not sure this is much different than a 1-mana deathtoucher.
Perigee Beckoner (C): A mid upgrade over Rage-Scarred Berserker, but the ETB trigger isn’t guaranteed to be impactful.
Scrounge for Eternity (U): We have better Reanimate]s including Victimize.
Susurian Dirgecraft (U): The ETB is unlikely to be strong after you reach 5-mana and the station cost is too high.
Susurian Voidborn (U): We just got a similar Blood Artist-type effect with slightly better stats in Al Bhed Salvagers and I don’t think the alternate upside of warping this excites me. I think both are worse than the 2-mana versions and Bastion of Remembrance.
Swarm Culler (C): I like Vampire Gourmand more.
Temporal Intervention (C): I’d rather have a more consistent 2-mana version (Agaonizing Remorse or a 1-mana narrower version (e.g., Inquisition of Kozilek], Dreams of Steel and Oil).
Tragic Trajectory (U): Fatal Push is instant speed and Tragic Slip doesn’t see much play.
Voidforged Titan (U): This could work as the top end of an aggressive deck, but I’m concerned the card draw will be inconsistent (and if you can’t trigger it, it’s a 5/4 vanilla, which is not playable). It is cheaper (and less consistent) than First-Sphere Gargantua or Phyrexian Gargantua and Black 5s are not an overwhelmingly strong section, but I still am not excited.
Vote Out (U): Cheaper Mob, but at sorcery speed. I prefer Collective Nightmare.
Strong/Staples:
None.
Interest:
Cryogen Relic (C): Really matters that this says “leaves the battlefield” versus “dies” as it can make things like Flickerwisp and Ghostly Flicker draw two cards. It’s fail case as a 4-mana draw 2 with small upside is also very acceptable.
Similar:
Codecracker Hound (U): A strict upgrade on Sibsig Appraiser. If the warp cost was 2-mana, I’d think it was an instant include. I still think it’s close. Organ Hoarder has been in my cube for awhile and is a great glue piece, but feels expensive at 4-mana.
Unique/Synergy:
Atomic Microsizer (U): Cool equipment that does two slightly different things - it can shrink an opposing creature or guarantee 2+ unblockable damage. In the second mode, I like it better than Aether Tunnel. But you definitely need an aggressive Blue deck to be supported - it’s pretty useless on defense.
Mechan Assembler (U): There’s a big payoff here, but it relies heavily on being able to consistently trigger it - so you’ll need decks with 10+ artifacts or ways to repeatedly make them. Third Path Iconoclast is interesting, as is Saheeli, Sublime Artificer.
No Interest:
Cerebral Download (U): I think you’ll be better off with Unfathomable Truths.
Cloudsculpt Technician (C): I think this will play very similarly to Gitaxian Raptor and we can already play Serendib Efreet.
Cryoshatter (C): I think I prefer Unable to Scream.
Desculpting Blast (U): I prefer the upside of Into the Roil or the cheapness of Into the Flood Maw.
Divert Disaster (C): There is a christmasland scenario where this puts your opponent in a terrible spot, but like all punisher cards, I think this is going to play well below that. This is mostly Quench. And we’ve gotten versions of Quench with better upsides.
Gigastorm Titan (U): While it has a better floor, the ceiling on Illusory Angel is significantly higher.
Illvoi Galeblade (C): Spectral Sailor seems better. Maybe slightly better than Merfolk Windrobber.
Illvoi Infiltrator (U): I prefer Shoreline Looter.
Illvoi Light Jammer (C): An upgrade over Starlit Mantle, but I’d prefer Saiba Cryptomancer.
Illvoi Operative (C): Essentially the same as Razzle-Dazzler.
Lost in Space (C): Worse Vanish from Sight.
Mechan Navigator (U): Unless you have other ways of tapping creatures, this will play worse than Shoreline Looter or Looter il-Kor.
Mechan Shieldmate (C): Worse Shipwreck Sentry (unless you need massive numbers of artifact creatures).
Mechanozoa (C): Similar to Ice Flan and I think worse than Splash Lasher.
Mental Modulation (C): I’d probably prefer Hithlain Knots, but the more aggressive your Blue decks are the better the 1-mana option for this spell is.
Mouth of the Storm (U): 7-mana is a lot and I prefer the alternate option on Waker of Waves.
Nanoform Sentinel (C): I didn’t like Sage Nouliths and this can’t even give itself “vigilance.”
Scout for Scrap (U): We already have Tinker and Fabricate. The graveyard option is a bonus, but I think the first two options are higher power and sufficient.
Selfcraft Mechan (C): A variant on Benthic Crimonologists. It’s a mana cheaper, but it can’t provide continuing card advantage. I like Criminologists more.
Sinister Cryologist (C): The ETB effect isn’t nothing, but it doesn’t make up for a pretty underwhelming body.
Specimen Freighter (U): I think you’d prefer Angler Drake.
Starbreach Whale (C): The base-body is a slightly better Watcher in the Mist and the warp ability is over-costed.
Steelswarm Operator (U): I like Oaken Siren slightly more.
