Silmarillion: The War of the Jewels: Mechanics

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Chant: Your enchantments can enhance this effect. Copy this effect for each enchantment you tap in response. Used on 9 cards: Pouring Melancholy, Light Before Fall, Symphony of Designs, Glorious Theme, Silmarils, Jewels of Fëanor, Lady of the Sea, Radiance of Unsullied Light, Sapphire-Winged Herald, Moon Dew

I'm not sure whether this can work as written ruleswise...

Addresses one of the central themes in Tolkien's writing: How light, life, and music are "equal".


TAPPING ENCHANTMENTS "issue":

I think one day or another MTG is gonna have enchantments that tap so to me the question is just whether this is the way you want that "rule" to be broken.
This mechanic has changed a lot since it's inception and was made to fulfill a specific purpose, which is to convey the idea of a verse, resonance, hymn and/or theme. There were numerous variations, some of which were similar to rebound but triggered at each upkeep - that seemed too non-interactive among other things. The point is - I didn't specifically made this to break a rule, but to satisfy a design need.
So for something like Light Before Fall I found it to be very much appropriate in that other solutions seem inferior. If it just said something like "At upkeep, you gain life equal to the number of enchantments you control" then it certainly couldn't be common (multiple would stall the game way too easily).
I think artifacts have way too much leeway to do whatever they want. There's very little that enchantments can do that artifacts can't. Even Auras are just kinda sucky equipments (Curses though are great!). I mean, they don't even have to have a color most of the time - but can if they want to!
Enchantments not tapping, while being something that they haven't really done, seems to me like a yet another constraint on enchantments that artifacts do not have to worry about. Sure, I respect that since it has a long precedent - or at least the idea behind it (to make enchantments and artifacts differ from each other).
However, I think chant does very well to create an enchantment specific mechanic. It makes sense (to mean at least) that enchantments hymn in accordance with each other, creating a theme and moving from verse to verse. They can almost work as a single unit, while artifacts are more like a bag of trinkets that can "combo" each other if combined/assembled together to create a clockwork like structure/factory. Ie. Grinding Station and Decoction Module cycles for example. So with chant you "tune" your enchantments to play a different song each round.
IMO this creates a new type of enchantments, much like Curses, which gives enchantments some new fresh flavor/design space (while still being notable different from artifacts).

Proclaim: Pay PARAM1 and continue play with this revealed from hand. Proclaim this card only as a sorcery and once only. Used on 19 cards: Silences Yet Unmoved, Alas, Fleeting Dreams, Prepare the Feast, Spring Unmarred, Coming of the Firstborn, Beacon of Light, Breaking Dawn, Appointed Return, Lunar Lunacy, So It Is Doomed, Essence of Being, Fear No Evil, Forgive and Forget, War-High Victor, Pride Before Fall, Awake and Dreaming, Outer Sea Drifter, Natural Plea, Flood Draft

Proclaim is a mechanic conceived by Eris_Omnisciens on reddit's custommagic. It's very similar to miracle.

This likely the last "actual" mechanic of this set (the two others being distinguished and chant). I've been looking for a third mechanic for some time now. There's still a good third of the set unfinished and it looks like {u/g} needs the most filling. Also there's this theme in Tolkien's writing (especially seen in Silmarillion) of pass of time, sorrow, nostalgia, remembrance, cycles, and fate/doom. Some other things I considered before deciding to try proclaim out:

wither, miracle, morbid, vanishing, cumulative upkeep, proliferate, suspend, and taking additional upkeep steps

EDIT: Now more inspired by "Foreshadow" instead, which was used in Esparand for example (the updated wording for foreshadow is featured there).

EDIT 20170112: Added 'continue' and 'this card' as suggested by SoulofZendikar.

Uprise: Whenever this attacks, produce {r} at the beginning of your next main phase. Used on 6 cards: Fierce Fëanorian, Son of Anarchy, Arisen Liberator, Caranthir the Dark Exile, Curufin the Crafty, Curufin the Crafty

Mechanics for the rebels of the set. Appears only in red.

UPDATE: "it produces" to "produce".

Distinguished: This creature is legendary if no other permanent has the same name. Used on 10 cards: Fair-One of Minyar, Varda's Progeny, Red-Handed Kinslayer, Maiden of the Day-Star, Spiteful Heir, Child of Melkor, Unbridled War-Wager, Silver Steed, Scion of Kings, Estranged Bride

Somwehat of an utility mechanic. There are a lot of named entities in Silmarillion, but you can't really fill your set with legendaries. With this you can still reference them - even at common.

Design by Wicked Souls at MTG Salvation.

Lurk: As long as this creature is untapped, your opponents can’t target it. Used on 5 cards: Host of the Eldar, Reaperwraith, Ungoliant, Spider of Night, Houseless Defector, Green-Elf Wanderer

This mechanic is mainly {u/b} with {g} being tertiary. It's aimed to be evergreen (invalidating hexproof). I treated as though it had been introduced before so it's not "new" a mechanic here.

UPDATE 2018-01-26 Name is now "Lurk" instead of "Hidden".




In card text or details pages, write the mechanic's code name (playtest name) between square brackets, like "[Crittercast]", "[Bushido 1]" or "[Delay 4 {2}{R}{R}]". It will be expanded to the mechanic's name plus reminder text, such as "Suspend 4 – {2}{r}{r}. (Rather than cast this spell from your hand,...)"
To expand a mechanic's name but not its reminder text, include parentheses at the end of the square brackets: "[Crittercast()]", "[Delay 9 {R}()]".