
Chris Says
September 8, 2026 Zeta Legality
The recent announcement of Secret Lair Zeta has sparked some controversy in the pauper community, which has knock on effects for Eternal Artisan as we use largely the same legality logic. After some back and forth the downshifts from Zeta were legalized in pauper, and brought 10 new cards into EA. I will go over them here in order of how interesting/viable they are starting with my least anticipated card, Cruel Reality.
Cruel Reality

Cruel Reality is an expensive but impactful curse. In EA creatures attacking is the primary win condition for most decks, so eating away at them over time can be a good strategy. The main downside is the card being seven mana. Cruel Reality
does not have the immediate effect on the board necessary to justify ramping into it, so the most likely home I can see would be some kind of enchantment control deck. Overall the card is too slow and likely not worth running until we get a good way of cheating it out.
Clone

Clone is a classic effect that has been redone many times in Magic’s history. We have a few derivations of this card in EA and none of them have seen play yet. I do not expect clones to be usable until there is a combo similar to Gyruda, Doom Of Depths
introduced. Not many decks are running around with expensive creatures, so clone has little to no purpose on it’s own.
The Jolly Balloon Man

The Jolly Balloon Man
Legendary Creature — Human Clown
Haste
,
: Create a token that's a copy of another target creature you control, except it's a 1/1 red Balloon creature in addition to its other colors and types and it has flying and haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
The Jolly Balloon Man is a bizarre Boros legend that copies creatures as 1/1 flyers with haste. The Man has haste himself so he can do this on the turn he is played. I do not see this card being played fairly, but there is at least one infinite combo revolving around him. The combination of The Jolly Balloon Man
, Sewer-veillance Cam
, Nurturing Pixie
, and a mana creature that taps for at least a blue and a generic (Gyre Engineer
among others) creates infinite 2/2 pixies with haste by repeatedly bouncing Sewer Cam to untap both The Jolly Balloon Man
on enter and the mana creature on leave. This is a 4 card combo across 4 colors, so I do not expect it to be good in the slightest, but this card has a lot of potential to improve over time if the combo can get 1 card or 1 color smaller.
Cloud Key

Cloud Key
Artifact
As this artifact enters, choose artifact, creature, enchantment, instant, or sorcery.
Spells you cast of the chosen type cost less to cast.
Cloud Key is a versatile cost reducer that has potential in storm decks and artifact decks alike. Izzet storm could pick up this card as a replacement to goblin electromancer, as it cannot be hit by spot removal and necessitates bringing in artifact removal. Cloud Key
does cost more than the cost reducers currently played, but incentivizes the deck to go bigger with more control elements rather than trying to win ASAP before your reducer is removed. Artifact decks already get a similar effect to this with both Glaring Fleshraker
and Skittering Precursor
, so I do not expect this card to revolutionize that archetype until a color other than red becomes a better fit for the deck.
Lord Skitter, Sewer King

Lord Skitter, Sewer King
Legendary Creature — Rat Noble
Whenever another Rat you control enters, exile up to one target card from an opponent's graveyard. At the beginning of combat on your turn, create a 1/1 black Rat creature token with "This token can't block."
Lord Skitter, Sewer King is a decent midrange card that has useful utility in exiling cards from your opponents graveyard. Three mana may be too slow for most black based decks, and the aggressively bent tokens do not help this fact. I have experimented with Golgari lists playing mana dorks, but I think the best fit for this card would be in the consuming corruption swamp midrange deck. An army in a can is a reliable threat for a deck with 16+ spot removal spells.
Gigantosaurus

Gigantosaurus
Creature — Dinosaur
Gigantosaurus is one of if not my favorite Magic card of all time. This placement, and the amount I will play with this card are therefore very biased. Being mono colored in EA is not as big of a downside as it can be in other eternal formats, but green presents some challenges as the “worst” color in the format. A deck with adequate ramp and aggression can use Gigantosaurus
alongside Berserk
for fast and unexpected kills. Rancor
and Aspect of Hydra
can grant the deck more consistency when you don’t draw Berserk
. The other creatures around it are still in contention, but pump spells and ramp effects are core to Gigantosaurus
’s identity in the EA format.
Raffine, Scheming Seer

