Star Crossed is built around a sci-fi plane where there are five moons circling a gas planet. These were once the domain of a space empire which has been lost to the sands of time, and have left artifacts from their magic strewn across the moons. The moons are still attached to each other by gates, but these gates are heavily defended by ancient weapons the modern civilizations cannot hope to match.
Key mechanics: Most colored card reference a different color, making mono colored decks difficult. Colored cards are further divided into low CMC (3 and less) and high CMC (four or more), and by creature or instant/sorcery. I'm working on finalizing a chart that will explain the relationships, but it makes decks more modular and discourages focusing on low CMC or purely good stuff decks.
Big creatures reference a specific land in hand. Angels- reveal swamp in hand. Demons- reveal mountain in hand. Beast- Reveal island in hand. Djinn- Reveal plain in hand. Giant- Reference Forest in hand.
Artifacts are colorless in Star Crossed, being from an older civilization that saw itself as above petty mana differences. They bring back the sunburst mechanic though.
Artifacts
The first creature I built for this set was an extremely over powered creature called Prismatic Hydra
Prismatic Hydra X<1>
Artifact Creature
Prismatic Hydra comes into play with X +1/+1 counters on it.
Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.)
0/0
Phosphis, gate protector. (X) (x)
Legendary Artifact creature
Phospis comes into play with x 1/1 counters.
Sunburst 0/0
Both of then serve as vanilla beaters, Phospis is slightly stranger as its power jumps in weird intervals while Prismatic Hydra is smoother. It starts as a 2/2 for two, and adds +2 for every additional mana until the cutoff at 6 (10/10). I have also considered X<><> for the mana cost, making it cap its efficiency at 10/10 for seven, but also requiring almoat impossible land requirements to get there.
Chrono-Mattock <>
Legendary Artifact
Tap, discard a card: draw a card.
Too good for limited, but I am focused more on the constructed benefit of every combination getting good looting.
Black
Chew B
Instant
Target creature gets -1/-1 until end of turn, if it dies draw a card.
Angel's Tears B
Sorcery
As an additional cost to casting Angel's Tears you may reveal an angel. If you do, target player discards a card at random. If you do not pay Angel's Tears additional cost, they discard a card of their choice.
Blue
Wandering Djinn 4U
Flying
At the beginning of your end step exile Wandering Djinn.
At the beginning of your opponents end step, you may reveal a plains from your hand. If you do return Wabdering Djinn from exile to the battlefield.
5/6
Green
White
Tragedy Angel 3WW
Creature Angel
When Tragedy Angel attacks you may reveal a swamp, if you do it gets flying, lifelink and deathtouch.
4/4
Brutal Angel 3W
Creature Angel
When Brutal Angel attacks you may reveal a swamp, if you do Brutal Angel gets flying and "when Brutal Angel deals damage to target player they discard a card" until end of turn.
3/3
Key mechanics: Most colored card reference a different color, making mono colored decks difficult. Colored cards are further divided into low CMC (3 and less) and high CMC (four or more), and by creature or instant/sorcery. I'm working on finalizing a chart that will explain the relationships, but it makes decks more modular and discourages focusing on low CMC or purely good stuff decks.
Big creatures reference a specific land in hand. Angels- reveal swamp in hand. Demons- reveal mountain in hand. Beast- Reveal island in hand. Djinn- Reveal plain in hand. Giant- Reference Forest in hand.
Artifacts are colorless in Star Crossed, being from an older civilization that saw itself as above petty mana differences. They bring back the sunburst mechanic though.
Artifacts
The first creature I built for this set was an extremely over powered creature called Prismatic Hydra
Prismatic Hydra X<1>
Artifact Creature
Prismatic Hydra comes into play with X +1/+1 counters on it.
Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.)
0/0
Phosphis, gate protector. (X) (x)
Legendary Artifact creature
Phospis comes into play with x 1/1 counters.
Sunburst 0/0
Both of then serve as vanilla beaters, Phospis is slightly stranger as its power jumps in weird intervals while Prismatic Hydra is smoother. It starts as a 2/2 for two, and adds +2 for every additional mana until the cutoff at 6 (10/10). I have also considered X<><> for the mana cost, making it cap its efficiency at 10/10 for seven, but also requiring almoat impossible land requirements to get there.
Chrono-Mattock <>
Legendary Artifact
Tap, discard a card: draw a card.
Too good for limited, but I am focused more on the constructed benefit of every combination getting good looting.
Black
Chew B
Instant
Target creature gets -1/-1 until end of turn, if it dies draw a card.
Angel's Tears B
Sorcery
As an additional cost to casting Angel's Tears you may reveal an angel. If you do, target player discards a card at random. If you do not pay Angel's Tears additional cost, they discard a card of their choice.
Blue
Wandering Djinn 4U
Flying
At the beginning of your end step exile Wandering Djinn.
At the beginning of your opponents end step, you may reveal a plains from your hand. If you do return Wabdering Djinn from exile to the battlefield.
5/6
Green
White
Tragedy Angel 3WW
Creature Angel
When Tragedy Angel attacks you may reveal a swamp, if you do it gets flying, lifelink and deathtouch.
4/4
Brutal Angel 3W
Creature Angel
When Brutal Angel attacks you may reveal a swamp, if you do Brutal Angel gets flying and "when Brutal Angel deals damage to target player they discard a card" until end of turn.
3/3
Will post more later.
UB Wight Phantasm
RB Burn
UR Faerie Rites of Initiation
Legacy:
R Burn
CG-Post