Tractor Beam (U): A peasant version of Kitnap, which wasn’t great. Just play Control Magic.
Unravel (U): We have better Cancel variants (like Refute).
Uthros Psionicist (U): mana is a substantial discount and the body is decently beefy for 3-mana. But I’m not sure this is manifestly different/better than Highspire Bell-Ringer.
Uthros Scanship (U): 4-mana to “draw” three and discard one. I’d rather play Thirst for Discovery or Brainsurge.
Strong/Staples:
None.
Interest:
Honor (U): A+ art. Super clean design. Not the strongest card, but the opportunity cost is pretty low. I want to find a home for this, but I’m probably being optimistic.
Similar:
Emergency Eject (U): Path to Exile is a good removal spell because it’s cheap. It has a significant downside. This has a similar, but more expensive (for your opponent) downside. And it costs a lot more. I like this more than Stroke of Midnight, but I think it has similar problems.
Focus Fire (C): Strictly better Outflank and I think I value the higher ceiling slightly more than the slightly lower floor versus Elspeth’s Smite and Joust Through. Slightly worse in super creature-low control decks, though.
Scout for Survivors (U): You’re overpaying by 1 over Recommission if you’re returning only a single creature and Dewdrop Cure lets you get back more total mana value, but getting back a strong 2-drop and a Thraben Inspector (now a 2/3) or a Mother of Runes seems decently powerful.
Seam Rip (U): A sidegrade versus Portable Hole; enchantment is usually a harder-to-interact with type, but if you are supporting a lot of enchantment-based removal, there may also be value in diversifying the types of your removal.
Unique/Synergy:
Auxiliary Boosters (C): I think this card could be a sleeper overperformer in limited (and maybe in cube). A 3/4 flyer for 5-mana is a little below rate, but mana to equip for flying and +1/+0 isn’t too far below Kitseail and this doesn’t make you waste a cube slot on such a card. Possibly interesting for cubes that support White artifact decks that are aggressive or midrange.
Dual-Sun Adepts (U): Probably a better version of this creature than Blade-Blizzard Kitsune (where the Ninjutsu cost doesn’t really add much) and the group pump here, while very expensive, does serve a clear purpose in the decks that likely want the body.
Honored Knight-Captain (U): My first reaction was that I prefer the “flash” on Resolute Reinforcements or Raise the Alarm over an equipment tutor. But because this brings it to the battlefield, it has a lot of synergy with Colossal Dreadmask et al. A minor synergy, but could be relevant in the right cube.
Reroute Systems (U): 1 mana for a split-card of very slightly worse versions of Slash of Talons and Sheltering Light. That’s a pretty useful spread of utility, but it’s still a sideboard type of card.
Rescue Skiff (U): I’ve been pretty down on the spacecraft, in general, but this one seems closer than a lot of the others. 6-mana reanimation is obviously too expensive, but if you had a 6-mana 5/6 flyer that reanimates a creature, that would be the best White 6-drop we had. 10+ is a lot, but if you reanimate a 5+-power creature, this is 1-turn away from that. I am still skeptical because it is 10 to station, but this does bring something in that can immediately station.
Squire’s Lightblade (C): The opposite of Seam Rip as this is an artifact version of Military Discipline. It’s likely better since you can re-equip it, but the equipment bonus is so minimal that I think it’ll play nearly identically.
Starfield Shepherd (U): We haven’t gotten a Ranger of Eos effect in peasant before, but at the same time there aren’t that many truly impactful 1-drops (Mother of Runes … ). And paying 2-mana just to tutor Mom or 5-mana to get a 3/2 flyer and draw Mom both aren’t great. It does let you hit a land-drop, but that also suggests you’re in a more mid-range or controlling dck so not sure what 1-drop you’ll be looking for.
Sunstar Expansionist (U): In most aggressive decks, this will be a 2-mana 3/3 for turns 3, 4, 5. That’s decently strong. The lander option isn’t super exciting to me because it isn’t likely to trigger on the play and, on the draw, you need to play the Expansionist off-curve.
Sunstar Lightsmith (U): Draw a card is a helluva line of text. It also works to mitigate the downside of “double spells matters” - that you tend to run out of spells to cast. My one concern is you’ll want to trigger this the turn you play it, so it’s actually a 5+-drop (unless you play a lot of Plot cards) and a 4/4 that draws a card isn’t amazing at 5-mana.
No Interest:
All-Fates Stalker (U): I’m generally down on Banisher Priest-type creatures since they make your removal itself vulnerable to removal. Stalker is a mana more and is only slightly-better statted. The warp ability does let you kill a token or blink a creature a la Touch the Spirit Realm, but I think it’s still over-costed. If you really want the blink effect, I like Pegasus Guardian more.
Brightspear Zealot (C): The reality is that casting two or more spells in a turn only happens once or twice in a game (and usually already swings the game in your favor). I think I like Eowyn, Lady of Rohan more in most decks or Losheel, Clockwork Scholar in artifact decks.
Dawnstrike Vanguard (U): At 6-mana, you are very unlikely to have clean attacks and, if you can do so AND have two tapped creatures remain alive, I think you’re already winning. I’d rather play Lulu, Loyal Hollyphant for a similar effect.