Raffine, Scheming Seer
Legendary Creature — Sphinx Demon
Flying, ward
Whenever you attack, target attacking creature connives X, where X is the number of attacking creatures. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Raffine, Scheming Seer was a standard all star for years, but may fall to the wayside due to its steep color requirement. I believe Raffine to have a higher ceiling than the cards mentioned previously, due to its synergy with Unearth
and Helping Hand
effects. A 3 color aggressive/midrange deck is not currently viable in EA, but a deck playing two of those colors and splashing a third could run Raffine with the help of the Unearth
effects. Raffine may be the only blue/white card played in those decks, and only 1 splash basic alongside Contaminated Landscape /Obscura Storefront can make the deck’s mana as streamlined as possible. Once the card is in play it has a large effect on the board. Raffine’s trigger happens on attack, not on when Raffine attacks, so it has immediate value when it hits the table. Ward 1 can allow it to survive a turn or two in the early game, potentially growing your threats to outsize the opponent’s board. The color requirement is a steep cost to build around, but the payoff of having Raffine is likely worth the trouble. My starting points are Dimir with Gran-Gran
and Hydroponics Architect
and Orzhov with Raffine's Informant
and Helping Hand
, but an Azorius version is also possible with Helping Hand
and Recommission
.
Doomsday

Doomsday is an iconic combo piece for eternal formats, and has some potential in EA. Doomsday
is such a difficult card to play with that I do not think the early data will be indicative of its strength. Dimir is the most likely color combination, but a Rakdos or mono black Doomsday
build could be possible as well. I have mapped out the piles for Dimir and the most common one is Thought Scour
on top, which mills Laboratory Maniac
and Deep Analysis
drawing Unearth
. Unearth
is cast returning Laboratory Maniac
, and Deep Analysis
draws the remaining card and wins the game. With 7 mana and a Chromatic Star
in play you can win in the same turn as you cast Doomsday
, but if there is a window, pass the turn piles can be made from turn 2-3 onward. This combo is somewhat compact, so I recommend pairing it alongside many spot removal spells, cantrips, and bigger draw spells like Stock Up
/Dig Through Time
. The spot removal keeps aggro decks at bay while assembling the mana and the Doomsday
. Cards like Fatal Push
also enable a possible transformational sideboard plan where you take out the Doomsday
combo in favor of Tolarian Terror
and Eddymurk Crab
with even more removal. Laboratory Maniac
being a 2/2 makes it very vulnerable to spot removal, and many one mana spells can take care of it. This makes going for the combo very risky against red decks with burn spells. The combo can still work against counterspells due to the rate of Dispel
, but I do not think Doomsday
is worth it after sideboarding against a red opponent. Overall the archetype seems promising with many lanes to explore.
Hornet Queen

Hornet Queen is an instant board presence, filling the sky with deathtouchers. Green ramp decks like Aftermath Analyst
combo and Reanimator decks could make use of Hornet Queen
to stop their opponents' assault. The Queen can also go on the offensive, representing six damage in the air. She could revolutionise the Aftermath Analyst
decks, allowing them to play a slower game with more plans against graveyard hate aside from Breaker of Creation
. The powerful aggressive decks of the format include creatures with flying, so Hornet Queen
has value for a seven drop in this context.
Dig Through Time

