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 02:15:16)
Planar Chaos's wasn't a "gimmick" set about breaking the color pie.
Lifeloss isn't that far off from damage so I'm okay putting that into "it's more flavorful" tap.
> Secondarily, the bounce-to-hand really isn't red.
I don't care much for appealing to "authority", but since that's the thing that works: Did you notice the blogatog links posted earlier? Both are from 2017 btw.
"that player loses 1 life and you gain 1 life" -> "scry 1"

3/1 -> 
2/2
2/3 -> 3/1
2/2 -> 2/3
Okay, let me rephrase that: It's pointless in that it unnecessary removes an in-built weakness indestructible effects have. + I think the card is cooler this way.
I just noticed that the reminder text implies that proclaim is a special action rather than an activated ability. So it's probably better not to mention activated abilities on this one.
Increasing the toughness cannot at the same time be "pointless" and an "added dimension" in being weak against -X/-X effects.
The way I see it, it's pointless to give a toughness boost when you give indestructible as well. I like the added dimension that this won't help against the various -X/-X spells.
What's wrong with instant-speed LD? It's better against blue counterspelling mage, but beyond that I can't figure much out. Instant-speed pyroclasm is nice, but maybe not enough to justify this to not to be a sorcery.
Anyway, I've been considering raising the mana cost to

since Demolish is the usual standard for LD. Given the general power level though, I feel it ends up being quite weak. Maybe increase in mana cost as well as damage upped to 3?
I don't think this in the realm of impossibility. "Deals 5 damage to player" has been frequently showing up at common: Brimstone Volley, Artillerize, Font of Ire, Sarkhan's Rage, etc... It hasn't yet shown to be problematic in playtesting either.
Aww, shame. I'll go stick the original (horrendously broken) version in my silly set, then :)
I think this falls into the rare category of "how can I break this?" rare. If I am unfamiliar with the set and I open this card as it is currently, my thought process is likely to be:
"What does proclaim mean?" -> Look through pack for "proclaim" -> "Oh, nice, I see why this would be useful and fun to break"
Whereas if the card used the previous text:
"I thought you could always activate abilities any time you may cast instants?" -> Look through pack for activated abilities -> See proclaim -> Proclaim = activated ability from hand -> "Oh, nice, I see why this would be useful and fun to break"
There's a lot more opportunity for the player to miss one of those steps and just give up on understanding the card, as I see new players often do.
While the cross-block compatibility is tempting, I don't think it should be done while sacrificing readability. Activated abilities from hand are rare enough that I think that players won't be able to immediately understand the ability in its previous wording well. It ties back into my belief that many players don't think of the hand as a traditional zone.
Second ability restricted to proclaiming
The second ability started out as
> You may proclaim any time you could cast an instant.
What are your opinions of this? Is the backward - and forward - compatibility worth it?
One reason why I didn't make it just proclaim was that it feels a bit weird in a card that can't really utilize it itself. As in, this doesn't have proclaim or anything.
Eh, I'll change it back to that ability being restricted to proclaiming.
Yeah, the second ability would need to be reworded to remove ambiguity e. g.
Maybe? I think a less "awe-inspiring" ability is fine since this is already plenty tricky and the alternative requires beind extra sensitive to each other card this could interact with.
Instant speed transmuting seems legit.
Mmm, true; it only allows you to use abilities that don't tap or sacrifice. There's still a few of those to go around. Heck; I think it It'll allow you to cheat equipment into play without ever casting it.
If all it means is "at sorcery speed restriction is lifted" then that's a heck of a lot less interesting. (And is still probably unprintably confusing)
I think the backwards compatibility with Forecast is a little unnecessary, since Forecast is unlikely to be used again and the only forecast card used even semi-regularly is Proclamation of Rebirth. Because right now, the rule of "you may activate abilities (of cards in your hand) any time you could cast an instant" is already a rule, so to a person who just opened a fresh booster pack and got this, it seems odd that a card would just state a rule that's already in place.