Dockworker Drone (C): I think I like the 1-mana versions of this effect more.
Dual-Sun Technique (U): As Double Cleave or Rustler Rampage, it’s not good enough. If it draws a card, the opportunity cost drops, but the variance makes it uninteresting.
Exosuit Savior (C): Prefer both Loyal Gryff and Emancipation Angel.
Flight Deck Coordinator (C): The lifegain is pretty minor and the deck that is likely to have lots of tapped creatures is aggressive, so it’s also anti-synergistic unless you’re in a pure racing situation.
Knight Luminary (C): The warp option doesn’t make up for less P/T versus Daysquad Marshall; 2-mana for a 1/1 is just too little for too much.
Luxknight Breacher (C): I likely prefer the cheaper (although slightly smaller) Sheriff of Safe Passage.
Pulsar Squadron Ace (U): This is essentially a 2/3 for 2-mana and we already have those with better upsides.
Radiant Strike (C): I’d prefer Make Your Move; this is simply too expensive/restrictive.
Rayblade Trooper (U): Akki Ember-Keeper hasn’t seen much play and this is +1 mana for +1/2 worth of stats. Alharu, Solemn Ritualist is 5/5 worth of stats and makes flyers. Ultimately, I don’t see a super high ceiling here. I don’t think this does enough by itself - you’d need to have a heavy counters theme to really make this card impactful.
Starfighter Pilot (C): A marginally-better version of Attentive Sunscribe, but unless you have a theme of tapping creatures without getting them into combat, it’s below rate.
Starport Security (C): I think this is strictly worse than Gideon’s Lawkeeper.
Wedgelight Rammer (U): A 2/2 and a hard to achieve 3-power flyer aren’t worth it for 4-mana.
Weftblade Enhancer (C): Too expensive for its effect; compare to Aerie Auxillary. The warp cost isn’t super appealing either as a White Tuinvale Treefolk.
Zealous Display (C): Not sure it’s appreciably better than Borrowed Grace.
These reviews represent my initial reactions and thoughts about the cards from Final Fantasy for peasant cubes. These thoughts are all based on theory-crafting as I haven’t actually played with these cards. My main method of reviewing a card is to identify a comparable card and to highlight the relative strengths/weaknesses of those cards versus one another and to theorize about play patterns.
I group the cards into five categories: Strong/Staples, Interest, Similar, Unique/Synergy, No Interest.
Not every card will be reviewed to the same length.
I’m going to skip my normal mechanical thoughts.
Colorless:
Strong/Staples:
None.
Interest:
None.
Similar:
None.
Unique/Synergy:
PuPu UFO (U): Kind of a colorless Arboreal Grazer. 0/4 flying pretty much brickwalls most small aggro creatures.
Relentless X-ATM092 (U): A worse Hexmark Destroyer, but colorless Troll of Khazad-dum that can come back is potentially interesting (although Troll’s real value is in cycling).
No Interest:
Adventurer's Airship (C): Struggler’s Copter. I think for the price you’d just run Night Scythe, which crews itself.
Blitzball (C): Starting Column’s condition is likely easier to meet.
Elixir (U): You should prefer Elixir of Immortality
Instant Ramen (C): I prefer Lembas and Candy Trail.
Iron Giant (C): 7-mana no-ETB doesn’t cut it even if it does stabilize the board well.
Lion Heart (U): It’s roughly 5-mana worth of effects for 4-mana (Draw 2 = 2-mana; Vulshok Morningstar = 2-mana; Shock = 1-mana), but I think it’s all a little too small.
Lunatic Pandora (C): The surveil option is massively over-costed and the single target removal is, too.
Magic Pot (C): Thoroughly mid.
Monk’s Fist (C): A worse colorless Ancestral Blade.
Ring of the Lucii (U): A (functionally) 4-mana tap ability is worse than the buyout on Hedron Archive.
Strixhaven Stadium (U): The other Rare downshift from FCA. The problem here is that a colorless Manalith is at odds with a go-wide aggro deck. Cute, but not strong.
World Map (C): Wanderer’s Twig isn’t playable and there aren’t enough strong lands to make the second option worth it.
Lands:
Strong/Staples:
None.
Interest:
None.
Similar:
None.
Unique/Synergy:
Eden, Seat of the Sanctum (U): Colorless land with a very expensive Regrowth attached. Probably not worth messing up your mana for it, but it is fully colorless. Unique effect at peasant.
No Interest:
Adventurer’s Inn (C): In 99.9% of cubes, this is a functional reprint of Radiant Fountain.
Baron, Airship Kingdom et al. (L): New rarity! Unless you’re supporting towns, these are functional reprints of guildgates.
Capital City (U): Side-grade to Conduit Pylons; Pylons is probably slightly better.
Crossroads Village (C): Strictly worse (in 99.9% of cubes) versus any of the Thriving Lands, CLB Gates, Edgewall Inn, Night Market, etc.
The Gold Saucer (U): Every option is too expensive/too variable.