Anticausal Vestige
Anticausal Vestige

Anticausal Vestige– Edge of Eternities

Date Reviewed:  July 11, 2025

Ratings:
See Below

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.

Reviews Below: 



David
Fanany
Player
since
1995
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Magic – the final frontier. I think that’s how it goes, or at least how it would have gone in some mirror universe. Given an infinite amount of time and/or space, everything that can happen will happen, and everything that can show up will. Even the Eldrazi in space. But they’ve learned some new tricks since last time, and although the warp ability shows up on all manner of creature types, I have a feeling that Anticausal Vestige’s version of it is going to end up being one of the more memorable examples. Cheating things into play is perennially popular and sometimes the most powerful thing you can do in a format.

This particular example has various limitations designed to prevent it from getting out of hand, but there are plenty of tricks that emerge on a second or third reading. For one thing, it triggers whenever the card leaves the battlefield, meaning it works with flicker effects, so you can hold one back until you have a lot of lands. For another thing, there’s nothing preventing you from ramping into some crazy number of lands and then casting the Vestige for its warp cost, ready to use the rest to protect whatever gigantic thing you put into play. I suspect this is going to be a good card for the brewers out there, as every format from Standard to Cube is going to have something that benefits from entering play in this fashion.

Constructed: 4
Casual: 4.5
Limited: 4
Multiplayer: 4
Commander [EDH]: 4


 James H. 

  

spaaaaaaaaace

After a brief jaunt through universes beyond, we’re back to the Magic mythos with the space opera trappings of Edge of Eternities, featuring plenty of extraplanetary shenanigans and a couple of familiar faces. Anticausal Vestige represents everyone’s favorite race of extraplanar tentacled abominations, and while it’s the only Eldrazi represented in the set, it still makes for quite an interesting showing.

Warp is the most interesting starting point here, so let’s begin with that. Warp lets you bring a card in early to maybe get a benefit, before it leaves and does Stuff and Things on a later turn. Notably, warp does not grant haste, so you’re casting this as a four-mana body that triggers its leaves-play ability, and the ability is quite interesting. Four mana gives you an additional card and a permanent that costs four or less (on curve; this still puts in work later), and it can even show up a couple of turns later…or the next turn, if you bring in a land. It may not have any abilities, but its a 7/5 that replaces itself when it dies, and that’s not a terrible place to be. It even plays well with blinks and other effects, so that’s fun.

In all, this is quite the intriguing card…it’s a sort of Solemn Simulacrum-adjacent presence with a bit more reach than its forebear, and it’s even in a tribe that has a healthy amount of support. While Eldrazi aren’t supported in Standard all that much, they are supported quite well in Modern and Legacy, and maybe that could make for a fun angle of attack if you’re so inclined.

Constructed: 4 (seems perfectly playable even as the only Eldrazi)
Casual: 4.5
Limited: 4.25
Multiplayer: 4
Commander [EDH]: 4.25 


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