
Space-Time Anomaly – Edge of Eternities
Date Reviewed: September 1, 2025
Ratings:
Constructed: 2.93
Casual: 4.43
Limited: 4.43
Multiplayer: 3.43
Commander [EDH]: 3.58
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Reviews Below:
This is not necessarily what I would have guessed a card named “Space-Time Anomaly” would do. But given the kind of weird stuff that always went on inside such anomalies on Star Trek, mashing up two kinds of rules text that don’t usually connect makes some sense. And it’s definitely a card that feels weird: the first time you read it, your instinctive reaction is that it’s going to be a lot of cards. I, for example, was primed by cards like Serra Avatar. Then you start thinking that it’s fewer cards than it sounds like: in 60-card formats, even milling 20 cards isn’t necessarily fatal, and to even do so you’d often have to cast it earlier than turn 3 (which is not the easiest thing to do in these colors). But there’s a third stage, where you start thinking about ways to cheat with it. It certainly makes for an unusual finish in Soul Sisters type decks, and the fact that it says “target player” means you can even use it in a non-power-maxed Thassa’s Oracle-style combo. It’s definitely a curiosity, but it also has the potential to be more than that.
Constructed: 3
Casual: 4.5 (this is the kind of combo deck that kitchen table is all about)
Limited: 4
Multiplayer: 3.5 (more opponents, but these colors offer lots of ways to stall and get the numbers higher)
Commander [EDH]: 3.5
spaaaaaaaace
Mill has long been a beloved strategy, whether it be self-mill or milling out opponents…in spite of the latter rarely being optimal. Space-Time anomaly is an interesting twist on the old staple and can definitely hit a good chunk of cards; it’s not impossible to cast this on or near turn 4, and unless you’re playing a hyper-aggressive format like Modern or Legacy, you’ll be hitting for 15-20 cards if you cast it that early. There are cards that can have higher highs in terms of what it hits (Traumatize, Mind Funeral), but as far as investments go, this one has a more defined hit, meaning you can count on this wiping out an opponent’s library if you have enough life.
The main issue of this card may not be as obvious at first, but it is one that stands out on closer evaluation: its color. Historically, mill has been rooted in blue/black (opponent-focused) and green/black (self-focused, though a lot of the former’s tricks work here), and this card is blue/white. While it represents a pretty big hit, there’s no denying that this is not a well-positioned card for the archetype it looks like it should fit in. It may have a home in life-gain decks that want an alternative way to deliver a decisive blow, and blue/white can lean into that pretty well.
This feels like a card more casually-focused than meant to crush Constructed, but I will say that this can be an absolute Limited menace if you cast this on curve, and it can pull its weight if you’re building with this as part of your gameplan. But it feels a lot less of a “plug and play” piece for most mill-adjacent strategies and more of an interesting weapon for decks with a different sort of strategy to win the game. Of course, though, this is the last card you want to see when your life total is low and you need a top deck to save the game.
Constructed: 2.75
Casual: 4.75
Limited: 4.75 (if you can cast this on turn 4, you will blow out an opponent; milling for nearly half their deck should end things quickly)
Multiplayer: 3
Commander [EDH]: 3.5

Thijs
As soon as someone mentions this card to me, my hands start shaking. I lost the final of my first EoE draft to someone playing Azorius Control and he completely ruined my strategy with this card.
Milling is a keyword in Magic that you either love or hate. Players who love milling others immediately tell you stories of games when ‘they milled someone dead on turn three’ and start to glow with pride. People who hate milling will immediately shout that ‘milling is not magic and it’s a weak man’s game’ and will start flipping tables. They’re both right, for that matter. It’s a tactic that either works or it doesn’t.
This card makes it interesting. Whereas milling is a classic blue tactic that is often used in blue-black decks, this card tries to build around life gaining abilities, a staple in white. A Soul Warden or a Soul’s Attendant on turn 1 make it very interesting to start gaining life, followed by a quick turn 6 Space-Time Anomaly to mill half of your opponent’s deck. Return it to your hand with a level 2 Stormchaser’s Talent and do it again! Painful, yet effective.
Constructed: 3
Casual: 4
Limited: 4,5 (again, shaking hands)
Multiplayer: 3,5
Commander [EDH]: 3,7
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