Silmarillion: The War of the Jewels: Recent Activity
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Recent updates to Silmarillion: The War of the Jewels: (Generated at 2025-08-03 02:56:50)
With this only UR05 and UU04 remain unfilled in the uncommon slots. There's also one uncommon equipment under work. All commons have been done for a while now.
deactivated
deactivated
"Long Bore Fate" -> "So It Is Doomed"
Looks great. Might be a little too on-the-nose with the "this card is useful in both decks", though.
changed altogether
Feels a bit awkward.
Win-cons? Not really though I don't feel there necessary has to be bombs with this mechanic slapped on them. Valinorian Mûmak maybe?
For enablers there's Plead in Whispers, Elf-Sage of Valinor, Vairë the Weaver, and Moon Guide. Royal Messenger also likes proclaiming but it's negligible. Plead in Whispers I might change to something else since it can blur what "proclaiming" actually means... I think I was supposed to change it awhile go along with Elf-Sage of Valinor since it had a similar trick before but I guess I just forgot to do that.
This is also an enabler as well: It started out from the idea of "proclaim for free" or "proclaim all the cards in your hand" but I wanted to wrap it into a sensible package that works on its own. Okay, maybe it's more of a payoff since it costs so much so yeah. Without the last ability, I could see this costing

maybe, but IMO it would be a slightly lesser design.
UW06 -> UW08
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I'm not a fan - it definitely feels like it fills the same archetype of card (not draft archetype) that Transcendent Myth does, like you mentioned. It might be unintuitive that you can proclaim stuff in your hand without it having a proclaim effect, too. Does proclaim have any other win conditions other than this one? Might be better to use this slot as a powerful enabler rather than a payoff.
Aye, that's why Masumaro, First to Live is mediocre at best. You can think of it as a puzzle though. To get most of the card you could spend mana on your earlier turns to ramp instead of proclaiming your cards. Forgive and Forget also should help with having too few cards in hand by the time you can - or after - you have cast this.
I was gonna say "Whoa; it proclaims everything and massively powers up everything else"
And then I saw the rarity and casting cost; and that went from "Eeep" to "Ah, intentional use; very cool". Although one problem with proclaim in general, having got to 7 mana with lots of cards in hand seems very hard to do.
Conceptually this is a bit too similar to Transcendent Myth IMO.
"Untap all enchantments you control during each other player’s untap step." -> "At the beginning of your end step, untap all enchantments you control. "
Actually, making your hand size be six this turn might be another good way to signal its effect. And maybe have interesting interactions with other things.
Another strike against common: New/casual players won't know if they're supposed to discard down to seven cards after this spell's ability is done resolving. It's simple to us, but how's a new player supposed to know that you don't discard down to seven when the end step begins?
That said, I wouldn't say that this card must be uncommon. I would wonder why it must be common, though.
It might, oddly, be a better feel if it was the weaker card that discards when you cast it (so it does do something immediately - something bad) and sets you up to draw later (Oh! That's why you'd cast it!).
Then later, they discover other things in set that make you want to discard, and they get to feel clever a second time.
I believe the main issue is that the sorcery does nothing immediately, which is a little confusing for players that have this general pattern of cast spell -> thing happens. Personally I enjoy cards that play with expectations, but it's an odd way to balance cards that would otherwise be a little too strong at common and might cause more than one mistake during a fresh draft.
It's a rare card: red-flagging is only relevant for commons.
Flickering and rebound are two examples where "exile something that was exiled earlier" would make sense. That part of its functionality is pretty niche admittedly.
Why? This doesn't seem particularly confusing to me.
Hound instead Wolf type is a flavor thing btw. Huan, the Hound of Valinor vs Carcharoth, the first werewolf and Sauron in his werewolf form.
This compares somewhat to the fairly recent Pouncing Cheetah.
And well, yeah, Birthing Pod was banned for a reason.
I'm planning on using -1/-1 a lot more on the following set of the block. Think Hada Freeblade, but along the lines of Channeler Initiate.
Eh, looking around I would rate both Splendid Agony and Grim Affliction as slightly better as far as effects go but costing
more. Scar and Disfigure might be relevant comparisons as well. Considering the set's general power level, I think this card is fiiine.
and 
at various points. At those times, it was disappointing to the point of being sad.
This has been
How did you come to the conclusion that it's "too strong at Uncommon"? We've had cards like Splatter Thug, Thorned Moloch, and Porcelain Legionnaire at common.
I'm not entirely opposed to making the mana cost more color intensive for example (

), but I don't really feel it's necessary. The rewards for going Rebels as far as tribal themes go aren't that numerous right now so I feel okay at this being quite pushed.
Here's my 2 cents: Make it "Return target creature that was dealt damage this turn to its owner's hand." a la Inflame. Or better yet: "~ deals 1 damage to target creature. If that creature was dealt damage this turn, return it to its owner's hand instead." So now you can pop tiny creatures or use it to bounce something.
It's all about flavor ;)
Okay, yeah, I can seem quite contradictory (even to myself at times), but as I was gathering material for that comment there, I noticed that my issue most likely stemmed specifically from the similarity of removal between rakdos colors. This is no removal.
... or maybe I'm just biased to my own designs - who knows?
Won't it feel "off"?