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
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
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The Astral Tribunal is filled with photokinetics--creatures who can control light with their minds. The powerful Astrals lead the Tribunal, with other photokinetics following their lead. An ancient war between the Astrals and the Foundry led to the end of the plane's natural light source--so the Astrals have supplied all light to Mentalis since then. This gives them more power than any other faction, putting them in control of the plane and its inhabitants. They have created a type of creature unique to Mentalis, called the Luminals, which are artificial beings made of pure light. They're unstable under stress, but very good at releasing energy in short bursts; for this reason, the Astrals use them as soldiers, although as they are all sentient, some do not agree with their assignments.
The Mesmerics are a group of mentalists. They excel at creating hallucinations and illusions, which they use to manipulate others into doing things for them. The most powerful Mesmerics can create the illusion of any wish's fulfillment, and so have turned themselves into Djinn--but once their payment is received, the illusions shatter and the wishes end. (They may or may not be trying to take control of Mentalis from the Tribunal...we haven't exactly settled on that yet.)
The Foundry of Damnation, also just called the Foundry, are a cult of mediums. They not only commune with the dead, but have varying levels of control over spirits and the undead. The souls of Mentalis usually pass through the Darkveil, the barrier between life and death; but because of the Foundry's constant manipulations, the Darkveil is extremely unstable. Sometimes, it will spit souls out that have already crossed over, resulting in Spirits wandering the plane. Other times, it will prevent recently dead creatures from passing through, resulting in Zombies and other undead things. In the end, the Foundry's goal is simple: use enough sacrificial offerings to bring back their demon master, Hothraxis (name subject to change...it used to be Joe ), and bring down eternal night on Mentalis. (Related note: Hothraxis was sealed away by the Astrals in an ancient war...read the story and flavor topic for more details.)
The Flamehearts are pyrokinetics (fire manipulators). This faction is the least developed, and we haven't quite settled on a concept for them. If you have ideas, please contribute them to the story thread! The best compromise we have so far is that 40% of Flamehearts are sentient, while 60% are bestial (often pets or prey of the sentient Flamehearts). They can all control fire psychically. The sentient ones live in the city, but are extremely hot-tempered, and so highly disliked by other citizens. Although their fire provides light, creating a constant light source would take patience and consistency that Flamehearts simply lack, and so none can take the place of the Astrals--and if anyone tried to make them, they would take it as an affront and burn them, possibly to death. Because they are so hated, they are perfect sacrifices for the Foundry, as no one would investigate a Flameheart death. When a Flameheart is very powerful, a moment of strong anger can cause them to become engulfed in flames, leaving only a firey shell in the form of their old bodies--they become fire Elementals.
The Silent Shepheds, or just the Shepherds, have a psychic connection to both nature and each other. They dislike the other factions for various foundational crimes against nature, but are generally peaceful. Rather than antagonizing others, they prefer to stay out of society and live in the forests outside the city walls. They have the ability to instill their psychic connection into nonliving, natural materials, creating earth Elementals and organic Golems. As the power struggle within the city begins to weaken the light on Mentalis, plants and animals in the forests are dying--and so the Silent Shepherds are silent no more, vowing to destroy anything that would destroy nature.
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 .
So now, the cards!
Cards! (Renders in spoilers above each card.)
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Chained Luminal Creature — Luminal (U) Vigilance, Defender : Chained Luminal loses defender and can’t be blocked until end of turn. Exile it at end of turn. The fool says in his heart, “The light can be contained.” 4/6
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Luminal Colossus Creature — Luminal (R) Vigilance : Luminal Colossus can’t be blocked until end of turn. Exile it at end of turn. The Astrals created the Luminals to do battle, never knowing that the light within them would burn out with rage. 5/5
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Luminal Generation Sorcery (C) Put two 1/1 white Luminal creature tokens onto the battlefield. They have vigilance and “: This creature can’t be blocked until end of turn. Exile it at end of turn.” When one Luminal burns out, another takes its place.
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Luminal Mender Creature — Luminal (U) Vigilance Whenever Luminal Mender deals combat damage to a player, you gain that much life. : Luminal Mender gets +2/+2 and can’t be blocked until end of turn. Exile it at end of turn. 2/2
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Timid Luminal Creature — Luminal (U) Vigilance : Timid Luminal gets +X/+X and can’t be blocked until end of turn. Exile it at end of turn. Some Luminals refuse to concede to their instilled aggression until they deem it necessary. 1/3
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Djinn of Brutes Creature — Djinn (U) When Djinn of Brutes enters the battlefield, you may exile the top three cards of your library face up. Whenever Djinn of Brutes deals combat damage to a player, you may put a card exiled with it into your hand. “Hurt them, and you shall have your just rewards.” 2/3
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Djinn of the Mindpatch Creature — Djinn (U) When Djinn of the Mindpatch enters the battlefield, you may exile the top three cards of your library face up. Whenever you would draw a card, you may instead put a card exiled with Djinn of the Mindpatch into your hand. “All I want is for you to stop looking for answers. Then you get what you want. It’s a win for us both.” 2/3
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Illusory Reflection Creature — Illusion (U) You may have Illusory Reflection enter the battlefield as a copy of target creature. If you do, it gains “Whenever Illusory Reflection is dealt combat damage, sacrifice it.” A Mesmeric doesn’t care if his illusions are discovered, as long as they’ve served their purpose first. 0/0
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Memories Hidden Instant (C) Target player exiles the top X cards of his or her library, where X is the number of cards in his or her hand. For each idea that you may have another slips away.
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Necromancer’s Bones Creature — Skeleton (C) Veilrip 1 (When this enters the battlefield, exile target creature card with converted mana cost 1 or less from your graveyard. You may cast that card as long as this remains on the battlefield.) , : Regenerate Necromancer’s Bones. Even in death, he toys with the dead. 1/1
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Necrosage Creature — Human Wizard (C) Veilrip 3 (When this enters the battlefield, exile target creature card with converted mana cost 3 or less from your graveyard. You may cast that card as long as this remains on the battlefield.) Getting souls out of the Darkveil is easy. Getting them back into the world takes time. 2/2
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Soulrive Splitter Creature — Zombie Wizard (C) Whenever you regenerate a creature you control, put a 1/1 black Spirit creature token onto the battlefield. Any skilled Foundry necromancer knows that to keep the body alive, the soul must be removed. 2/2
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Soulthief Skeleton Creature — Skeleton (C) , exile a creature card from your graveyard: Regenerate Soulthief Skeleton. “A bag of bones, no soul of its own, had stolen some spirits, one by one. He went on living, a body to mend, but fare for Hothaxis he was in the end.” -Foundry nursery rhyme 1/1
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(None yet...Flameheart mechanics need to be developed first!)
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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
Multicolor
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Fungal Necris 2BG Creature — Zombie Beast (C) Deathtouch In the Gap between light and dark, where the Shepherds’ forests meet the Foundry’s Dark Continent, strange and deadly creatures lurk. 3/2
Lands
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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.
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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.
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.
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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
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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.
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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.
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.
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.
@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! 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?
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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.
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?
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