Astral Eclipse
Astral Eclipse (AEC) introduces a thrilling conflict between the Astrals and the Elysians as they clash on the mysterious new plane of Elysium. Each faction is driven by distinct powers and abilities, with the Astrals representing otherworldly beings from the Blind Eternities and beyond, while the Elysians are the original inhabitants of the plane. This set explores the tension between the tangible and the intangible, with both sides wielding unique mechanics that reflect their identity and purpose in battle.
The Astrals
The Astrals represent the cosmic and extraterrestrial forces invading this plane, seeking control through mastery of mana and manipulation of reality itself. The Astrals are split into three distinct groups:
- Aliens (UGw) lead the Astrals as they harness the power of the Abduct mechanic, blinking non-Alien creatures and learning more about their capabilities to gain an upper hand. They also employ Cosmic, a mechanic that allows colorless mana to be spent as any color, giving them unparalleled versatility in casting their powerful spells (Signified by the Cosmic (read: Nyx + Snow) border).
- Aberrations (Rg) utilize Surge, casting spells at reduced costs after chaining previous spells, creating a chaotic onslaught.
- Eldrazi (Cb), the monstrous colorless titans, are pure, terrifying power, with no new mechanic beyond their immense size and strength, bringing devastating forces to the battlefield. We do see the return of several other mechanics with them, such as Devoid and Annihilator, as well as Processors as a creature type.
The Elysians
The Elysians represent the inhabitants of the plane, seeking to repel the Astrals using ethereal magic. Their strategies are rooted in manipulation of the dead and their unresolved spirits.
- Spirits (WB,r) were the first force to mount a resistance and carry the spiritual (heh) successor to haunt, Veil, attaching themselves to other creatures after they die and transferring their abilities, and the Summon mechanic, creating small flying threats.
- Horrors (B,ru) use the chilling Jumpscaremechanic, triggering creatures' that you may or may not own enters-the-battlefield abilities for their own benefit (Signified by the Planeshifted border).
- Humans (G,uw) focus on strength in numbers, wielding the Convoke mechanic to cast powerful spells with the help of their allied creatures.
Both sides of the conflict also utilize the powerful occult nature of the plane and employ Manifest, a mechanic that allows them to create face-down creatures, with the potential to flip them face-up for a surprise.
In Astral Eclipse, players will decide the fate of this plane—will the Astrals claim it, or will the Elysians drive them out?
Set Overview
The custom card set features a total of 300 unique cards, showcasing a rich diversity of mechanics, themes, and play styles. This carefully crafted collection emphasizes the exploration of various creature types and the dynamic interactions between different colors of mana, catering to a wide range of players.
Card Distribution
- Mono-Colored Spells: The set includes 43 mono-colored spells of each color, offering straightforward and focused strategies that capitalize on individual color strengths.
- Colorless Spells: With 21 colorless spells, the set enhances versatility and allows for unique colorless strategies, particularly through powerful colorless creatures.
- Multicolored Spells: 32 multicolored spells and a full cycle of 10 hybrid cards introduce complex synergies, encouraging creative deck-building and strategic depth.
- Lands: 22 lands in four cycles with two supporting commons provide essential dual- or tri-colored mana sources, complementing the diverse mana needs of the set.
Mana Curve
The mana curve is designed to promote a balanced gameplay experience:
0 Mana: 3 cards + 22 lands
1 Mana: 36 cards
2 Mana: 66 cards
3 Mana: 58 cards
4 Mana: 47 cards
5 Mana: 29 cards
6 Mana: 18 cards
7+ Mana: 21 cards
This distribution ensures that players can effectively deploy their strategies in the early game while still having access to powerful late-game options.
Creature Types
The set features a rich variety of creature types among it's 148 creatures that reflect the thematic diversity:
- Aberrations: 21 cards delve into the eerie and mysterious, offering unique abilities that embody the unknown.
- Aliens: With 38 aliens, the set expands on extraterrestrial themes, introducing unconventional mechanics and interactions.
- Eldrazi: The inclusion of 17 Eldrazi highlights the cosmic horror aspect, emphasizing their overwhelming power and otherworldly nature.
- Horrors: 17 horror creatures evoke terror, showcasing dark themes and unique abilities that can turn the tide of battle.
- Humans: Featuring 24 human creatures, the set grounds its fantastical elements in relatable archetypes, representing courage and resilience.
- Spirits: The 33 spirits add a supernatural element, exploring themes of life, death, and the connections between realms.
These creatures help provide support for the 44 Kindred noncreature spells to promote several different tribal mechanics.
Legendary Permanents
The set boasts 19 legendary permanents such as Valthus, Guardian of the Veil, the leader of the Elysians and Koshin, Who Calls the Hoard, the Emperor of the Astrals. They're joined by 6 planeswalkers like Aelara, Whisperer of Oblivion, offering players many iconic figures to build their decks around. These legendary cards can serve as focal points for strategic gameplay, encouraging rich storytelling and thematic connections.
NOTES & OTHER RULES CHANGES:
- Loot is now a keyword (Draw a card, then discard a card)
- Fetch is now a keyword (Search your library for a card and put it on the battlefield, then shuffle)
- Tutor is now a keyword (Search your library for a card, reveal it, put it in your hand, then shuffle)
- Wastes is now a basic land type (There's no domain mechanics to worry about)
- Auras and Equipment are formatted differently (It frees up so much space on cards)
- Rock is now an artifact type (to signify mana rocks)
- Convoke rule change! This is a simple one, but creatures with Convoke can be turned face up by tapping creatures as well.
- Emblazon is now a keyword (Create an emblem with the following text)
- White Borders! (Honestly this is just because I've found it easier when printing out cards. Also I think it looks better, which is my hot take of the day.)
Draft Archetypes
Each color pair in Astral Eclipse revolves around a unique strategy, blending mechanics from both sides of the conflict to craft compelling synergies, all signposted by a multicolored uncommon in the set:
- WU – Alien Blink Manifest: Combine Manifest and Blink effects to cheat in powerful creatures and manipulate your library.
- WB – Veil Spirits: Focus on Veil and Spirit tribal synergies, creating tempo advantages by veiling key creatures.
- GW – Manifest Convoke Weenies: Overwhelm your opponent with an army of creatures using Manifest and Convoke to go wide.
- UB – Jumpscare Control: Control the battlefield with Jumpscare, removal, and counterspells, even using your opponent's creatures against them.
- GU – Alien Ramp: Using a variety of pieces, ramp in UGc and cast powerful aliens and Eldrazi, gaining extra value from abducting proper targets.
- BR – Jumpscare Surge Midrange: Capitalize on cheap, efficient spells to build up a strong midrange presence with Surge and Jumpscare mechanics.
- BG – Colorless Ramp: Utilize Cosmic to fuel powerful colorless creatures and spells, outpacing opponents with ramp and cosmic energy.
- RG – Surge Aggro: Unleash fast, aggressive threats using Surge and overwhelm opponents before they can stabilize.
- RW – Graveyard Shenanigans: Combine Haunt and graveyard exile effects for an efficient midrange deck, constantly recycling value from your graveyard.
- UR – Cosmic Tempo: Chain cheap spells together and protect key creatures, using the tempo generated by efficient threats to keep the pressure on.