Science-themed Set!!!!!!!!!!! --- Concepts
The community helped decide what set theme to go for...
And we ended up with Science-theme!!!
The overall view is:
A group of Scientists do some bad experiments and the story unfolds from there
We have some lore covered, but we're fleshing that out later. Basically, there's this group of scientists, and in their laboratories, there are several studies of different science branches, including:
Just science may be boring, though. Soooo, when experiments start going wrong, and the scientists go a bit mad, some kind of group/cult/clan steps in to stop the trouble. And chaos unfolds.....
I didn't plan any more than that, since I want the community's approval.
These are the kinds of races I would like to see in this set: (All kinds of stuff)
Now, a huge thing that came to mind for this set is lands. Of course, the basics....but what about the others? We could have laboratories, secret project study areas, little places for the science branches.....
Here's some art pieces that we could use for lands:
By Kashuse Nuage
(Alchemy)
By Julian Seifert-Olszewski
(Physics)
BY Jullie Dillon
(Astronomy)
*********************
Feel free to make suggestions and I will be making daily updates and ideas!!!!
And we ended up with Science-theme!!!
The overall view is:
A group of Scientists do some bad experiments and the story unfolds from there
We have some lore covered, but we're fleshing that out later. Basically, there's this group of scientists, and in their laboratories, there are several studies of different science branches, including:
- Psychology
- Geology
- Ecology
- Zoology
- Chemistry/Physics
- Horology
- Astronomy
Just science may be boring, though. Soooo, when experiments start going wrong, and the scientists go a bit mad, some kind of group/cult/clan steps in to stop the trouble. And chaos unfolds.....
I didn't plan any more than that, since I want the community's approval.
These are the kinds of races I would like to see in this set: (All kinds of stuff)
- Merfolk
- Humans
- Fish (Yes, Fish {mutants})
- Orcs
- Aven-type characters, like the ones we see in Amonkhet
- Goblins
- Zombies
- Elementals
- Elves
- Dragon [Elementals?]
- Elephants!
- Spirits
- Eldrazi
Lands
Now, a huge thing that came to mind for this set is lands. Of course, the basics....but what about the others? We could have laboratories, secret project study areas, little places for the science branches.....
Here's some art pieces that we could use for lands:
By Kashuse Nuage
(Alchemy)
By Julian Seifert-Olszewski
(Physics)
BY Jullie Dillon
(Astronomy)
*********************
Feel free to make suggestions and I will be making daily updates and ideas!!!!
This discussion has been closed.
Comments
Psychology: Effects that interact with the hand. For instance discard effects, tutoring effects, Thoughtseize effects, changing maximum hand size, etc. Gain control of permanents and/or players effects.
Geology: Land animation and other land synergies
Ecology (putting Botany in there): Plant tribal, mana dorks, +1/+1 counters, defender tribal
Zoology: Counting the number of creatures, non-human tribal, creaturefall
Chemistry: Damage spells
Physics: Kozilek styles effects that mess up with the rules (your opponents can't cast spells with even mana value, etc.), and modal effects might be a flavour win for quantum physics specifically
Horology: Bounce spells, skip turns, extra turns, extra steps, doesn't untap during untap step,...
Astronomy: Either enchantment strategies to riff off the Theros theme, or library manipulation (scry etc.)
I'm also adding a few more important disciplines in there:
Mathematics: Anything Quandrix (+1/+1 counters, doubling, etc.)
Biology: +1/+1 counters, ability counters, anything Zoology does, graveyard synergies, pump spells
I would also like to mention that Horology is a weird fit since it's mostly focused on building devices that measure time - the really theoretical time stuff is encompassed in the Physics discipline instead, and Psychology is also a weird fit as the only social science represented. I'd advise either removing it or adding more social sciences such as sociology, economics, or linguistics.
Should Zoology, Biology, Botany and Ecology really all stand apart?
I'd say smash them together.
I'd personally put Ecology and Botany together on one side as a Plant/Land theme, and Zoology and Biology together on the other side as a creature-based theme.
As you have established, this project entails your vision, so we'll do things the way you want.
HOWEVER....
Are you sure it's necessary to set out these science archetypes so rigidly? Need this be a faction set at all? Why not just have individual cards or groups of cards for every niche science and sub-science you want, forming larger groupings not by manual squishing but simply by establishing colour-coded archetypes?
Again, I understand the need to have distinct factions to root for, and if you want that, don't let anyone stop you. But if you are willing to look at an alternate interpretation, I think this would be more efficient.
Those seem pretty fair archetypes. I'm going to decide some debatable colour combos for the science branches. I'm currently deciding. (Such as Psychology [in my opinion] should be U/B) About Horology, I actually think it has two meanings. I was looking for the study of 'time' in general. (Making clocks and similar would be lame) I can definitely remove it if everyone thinks it's best, but for now, when I'm just settling in, I'll keep it that way. (Keep in mind, [you probably know a lot about set development yourslef] most ideas will be ditched. The only thing we're certain on is that this set is themed on science.)
@HeroKP
I'm not....quite sure what you mean....?
@KorandAngels
Yes! Loxodon-type experimenters!
- odd and even cmc spells
- spells with a specific cmc (for example: Whenever you cast a spell with converted mana cost 4)
- Whenever you draw/cast/discard/exile/gain life for the second/third/fourth time each turn
- How many times you've cast a spell a game (like approach of the second sun or omnath but more basic)
Just a thought. Cheers!Scientist Archetypes.
Determining on how the scientists are potrayed are based on their archetypes.
Now, I had a few ideas.
Concept No.1:
Library Synergy. Effects that work with your library, e.g. Look at the top N cards; Shuffle your library (simply shuffle your library);
Concept No.2:
Activated Abiltiy Triggers. Triggers that count on activated abilities being, well, activated.
@SpellPiper2213
What do you mean?
@RohanDragoon
Yes, but is mathematics a sciene study?
Personally, I get enough of that on Twitter
You mean, like 'Psychology Locket' or whatever? Cool, cool. It's possible, but are we having this too side-by-side with Ravncia in terms of flavour?
@feralitator
Eh, I doubt I'll do that. That'll probably make the popularity lower. But it very much is a possibility, but not a likely one. I'm probably not making any sense right now.
@TerryTags
Green is definitely a sorted colour in Ecology/Geology.
A few things I'd recommend here:
Ff you're doing color combinations, I'd highly suggest choosing enemy/ally for a main theme, and the other set as sub themes (similar to Ikoria). Having too many draft combinations is not a good thing to have, so it's normally set around 5 themes, and subthemes are included as well, which all tie to corresponding main themes.
Also, before actually deciding on anything, I'd get a general storyline set up, so you can tie themes to parts of the story.
(Also, the invent mechanic that was conceptualized in Kaladesh could work)
Edit:It seems Hero did say something similar to this earlier. It would certainly be easier to connect to more distinctive branches of science if we strayed from a faction set, and also could make for some interesting flavor.