Leonin Shikari and Ninja (the augment card), though much more narrow in application, spell out the fact that it applies to certain abilities that are only activated as a sorcery to get it to read better. I think the same should be done here. The other issue with forecast is that forecast has different timing clauses than "any time you could cast a sorcery", which open up room for confusion.
Also totally missed that you can Brainstorm proclaimed cards to redraw them later to proclaim them again. I like and dislike the fact that the set will force people to think of the hand more of as a zone akin to the graveyard or battlefield than normal.
Oh, that second ability is meant to mean that activate abilities of cards in your hand that have abilities that can be activated from hand - at instant speed. I mean, how would that even work otherwise - like for tap costs and such?
So, both of them are made with the proclaim mechanic in mind.
1) Put proclaimed cards from hand on top of library so theY can be "reproclaimed" once drawn.
2) Proclaim (forecast) whenever.
This is two really awesome abilities, which don't really have much in common. (Although the first one does put better cards in your hand, I guess). I suggest splitting them onto two cards, to savour the impact. And make it cost a bit more.
And testing the heck out of whether it's safe to not need to put things into play to use them!
Oh, and this is so mythic it's just not true.
But wow; such a huge pair of massively powerful abilities! Very cool.
Sorcery -> Instant
Back to 1-drop 0/1. Now produces
.
Fits the theme? Surely you can make an escape with an island yourself?
Looking at the card with that text change, I think it reads better the old way as a 'cause and an effect' text. The two effects aren't mechanically related enough IMO to jell well together in one sentence.
Does it affect your opinion that Blood Artist is for any creature, and that this cares only for opponent's creatures? Because it should. Blood Artist and the like have spawned decks run around saccing their own creatures.
> Suicide black always views even life loss as a boon, since winning at 1 life is just as good as winning at 20.
If we're speaking of aggro here, I doubt it would be that interested in running a 4 CMC "draw two" card. For control, to which the instant speed would gear this card towards, 'each player loses 2' is likely to be a drawback.
Okay, so on this 'craziness' - that kind of strict thinking will do you more harm than good in a creative tasks such as mtg design. Seriously, think about these things. Why haven't there been a black instant speed draw spell without sacrifice? Could there be and why not? Would it be a problem and why would it?
This has never been rule enforced or official stated by WotC as far as I know. Even if it were it shouldn't stop you from doing it if it makes sense in the context.
The amount of people who care or know about these kind of supposedly existing rules is so niche it's almost non-existing. Then take a subset of that group for the people who would in any way be 'offended' by this card or whatever. So what you're saying is nonsensical.
Plus, you've probably heard this phrase by MaRo:
> "It's better to make something that somebody loves, rather than something that everyone likes and no one hates." (paraphrased)
In any case, at least on the 'instant speed black draw' department, it seems that I was already 'behind the trends' since Succumb to Temptation was printed just last year. Also, looking at that card, this seems pretty bad as I suspected. Like I said, it's hardly better than Inspiration, which is why there's a card like this in the custom "Dreamscape" set that has seen much scrutiny and playtesting. For being an uncommon, it also gets that new variation of suspend on it. So I'm considering making this more splashable at
, but I really like the theme of '2s' here.
Eh, maybe Consume the Meek could be an apt comparison. The mono-
requirement restricts it a lot. It's no Toxic Deluge if that's what you're implying.
Also, please edit that ?????? character chain out since it's messing with the site's formating of posts.
The difference between each player drawing vs you drawing is huge. For example, Vision Skeins costs half of what Inspiration costs in mana yet in most scenarios it's the worse of the two.
Anyway, after seeing this being played, I think this can be an essential, great card for
in this set.
Halving the mana cost and damage doesn't actually change the design that much. That's just fiddling with numbers and since I have enough lower CMC cards at common in red already, I think it's better this way.
This is a high risk card choice and in the second draft it saw no play either.
The 'buff' is +2/-2, not +2/+2. So it turns from 2/4 to 4/2, in a sense 'switching' its power and toughness.