Set Themes
I want to work on a set. I'm not quite sure what to work on as a set, though. Here are the options I had in mind.
Option 1. Science
A group of Scientists do some bad experiments and the story unfolds from there. New R/U and B/R archetypes.
Option 2. Hell-Type Plane
A spewing magma plane with lots of dangerous entities. (Demons, Devils, Dragons) A strong emphasis on pinging.
Option 3. A New Ravnica
Ten new guilds. Much of the city destroyed. The new guildmasters have to desperately rebuild.....
Option 4. A Piece of My Mind
A new multiverse imagined by a planeswalker....who's nightmares are causing it to collapse..
Go to the survey and give your answers! Feel free to comment below!
Comments
Probably because ~80% of the good things in life come from the correct application of the scientific method, and ~70% of the modern world's problems come from fools misusing it.
Both sides of the coin are fascinating in their own regard, and a set that can focus on both at the same time can be monumental.
Must have reloaded the page accidentally. Sorry.
Quandrix-Mathematics
Lorehold-Archaeology, psychology, etc
Just saying biology is kind of a big part of science. And Izzet also takes up some space as physics and chemistry. A couple of sets have made scientific guilds, so you have to be careful with making it original.
I think what we need to do is plan out the development of this beforehand and rigorously - to make sure this project doesn't just die when the initial hype runs out.
What I suggest must come first BEFORE WE DO ANYTHING else is
BRAINSTORM FOR ART.
These kinds of illustrations are few and far between, so we need to get a database going.May I have your permission to set up a discord server for this project? The forums are great for getting in touch with the community, but now that we have the beginnings of a team, discord might be more efficient.
ENGINES.
If we go for a small size set of around 140 cards (which would have been advisable anyway because of the freeform nature of this project and, again, the lack of art), we can capitalise on this by shifting the focus of the experience to setting up specific synergies and combos rather than anything else.
This would also allow us to bring some charismatic scientists to the forefront, incentivizing the imaginary player to make the effort and build around them, resulting in the sorts of wacky decks that would be fun with the mad science theme.
If this is not the case, perhaps we're better off using mtg.design to assemble things. The problem with that particular service, however, is rigid art framing, though this can be circumvented in a pinch.