Dig Through Time
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
And lastly my most anticipated card is Dig Through Time . Dig Through Time
is an instant speed delve card draw spell, which looks seven cards deep for supreme selection. Treasure Cruise
is legal in EA, but does not see much play at the moment. I believe that Dig Through Time
will be more usable for blue decks than cruise for its utility at instant speed. The most played blue decks include Tolarian Terror
and Eddymurk Crab
, which do compete for the graveyard with Dig Through Time
, but Izzet Narset / Delver could make use of it for the ability to be held up alongside a counterspell. Those decks do not care as much about how many spells are in their graveyard, and the ever excellent Crackling Drake
includes exile. I also believe that a new Dimir control archetype could emerge using four copies of Dig. As long as the deck can fit enough removal spells in the maindeck to beat red decks like Madness it has a viable niche. The ability to take out narrow spells like Fatal Push
against Blue Terror could give the deck a solid plan versus the main pillars of the format. The only difficulty would be actually winning the game, and cards like Thieving Aven
could fit that role, or playing a few Tolarian Terror
yourself. Zac’s Micromancer
decklist also could have some purpose to playing Dig, especially considering how often the deck holds up mana on its opponents turn.
Overall this is an exciting list of cards that has already inspired 5 new brews for me. I hope you all found this little write up interesting, and let me (Chris) know if you want to see any of the lists mentioned.
Bill Says
November 17, 2025 Avatar Drop
Set mechanics
Lessons
Learn/lesson was balanced in Strixhaven by lessons costing about a full mana above normal rate. The effect of learn was to draw a card with selection but the cards were worse than normal. Here the lessons are generally at a normal rate for limited so we should take another look at learn, which hasn't seen a lot of EA play. Some places learn could fit:
- WR heroic with Guiding Voice, Study Break and maybe Enthusiastic Study or Academic Dispute. Professor of Symbology is good on rate but I'm not sure if the deck has room for a creature without a heroic trigger. You can pick up Enter the Avatar State for either hexproof or evasion, one of the other tricks to add more power, or red removal.
- Blue control or UR spells with Divide by Zero and Igneous Inspiration finding a way to spend more mana. Accumulate Wisdom is a big incentive to go heavy on lessons.
- Black midrangey sac with Eyetwitch and Hunt for Specimens. The black lessons like Ozai's Cruelty, Ruinous Waterbending, and Scarring Memories are more situational but sometimes very good, so you stand to gain a lot from the selection.
Shrines
We have a fourth shrine cycle now, as well as some support in the form of White Lotus Hideout and Aang's Journey. The biggest obstacle I think is a lack of shrines that cost less than 3 - you are too likely to get run over by aggro if your turn 2 is a ramp spell or 0/4 and your turn 3 doesn't hugely catch you up right away.
Firebending
Mana engines are always worth looking at, but when this is largely on 3 drops that have to survive a turn before doing much it's likely too slow. Fire Nation Cadets is probably the most interesting - if you can find a way to use the mana it will probably be worth the lessons to enable it.
Airbending
There's not a lot of it and Ephemerate seems much stronger for reusing ETBs, unless you specifically want a cast trigger from an Eldrazi or something. In terms of weird noncreature tricks like blinking a saga, I imagine Scrollshift will be better than Airbending Lesson - the flexibility to hit opponent's permanents doesn't really make up for the extra mana.
Earthbending
I think about this as having "fair" and "unfair" uses, where the fair uses mainly involve animating an indestructible land and the unfair uses let you repeatedly sacrifice a land. The fair rate mostly looks worse to me than the existing options of Ensoul Artifact, Case of the Filched Falcon, etc. For unfair uses you could sacrifice a Landscape to fetch, or potentially use some other kind of utility land. There are probably loops possible with things like Port of Karfell, Littjara Mirrorlake, or Memorial to Folly. Maybe Hydroponics Architect enables things as well although this is a lot of setup required.
Waterbending
It's definitely possible in EA to make a lot of permanents in the first few turns. I'd mostly be looking at Water Tribe Rallier and Benevolent River Spirit. Rallier gives you a great deal of inevitability if most of your creatures come with a token, letting you activate 2-3 times a turn. It does not have great stats for combat and isn't useful in multiples so perhaps a 2x. Benevolent River Spirit is a decent sized threat that will require at least 3 mana to answer, though the 2 mana value means that Portable Hole, Fatal Push, etc. do answer it pretty easily, so you might want a hexproof trick. This is also a solid target for things like Helping Hand or Sun-Blessed Healer if you have a good way of getting it into your graveyard.
Air Nomad Legacy

Air Nomad Legacy
Enchantment
When this enchantment enters, create a Clue token. (It's an artifact with ", Sacrifice this token: Draw a card.")
Creatures you control with flying get +1/+1.
We haven't seen a lot of UW fliers lately but this is a big upgrade to Favorable Winds if the mana isn't a big issue.
Momo, Playful Pet

Momo, Playful Pet
Legendary Creature — Lemur Bat Ally
Flying, vigilance
When Momo leaves the battlefield, choose one —
• Create a Food token. (It's an artifact with ",
, Sacrifice this token: You gain 3 life.")
• Put a +1/+1 counter on target creature you control.
• Scry 2.
Pretty solid 1 drop with bounce synergies. Flying and vigilance make it a good thing to buff and the death trigger will help you recover if they can remove it.
Invasion Reinforcements

Invasion Reinforcements
Creature — Human Warrior Ally
Flash When this creature enters, create a 1/1 white Ally creature token.
If you do want allies this is a good rate. Not sure if the payoffs exist.
Haru, Hidden Talent

Haru, Hidden Talent
Legendary Creature — Human Peasant Ally
Whenever another Ally you control enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Probably the best source of repeated earthbending for the unfair uses. Note that the land returns tapped so even if you trigger this multiple times in a turn you can likely sacrifice it only once, unless you're doing stuff with Zuran Orb.
Boomerang Basics

Boomerang Basics
Sorcery — Lesson
Return target nonland permanent to its owner's hand. If you controlled that permanent, draw a card.
A pretty interesting rate for self-bounce which also has some use against a reanimated Troll of Khazad-dum. Probably the most maindeckable lesson.
True Ancestry

