It is currently Sun Dec 01, 2024 12:56 am

All times are UTC - 6 hours [ DST ]




Post new topic Reply to topic  [ 7 posts ] 
Author Message
 Post subject: [Mentalis] Card Showcase
PostPosted: Sat May 31, 2014 9:15 pm 
Offline
Member

Joined: May 25, 2014
Posts: 28
Image
Clockwise from left: Astral by James "If-not-for-Gravity" Henderson, Mesmeric by Jennie "sweetcivic" Yuen, Flameheart by Jessica "ArtLair" Feinberg, Shepherd by Anthony "Ubermonster" Francisco, and Foundry by Sarah "sarahfinnigan" Finnigan
Image
Story & Flavor Development Thread | Mechanics Development Thread


The community-created psychic-themed set/block of Mentalis is currently underway! While still fairly nascent, I've begun creating cards based on the bit of information we have developed, and so here is where I will show them off. When the set is complete, I'll probably convert this thread into the final set topic.

So, what is Mentalis? It's a plane in which almost all mana has been channeled into psychic abilities, with each faction focused on a different form of psychic skills. Below are very basic overviews of each faction, but you can check out the story and flavor development topic here to learn more--and please, contribute to the discussion there and help create a wonderful world for our set!
Faction Descriptions
Spoiler


So there's a basic outline of the set; mechanics have their reminder texts on the cards below. Please remember that everything here is subject to change as the set is still in development. Also, I encourage ANYONE with ideas to post in the story development or mechanical development threads :D .

So now, the cards!

Cards! (Renders in spoilers above each card.)
Spoiler


This thread will be updated as more cards come. But did I mention, I'd like anyone with ideas to help out in the Story & Flavor Development Thread and the Mechanics Development Thread? Because I would :D

Comments, etc. about the set itself go here :)


Last edited by IceMetalPunk on Sun Jun 01, 2014 1:14 pm, edited 2 times in total.

Like this post
Top
 Profile  
 
PostPosted: Sun Jun 01, 2014 1:08 am 
Offline
Member

Joined: May 25, 2014
Posts: 28
A few new cards! I'll edit them into the main post, but also, here :)

Note: in Mentalis, "Golem Elementals" are technically golems, but they're made from the earth and nature rather than anything artificial, so they're not artifacts.

Spoiler

Guardian of Silvara
Creature — Golem Elemental (C)
Defender
Whenever a creature attacks you or a planeswalker you control, Guardian of Silvara loses defender until the beginning of your next end step.
Just as all Silent Shepherds are attuned to each other, so do their forests all converge at Silvara.
4/5

Spoiler

The Darkveil (V1)
Land (R)
The Darkveil enters the battlefield tapped.
When The Darkveil enters the battlefield, return a land you control to its owner’s hand.
: Add to your mana pool.
, : Put an X/X black Zombie creature token onto the battlefield.
The Darkveil was once the boundary between life and death. Thanks to the Foundry, it’s now unstable and practically useless.

Spoiler

Sunspire
Land (U)
Sunspire enters the battlefield tapped.
Creatures you control have vigilance as long as Sunspire is untapped.
: Add W to your mana pool.
Before the Dark War, such a construction was unneeded. Now, all of Mentalis depends on the Astrals’ light to survive.

I know, the flavor texts of the lands aren't very creative. I may update them later.

More importantly, I have NO IDEA if The Darkveil is at all balanced. It was a very top-down design, and it may have ended up...overboard. But I do like the idea of land that filters mana without producing any of its own, so there's that.


Last edited by IceMetalPunk on Sun Jun 01, 2014 1:14 pm, edited 2 times in total.

Like this post
Top
 Profile  
 
PostPosted: Sun Jun 01, 2014 8:55 am 
Offline
Member

Joined: Sep 26, 2013
Posts: 149
I would probably make The Darkveil legendary. It looks borderline too strong, so probably needs another drawback.

Also, I think Djinn of Brutes and Djinn of the Mindpatch are too close to each other. They cost the same and have the same P/T, but Brutes looks weaker because it actually has to deal combat damage. Maybe make it for a 1/3? And I almost prefer losing the 'may' from the first ability. It's fine in the second part, but I think exiling the cards initially should be mandatory.


Like this post
Top
 Profile  
 
PostPosted: Sun Jun 01, 2014 9:11 am 
Offline
Member
User avatar

Joined: Sep 23, 2013
Posts: 1105
I have a strong dislike of lands that win the game if not answered. This is because it is hard to interact with lands. Also since cards that answer lands often don't answer other things; it makes game more rng-y. (Did I draw my land enough turns before she drew her card which only has the purpose of dealing with my land)

Edit: the descicion to start making highly functional threat-lands around the zendikar era was tantamount to adding a new functional card type to the game: a card type with horrible gameplay properties.


Like this post
Top
 Profile  
 
PostPosted: Sun Jun 01, 2014 1:07 pm 
Offline
Member

Joined: May 25, 2014
Posts: 28
@Goblin: Yeah, I didn't realize I'd made the Djinn ability a "may"...I don't know what I was thinking. That will be fixed soon! As for the P/T, I think you're right there. I just copied/pasted the Mindpatch from the Brutes and changed the ability, without really putting much thought into the rest of it--but it does make sense that a Djinn of Brutes would be stronger than one dealing only with the mind. I don't know if I'll change it exactly as your suggestion, but it will be made more sensible soon :)

@Knifethrower & Goblin: Yeah, I was afraid the Darkveil would be too strong. Like I said, it was very top-down. So now the question is, "How do I represent all that the Darkveil is in a way that's not overcomplicated or overly powerful?" Well...I'll be getting to work figuring that one out! :D Don't worry, guys, the Darkveil as it is now will not be the final incarnation :) Something (hopefully) more reasonable will.

*EDIT* Okay, so it turns out it wasn't as difficult as I thought to capture that flavor in a simpler design. I just am still unsure of how balanced it is (definitely more so than v1), so what do you guys think of this new version?

Spoiler

The Darkveil
Land (R)
The Darkveil enters the battlefield tapped.
Whenever a nontoken creature you control dies, choose one—Put a 1/1 black Spirit creature token with flying onto the battlefield, or put a 2/2 black Zombie creature token onto the battlefield.
: Add to your mana pool.
Once the boundary between life and death, the Darkveil now serves a more chaotic master—the Foundry.


Like this post
Top
 Profile  
 
PostPosted: Sun Jun 01, 2014 3:27 pm 
Offline
Member
User avatar

Joined: Oct 28, 2013
Posts: 3141
That land is hellishly overpowered.

_________________
Characters:
Hexion


Like this post
Top
 Profile  
 
PostPosted: Sun Jun 01, 2014 3:34 pm 
Offline
Member

Joined: May 25, 2014
Posts: 28
That land is hellishly overpowered.

Even the new one? At rare? :( Damn, I thought I'd successfully toned it down. How can I represent the Darkveil's spitting out souls and denying zombies as a land without it being too OP?


Like this post
Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 7 posts ] 

All times are UTC - 6 hours [ DST ]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB® Forum Software © phpBB Group