
Patrolling Peacemaker – Edge of Eternities
Date Reviewed: July 18, 2025
Ratings:
Constructed: 2.75
Casual: 3.75
Limited: 3.75
Multiplayer: 3.88
Commander [EDH]: 3.98
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Reviews Below:
Here to punish miscreants, Patrolling Peacemaker is a card that looks a lot better on re-evaluation and with context. While committing a crime is dependent on opponents…it is something they’ll often want to do at least a couple of times each game, and that starts the proliferation. Considering we’re in a counter-heavy batch of cards, with spaceships being the flagships, this can be a way to get them accelerated in impressive fashion. While the body is fairly modest, remember that it does grow with the proliferation triggers, and its low base stats do play well when white cares about power being low (as it sometimes does). This is definitely a card that’ll do more than it seems at first, and while it’s not likely to be the star, it can pour a lot of gasoline on a building fire if you let it.
Constructed: 2.5 (not fast enough, and its strategies aren’t fast enough, for Legacy)
Casual: 4
Limited: 3.75
Multiplayer: 4.25
Commander [EDH]: 4.25

Thijs
The mechanic ‘commit a crime’ was introduced in Outlaws of Thunder Junction (oddly enough not in Murders at Karlov Manor, which was a set built around the solving of crimes) and makes a small return in this white artifact. ‘Proliferate’ is a little older and has returned many times already.
This 0/0 that enters with two counters on it combines the two. An opponent commits a crime, you proliferate. Now, that may sound innocent enough, but imagine the following: you proliferate at every crime. Spells, abilities, activated abilities, they all count as crimes. That’s a lot of counters, whether it be the +1/+1 ones this creature already has or for example poison counters.
I’d say this is a wolf in sheep’s clothing. And the name ‘peacemaker’ is not really well chosen in my opinion…
Constructed: 3 (unfortunately another commander subset card…)
Casual: 3,5
Limited: 3,7
Multiplayer: 3,5
Commander [EDH]: 3,7
They think I did it, but they just can’t prove it . . .
It’s funny how every type of set seems to evolve into Time Spiral, with remixes of past abilities and lore. You do have to suspend disbelief a little when certain abilities are pseudo-locked to specific settings: why did Outlaws of Thunder Junction use the crime concept when Murders at Karlov Manor is literally about solving crimes? Perhaps things like this are just evening the score a little bit.
Proliferate cards get out of hand very, very fast, and it’s hard to avoid committing a crime outside of a certain style of combo deck. I’d make a joke here about Commander players lamenting that their group doesn’t use enough removal, but I think people are more aware of that problem these days and trying to address it in themselves. This card is also an interesting way to warn opponents away from interfering with your plan, without using the standard style of prison effect. When you add in artifact synergies on top of that, I think it’s very much worth playing, especially in Commander.
Constructed: 2.5
Casual: 3.5
Limited: 3
Multiplayer: 3.5
Commander [EDH]: 3.5
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