Prehistory Set - Introduction and Vision Design

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Comments

  • @Scaccogaming

    This is an opinion. You don't have to listen to it.


    On Colors ^^

    I personally disagree with some of your color suggestions. Winged reptiles seem pretty blue-aligned, with a small splash of white. Blue, according to MTG wiki, has the most flyers. Black indeed fits well with the scavengers (corpse-eaters), and they most likely would have similar abilities to Golgari (Scavenge, from Return to Ravnica). However, I think snakes are going to be more Sultai-aligned. Raptors can be red, along with Sabre-teeth and even some woolly mammoths (Of course, Woolly mammoths and Sabre-teeth can be Gruul, mammoths more than the cats). Sea Monsters can be more Simic based, so it can represent the creature's gigantic size with +1/+1 counters, and buffs.

    On Humans ^^

    I like seeing Ink (R/G/W/U) for humans, thou I think we can also include black, since humans are across the whole color spectrum. Here's the thing I came up with, based off yours:
    • Red for Barbarians.
    • Green for Scouts and Druids/Shamans
    • White/Blue for the "smart ones."
    • Black for the scavengers, not really apart of any tribes. Basically nomads.
    Totally digging the mechanic, too!
  • edited June 2020
    @Tigersol I know we're still far from the card design phase, but I'd like to bring your attention to a mechanic coming from another prehistoric set from @SNAPcreator7, called "Survival": it's an ability which triggers when one of the creatures you control dies. Here's an example I made:
    Steelbone Raptor
    I don't know if I'm allowed to share this (I think I am tho), but still, it would be a nice mechanic for this set too. What do you say? Also, check my other dinosaur cards, they might come in handy and I'm quite proud of them.

    Also, sidenote: This specific card revolves around the concept of a species of raptors capable of eating metal, which then grows on their scales. I can see a nasty combo with "Steelbone Raptor" and cards with the Craft mechanic (The one I wrote about a few messages ago)...
  • @Scaccogaming Maybe sacrifice an artifacr? Also is that last ability until end of turn?
  • @MTG_Sappy the second effect is intended to be a permanent bonus, not until the end of turn.
  • Hey @Tigersol I would be OK with you using my Survival Mechanic, as long as you give me credit.
  • @Leaf_Juggernaut
    I'm assuming that this set, unless something changes, will follow the standard distribution for a large set, so it will include 101 commons, 80 uncommons, 53 rares, and 15 mythic rares. 

    @KorandAngels, @Scaccogaming
    I've also been thinking about the humanoid races a little, and I'm not quite certain how they should be distributed. I'm still a fan of keeping each one to a single color of simplicity's sake, but I'm willing to change that up. I'm also considering not giving green a humanoid creature type for the set, since it already has so much flavorful space in the set, and it might create an interesting contrast. I do like the idea of the humanoid races worshipping the avatars, and I think that's a cool little bit of lore for names and flavor t

    @Scaccogaming
    Craft/knap/arm/weaponize is a mechanic that shows up frequently in custom set designs. I've played with the mechanic a little in the custom card set Netropolis, where it is called arm, and it is a lot of fun. I'll definetely consider including it in the set. 
    Survival is also an interesting mechanic. I think including a "death matters" theme could be very interesting; however, I worry that ability-wording "when a creature dies" might lead to a lot of board complexity, especially at common. I also don't want to step on the designs of others too much with this. A mechanic like this, or a "death matters" theme, is very interesting, though, and I definitely would like to explore it further. 


    Additionally, I've been working of many different ideas mechanics over the past week or so, and sometime later today I plan to type up a list of the ideas I've have. Sometime next week I'm planning to play test a few of these ideas by myself to see what is and isn't fun. 
  • edited June 2020
    @Tigersol
    Ah, ok. Sounds good. Seems doable.
  • @Tigersol So, how's the playtest going?
  • I want humans to have a “craft” or “advancement” mechanic.
  • I'm back, and I apologize for my absence during the last week or so. Here's a few updates on where the project is:

    Magic Set Editor

    I recently got access to a Windows computer, and, with that, Magic Set Editor. I won't have the opportunity to use Magic Set Editor all that often; however, access to such a program will make the final product much cleaner, which will be especially helpful for play testing. 

    Tigersol's Tuesday Tourney 

    Starting this Tuesday, as a bi-monthly event, I will be running a contest in these forums where I'll ask people to design cards or mechanics based upon a prompt they are given concerning the design of this set. I hope that this will be an effective method of gathering a great deal of ideas for the design of the set, as well as be an exciting contest to enter and compete in. 

    The General State of Affairs

    Generally, this project is exactly where we left it a week ago. I've been working a mechanic for the past few days or so, but I'm very uncertain whether the mechanic is any fun, nor whether it fits into the theme and world of the prehistory set. I don't plan to touch the mystery mechanic again until after the first Tuesday Tourney, if I even need to. 

    @LordTachanka123
    Giving primitive humans a mechanic is something that could definitely be done; however, unless we have an idea for a mechanic first, I'm not certain if we should dedicate to creating it. I believe our main goal will be to find something interesting and splashy. 
  • So @Tigersol, now that Tuesday Tourney finally ended, will we resume planning for the set?
This discussion has been closed.