True Ancestry
Sorcery — Lesson
Return up to one target permanent card from your graveyard to your hand.
Create a Clue token. (It's an artifact with ", Sacrifice this token: Draw a card.")
Solid rate for this effect if you're playing some type of green midrange. Best if your permanents can initiate trades with your opponent's cards somehow.
Joo Dee, One of Many

Joo Dee, One of Many
Creature — Human Advisor
,
: Surveil 1. Create a token that's a copy of this creature, then sacrifice an artifact or creature. Activate only as a sorcery. (To surveil 1, look at the top card of your library. You may put it into your graveyard.)
Very interesting effect in black sacrifice presentation which are fairly supported in the format. It needs to survive a turn but if you make one copy your opponent's probably not getting rid of these. Note that you can immediately sacrifice the token to get the surveil and a death trigger.
Curious Farm Animals

Curious Farm Animals
Creature — Boar Elk Bird Ox
When this creature dies, you gain 3 life.
, Sacrifice this creature: Destroy up to one target artifact or enchantment.
Totally reasonable 1-of in Starfield Shepherd presentation.
June, Bounty Hunter

June, Bounty Hunter
Legendary Creature — Human Mercenary
June can't be blocked as long as you've drawn two or more cards this turn.
, Sacrifice another creature: Create a Clue token. Activate only during your turn. (It's an artifact with "
, Sacrifice this token: Draw a card.")
While this can be a fair card I imagine it's most interesting if you have some way of making a huge number of tokens and use Ashnod's Altar to convert them into cards.
Seismic Sense

Seismic Sense
Sorcery — Lesson
Look at the top X cards of your library, where X is the number of lands you control. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
This looks like a solid option in green presentation that ramp or just play a longer game. Gets dinged a bit for being a cantrip you don't want to cast on turn 1 if at all possible.
Callous Inspector

Callous Inspector
Creature — Human Soldier
Menace (This creature can't be blocked except by two or more creatures.)
When this creature dies, it deals 1 damage to you. Create a Clue token. (It's an artifact with ", Sacrifice this token: Draw a card.")
Death trigger makes this inherently a lot worse than Thraben Inspector. I expect I'll prefer Shambling Ghast for this slot but you could run this if you think you'll need more ways to spend mana.
Unlucky Cabbage Merchant

Unlucky Cabbage Merchant
Creature — Human Citizen
When this creature enters, create a Food token. (It's an artifact with ",
, Sacrifice this token: You gain 3 life.")
Whenever you sacrifice a Food, you may search your library for a basic land card and put it onto the battlefield tapped. If you search your library this way, put this creature on the bottom of its owner's library, then shuffle.
Note that you can put the trigger on the stack multiple times if you can sacrifice multiple clues, which could be a useful way for Cat/Oven to ramp.
Dragonfly Swarm

Dragonfly Swarm
Creature — Dragon Insect
Flying, ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
This creature's power is equal to the number of noncreature, nonland cards in your graveyard.
When this creature dies, if there's a Lesson card in your graveyard, draw a card.
The ward alone might make this stronger than Enigma Drake, although you'd want to have some access to lessons if this is in your deck. Not sure if counting other permanents matters much.
Purple Pentapus

Purple Pentapus
Creature — Octopus Starfish
When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
, Tap an untapped creature you control: Return this card from your graveyard to the battlefield tapped.
Creatures that can come back indefinitely are worth looking at, but 3 mana feels like a lot.
Mystic Remora

Mystic Remora
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays
.
This will definitely cause problems for some presentation out of the sideboard. If you can force them to react to your threats it will do a lot more than if you just pay the upkeep for several returns.
Standstill

Standstill
Enchantment
When a player casts a spell, sacrifice this enchantment. If you do, each of that player's opponents draws three cards.
An interesting one. You need a lot of things to line up to make this work:
- A board where you're even or ahead,
- The ability to benefit from both players playing a few lands out,
- Cheap, ideally instant-speed interaction to react if your opponent breaks it by casting several spells
Treetop Village

Treetop Village
Land
This land enters tapped.
: Add
.
: This land becomes a 3/3 green Ape creature with trample until end of turn. It's still a land. (It can deal excess combat damage to the player or planeswalker it's attacking.)
This could help with the Standstill plan. I don't know if it's generally good enough for midrange in a format where the main appeal of green is the ramp.
Prosperity
Frantic Search

