Not the best. It’s kind of funny that this
FUTUREshifted card would be so much worse than
its ancestors, cards like Rampant Growth. Edge
of Autumn is EXACTLY as good as Rampant Growth
(itself not exactly considered broken in the
ways of putting land into play) only if you play
Edge of Autumn before you put a fifth land into
play on your side of the board. The cycling
ability is a little dodgy, since you have to
sacrifice a land to do it, hardly making up for
the very real possibility that this card will be
dead in your hand. Having said all that, you
probably STILL play Edge of Autumn in sealed
deck, maybe even in some booster draft decks,
but NEVER in constructed.
Essentially it works just like rampant Growth,
except once you play your fifth land it becomes
a cantrip. You usually won't really want to cast
this if you've already got at least five lands,
right? Well, there is my casual green deck that
powers out a ton of lands and then plays a 20/20
Ivy Elemental, but for most decks, this is fine.
Especially in Limited, where you shouldn't have
too many spells that cost more than four mana
anyway. Besides, after about turn six the only
reason to play Rampant Growth is if your mana
screwed or if you want to thin your deck a
little, right? And the cycling ability does thin
your deck.
Constructed- 3.5
Casual- 2.5
Limited- 3.5
-David N
Monday - Edge
of Autumn
A more versatile version of rampant growth.
Early on it accelerates your mana. Late game you
can cycle it for card drawing. Will see some use
within block with only a few dual lands
available to fix mana problems. There are lots
of nonbasic land hate in this block so may see
more play with the encouragement to play basic
lands.
Constructed: 3
Casual: 2
Limited: 4
Arcane
Edge of Autumn
Constructed: As a green mage, I happen to love
this card. It gives you the land fetching
ability that you want in the early game to try
and ramp up your man or fix colors, but in the
late game, when other land fetch cards don’t do
nothing more than thin your deck this card can
actually take mana surplus and turn it into
business spells. It loses some points in the mid
game point, when you have too many lands to use
it to get another and too few lands to make
sacking one to draw a card a good idea (around
the 5-7 land mark).
Casual/Multi: All kinds of decks can benefit
from the duality of land fetch and card draw.
Dredge decks will jump over the ability to
dredge back their favorite cards at instant
speed without dipping into blue for card
draw(not to mention how well this seems to work
with something like Life From the Loam). And
will probably find a home in some of the old
cycling decks that use Astral Slide or Lightning
Rift, etc.
Limited: The biggest benefit I can see to this
card is that in TS-PC-FS drafting you might not
be committed to green early on in the draft and
thereby might miss some of the land fetch cards
like Search for Tomorrow or Monvuli Acid Moss,
giving you an opportunity to pick up some land
fetch late to help even out that splash color or
just to help accelerate. A solid card that is
rarely going to be a dead draw in limited since
it can fill a few critical uses.
Constructed: 4
Casual: 4
Limited: 4
Necro
nomikron
Edge of Autumn:
I like this card. It's a rampant growth that can
be cycled later on, for no mana. I would have
preferred for it to have the standard "Cycling
(2)", but, this isn't that bad. The two parts of
the card seem to work fairly well, though the 4
limit would have been better at 5 or 6, since
some decks that would run this card would want
to ramp up to that high. I'm not sure why it
even needed a limit. This card can rate well in
most formats, but slightly lower in standard,
mainly due to the expensive landbases.
Constructed: 3/5
Casual: 4/5
Limited: 3.5/5
PsychoAnime
Edge of Autumn
is actually a pretty nice card. The problem with
mana accelerants
is that they becomes useless late game when you
more than enough lands. This
card gets past that drawback with its cycling
and since lands are plentiful
anyway, sacrificng that land isn't that big of a
problem, especially when that
land can be tapped for mana first.
I can't see it being used in any standard
archetype right now but it does have
a lot of potential when Ravnica rotates out and
mono-colour sees more play.
Constructed: 3/5
Casual: 3.5/5
Limited: 3/5
David Fanany
Edge of
Autumn
Superficially, this seems like an improvement
over the old Rampant Growth. Cycling always
makes a card more versatile, right? The problem
is that sometimes you still need that extra land
late game, if you're building up to something
like Demonfire or Verdant Force. And having to
sacrifice a land might affect your board
position and your ability to play that Demonfire
or Verdant Force you draw next turn. In the
right deck, though, Edge of Autumn can be very
effective.
Constructed: 2/5
Casual: 2/5
Limited: 2/5
Linc
Edge
of Autumn
Plain out
better than Rampant Growth. This card
deserves love and will get it in all
formats. Don't need the land, well, thin
your library and get something new. Usually
you can figure out how many mana max a deck
needs. Mine is rarely more than 6 and this
card will get you to 5 before you need to
use it as a cycler. In limited this will be
the card that might allow you to splash a
3rd or even a 4th color.
Constructed: 3
Casual:3
Limited:3
DeQuan
Watson
Edge of
Autumn - Monday
This card
is very misleading. At first, it seems
useful, but once you get down to it, it's
quite inferior. Honestly, it's inferior to
many other land search cards that we have
available. Rampant Growth has been around
forever, and isn't near as limited as Edge
of Autumn, and Rampant Growth rarely gets
played at all.