Silmarillion: The Love of Lúthien

Silmarillion: The Love of Lúthien by Tahazzar

63 cards in Multiverse

2 with no rarity, 20 commons, 24 uncommons,
12 rares, 5 mythics

13 white, 5 blue, 17 black, 10 red,
15 green, 1 multicolour, 1 artifact, 1 land

46 comments total

Second set of the block. See

Silmarillion: The Love of Lúthien: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Story | Skeleton

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Planeswalker – Aulë
+1: Until your next turn, up to one target creature gains double strike.
-2: Exile target noncreature, nonland card from a graveyard. You may play it this turn.
-7: Create twenty colorless Treasure artifact tokens with "{t}, Sacrifice this artifact: Produce one mana of any color."
Illus. Kairosis (***) |
Enchantment Creature – Incarnation
Everything is black.
It was bred of mists and darkness on the confines of the Shadowy Seas, spinning a clinging gossamer of utter gloom that catches in its mesh stars and moons and all bright things that sail the airs.
Illus. Sashax01 (Sasha-Anne) -
last 2017-08-09 10:34:04 by Tahazzar
Each player loses 2 life for each untapped enchantment they control.
Morgoth forged for himself a great crown of iron, which he never took from his head, though the burden of that crown and of the jewels bowed down his head, as though the world were set upon it.
Illus. formenost (Thomas R.) -
last 2017-08-09 09:37:55 by Tahazzar
Target opponent reveals their hand. You choose a nonland card from it, then that player may pay 3 life. If they do, return Hells of Iron to its owner's hand. Otherwise, that player discards the chosen card.
Illus. Vincent Lefevre
You gain 2 life for each creature card in your graveyard.
So great was her sorrow, as the Music unfolded, that her song turned to lamentation long before its end, and the sound of mourning was woven into the themes of the World before it began.
Illus. Selene Regener
1 comment
2018-01-14 10:29:18 by Tahazzar

Recent comments: (all recent activity)
On Mourn:

Card design by nattyicicle (reddit)

Transferring that flavor from the now deactivated Ley of Lamentation.

On Azaghâl's Guard:

Interesting how this may not be a card you want to activate rally on prior to combat, especially since Red looks pretty aggressive in this format.

On Sprung from Seeds:

­{2}{g} seems too pushed at first glance, but I'll probably have a playtest with it before increasing the cost to {3}{g}.

On Sprung from Seeds:
on 2017-11-30 22:51:41 by SoulofZendikar:

I agree with Mal. This should be a land animation spell. There is no need for this to ramp at all.

On Enter Door of Night:
on 2017-11-30 20:36:08 by SoulofZendikar:

Yeah, I don't see a point to this card here.

On Cast into the Fire:

IMO these kind of effects get the better the more you have them since it becomes more and more dangerous to pay the punisher cost.

Anyway, I think the costing here can be quite flexible here indeed, so that I might be able to cost this reasonable to any 1-4 CMC depending on the overall CMCs appearing on other cards at this rarity.

I could even do this theoretically, if it weren't so inelegant:

> {x}{r} Sorcery
> Destroy target artifact, creature, or land unless its controller has ~ deal X plus 3 damage to them.

On Cast into the Fire:

Well, six damage is a lot. I wonder how often you'll be stuck going "What can I threaten convincingly enough to get them to be burnt by this?"?

On Cast into the Fire:

Seems a bit unreliable. It's unlikely to ever hit what you want to hit in a control deck, and I can't really see myself using the land mode too often unless I'm in a dedicated LD deck.

I think the main issue with this is how unflexible the punisher clause makes it. "Destroy target artifact or land" is pretty Demolish-tier, but adding "creature" to it makes it insanely flexible at {2}{r}{r}, but still reasonably costed (if you're looking to flex "destroy target creature" in red, of course). However, the punisher clause completely negates all flexibility granted in running this spell by making it very unlikely that this spell is going to do what it wants to do when you need it. You could say that's skill-testing, but it just makes me not want to run this in favor of a smaller/narrower removal that has 100% chance of doing what it does when I cast it. It might feel a lot better at {1}{r}{r} for 5 damage? But maybe not at common. I can't see myself wanting multiples.

On Gondolin, the Hidden Realm:

Ah, that's because that mana producing syntax has seen lots of changes and this set (unlike the first Silma set) is at a concept / design stage. Many of these cards are quite old tbh.

On Gondolin, the Hidden Realm:

Why is the wording "~ produces {c}" when other cards just have "Produce {c}"?

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