I've thought in the past I might play Careful Study, though in the presentation you'd play both, this is arguably worse. We don't have High Tide but you can generate mana through Utopia Sprawl, Wolfwillow Haven, or Ancient Tomb for that matter.
Volcanic Torrent

Volcanic Torrent
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Volcanic Torrent deals X damage to each creature and planeswalker your opponents control, where X is the number of spells you've cast this turn.
Assuming you hit a castable card this does 2 and you could go bigger with Seething Song, free spells, etc. I don't know if this is quite maindeckable in the current meta at least outside of a dedicated cascade deck.
Shattering Spree

Shattering Spree
Sorcery
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Destroy target artifact.
Reasonable sideboard option for mono-red. Better than Meltdown at dealing with Myr Enforcers and more resilient than By Force against counters.
Mystical Tutor

I'm not sure if we're getting these on Arena right away. While they can obviously do a lot to set up combos, fair presentation might consider a package of singletons if the effects can be strong enough to offset the lost card.
Worldly Tutor

I'm not sure if we're getting these on Arena right away. While they can obviously do a lot to set up combos, fair presentation might consider a package of singletons if the effects can be strong enough to offset the lost card.
Enlightened Tutor

I'm not sure if we're getting these on Arena right away. While they can obviously do a lot to set up combos, fair presentation might consider a package of singletons if the effects can be strong enough to offset the lost card.
October 21, 2025 Powered Cube
Preordain

Preordain
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Probably just better than Ponder and Brainstorm in a format where land fetching always costs a mana. We have a density of these effects in the format, but the question is always what do you do with all the selection?
Pentad Prism

Pentad Prism
Artifact
Sunburst (This artifact enters with a charge counter on it for each color of mana spent to cast it.) Remove a charge counter from this artifact: Add one mana of any color.
We've had storm payoffs for some time but have struggled to build the mana engines outside of Channel. Along with Dark Ritual there's definitely potential although access to Manamorphose would be ideal. In "fairer" things to do, there used to be an Extended deck called All-In Red that was focused on casting rituals to land a 5 drop creature as early as possible, in a format where people weren't running a lot of interaction to handle just a big creature. I could see something like that with Ancient Tomb working if a turn two... Eomer?? is a big enough threat. Maybe Breaching Dragonstorm.
Seething Song

We've had storm payoffs for some time but have struggled to build the mana engines outside of Channel. Along with Dark Ritual there's definitely potential although access to Manamorphose would be ideal. In "fairer" things to do, there used to be an Extended deck called All-In Red that was focused on casting rituals to land a 5 drop creature as early as possible, in a format where people weren't running a lot of interaction to handle just a big creature. I could see something like that with Ancient Tomb working if a turn two... Eomer?? is a big enough threat. Maybe Breaching Dragonstorm.
Vampire Hexmage

Not really aware of anything in the format this enables. The rate is not awful to maindeck this if there's e.g. some artifact/enchantment with counters you'd otherwise have trouble with.
Zuran Orb

It definitely feels like this should have some application between Land Tax, Aftermath Analyst, maybe lifegain payoffs, and just generally being a 0 mana artifact. Interesting to see where this goes.
Fireblast

Coming to the free removal spells, Fireblast has a long history of removing opponents who are at 4. We've gotten a lot of burn options in the last year or so between Chain Lightning, Boltwave, Galvanic Blast, Burst Lightning, etc. I'm not totally sure which I'd be playing in non-madness red. I do think you want to maximize Amped Raptor so maybe this is a bad enough hit to leave out.
Mine Collapse

Mine Collapse
Instant
If it's your turn, you may sacrifice a Mountain rather than pay this spell's mana cost. Mine Collapse deals 5 damage to target creature or planeswalker.
Free is always a cost worth looking at but this just doesn't seem necessary to me. Madness presentation much prefer Lightning Axe and I really don't like how this is almost a sorcery. Perhaps useful for DRC/Violent Urge?
Snuff Out

Could be good in certain matchups if you're trying to go something like t2 Baleful Strix t3 Stock Up. 4 life or 4 mana just feels like a huge cost against aggro though.
Pyrokinesis

This is a really wild one to have. Against aggro it will often get 2-3 creatures so it's not really even card disadvantage as it gives you an enormous mana advantage. Very difficult to play around at instant speed. Speaking of Stock Up I'm a little worried UR tempo/control will have too easy a time catching up against an aggro start.r
Goblin Grenade
Lightning Greaves

Lightning Greaves
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Lance Says: "I think that this would be good in a deck that could want 5-8 copies of Lavaspur Boots, like hammer or something else"

