Silmarillion: The War of the Jewels: Recent Activity
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Recent updates to Silmarillion: The War of the Jewels: (Generated at 2025-08-02 16:13:23)
I removed the nonland 'cause of text space issues. Does that change push it over the limit?
removed nonland cause added 'when they do,'
Yeah, this is a cool take on a blue ability that I'm not sure I've seen before.
"Tap all creatures that entered the battlefield this turn." -> "Nonland permanents enter the battlefield tapped this turn."

-> 
-> 
and minor text changes
Maybe. Up until the very end, if you spend time casting these while the opponent is dropping threats (ie. damage), you're going to dig yourself into a hole.
It wouldn't be unreasonable to switch this with, say, (((Price of Pride))), but it would feel less exciting IMO. Partly because (((Price of Pride))) is pretty bad.
Well... I might as well add it... I'll get to that once I can update the MSE file.
Remember Radiance of Unsullied Light (currently deactivated)? This was specifically made as not an aura to replace that card, since auras don't play well with chant.
Weary of the World still suffers from this as a common card, since it's also in a chant color, but also worse in that it's used to enchant a creature an opponent controls.
Yes, random can then absolutely be removed.
In constructed, the same likely applies to Secret Fire as well. These cards haven't been that crazy in limited, but in constructed they might be must-haves.
I would generally judge this card to be rather tame outside an environment like we currently have with cycling from Amonkhet. If I were to improve the card I'd turn it into an Aura that pumps enchanted creature to cut down on decisions/board complexity with looters etc.
It's certainly a weird card to see in white.
I mean, you're not wrong. It feels like there isn't a single correct answer here.
The main reason that I would like to keep this at a higher mana cost is to have a diversity of mana costs at common - and on other rarities. Also, having some big target for all that uprising at common seems like a must.
What I was trying to imply is that either it's a Master's Call / Gilt-Leaf Ambush or Captain's Call. Scatter the Seeds and Triplicate Spirits - perhaps mana cost aside - are arguably more powerful.
The 'on-board' complexity point is kinda true. Still, it only works on defense, so it's less to worry about than a card like Selfless Cathar which you have to always keep in mind when combat is about to happen or even when removal spells are about to be cast.
I'm not 100 % whether this would be flagged or not. Not that it matters much since I think I have a lot of red flag quota to go around - though Prepare the Feast and Celestial Horizon might be flaggable for text length.
At five cards can the random order be removed? The best part about ramping from the top to me usually is avoiding unnecessary shufling.
Also my first thought seeing this also was "Even better T1 ramp than Llanowar Elves." This will seriously impact how green plays in this set as opposed to a canon set following modern design.
Obviously I cut custom sets a lot of slack in tha regard since I preferably don't take any Constructed competetive decks with them into consideration and that's where the change would be most drastically felt.
I think this might be an uncommon since it can be problematic in multiples - though that would be more of an issue if it was an instant and you could drop two of these on an opponent at 10 life "Oops, you're dead"-style.
The issue would be effects that change targets (though in this case it would be more weird than game breaking, I suppose), but spells cannot target themselves, so while I have never checked it's reasonable to assume there is a similar rule in place for activated abilities/objects on the stack in general.
That said does the single word cost you much just to shut down any imaginary loopholes?
Three of the four cards you quote prove their point since they are sorceries. :)
The problem with a proclaimed instant that creates tokens or p/t is that it counts towards board complexity once you proclaim it, so this is equivalent to an on-board combat trick and is red-flagged at common.
That doesn't mean you cannot do it at all, but this clearly is not a NWO-conform common if you take that into account. Arguably some sorcery-speed cards with proclaim can be red flags if knowing them should inform attacks/blocks (though I haven't checked whether that applies to anything you have in the set right now).
I'm aware that being legendary can be relevant, but I also feel that a card with distinguished should realistically be nonlegendary at times.
If this was cheaper/more efficient I could see decks packing two of them more readily and maybe manage to cast both - the question is how often the second ability makes a difference in the scenario where you play both. Maybe the ability belongs on a more medium-sized creature? It seems like a suicide aggro ability.
Though seeing the drawback perspective is also interesting it is more of a matter of how often do you draft two of them hoping to have them both on the battlefield?
This might push modern urza-tron like crazy, but I don't really consider it something I should worry about. In this environment or in isolation, it compares to Sylvan Scrying and Explore quite well.
The common, green creature cards are quite defensive enough and there's also Green-Elf Wanderer with that p/t, but I do agree that this could use a buff.
Would 3/1 be reasonable? Maybe even 3/2? Or maybe make Green-Elf Wanderer into a 3/1 and then this to 2/3? Then I think that card turns too similar to Moon Guide... Hmm...
From what I can gather this has performed fairly poorly in limited decks. If I recall correctly, in two drafts now, the decks running these have been the low end decks with most loses.
So I find your assessment to be off base.
Maybe I should try to force a
deck in draft with this in mind... That shouldn't be too hard since these tend to rotate around the table.
Yeah, but it could it be? After all, this is 'virtually legendary' so some spiciness is to be expected.
I would still rank Monastery Swiftspear as a lot stronger. Also, this functions somewhat like a legendary creature so you can't expect good results if you drop more than one of these on the board.
The set 'already has' a 1-drop rebel at common in red: Son of Anarchy. The small set size makes every card slot really 'compact'. That this also cares about other permanents makes it not such of a good idea at common IMO.
I like that 'up to five' idea. Wording could use the 'whichever comes first' as seen in Thought Dissector.
You do know that power level isn't really related to rarity, right? Like I remember hearing this phrase: "A common could be the most powerful card of the set" (paraphrased).
http://markrosewater.tumblr.com/post/51367886978/is-lightning-bolt-still-at-a-common-level-because
It only prevents you from killing yourself with the card, which hardly amounts to 'prevent you from dying'.
So far it hasn't shown to be problematic in limited though I could see it being a power player in certain archetype. Depending on what the purpose of the set is intended to be, I might need to do some constructed testing.
I'm pretty certain you can't use ability to target itself. At least here, when choosing the target for the ability, the ability itself hasn't been activated yet, so you can't choose it. That and I doubt many will even think of doing that since it's so backwards.
Where are you getting this idea?
Ie. Captain's Call, Kuldotha Rebirth, Scatter the Seeds, Triplicate Spirits + all the various instants that produce two 1/1 tokens.
Also note that if proclaimed to create three tokens, many of the advantages of being instant are lost - the main being the surprise element.
It's a double-edged sword. If you are aggressive and on the attack - it's awesome. If you are on the defense or low on life, it can be a totally dead card - at least without a second copy.
Aggressive decks generally want a low curve so if you spend much effort on ramping (rather than being aggressive), you would rather have a ramp-target that would help you to stabilize.
Most red decks will revel in the second effect as a finisher. "Block me or don't, you're taking a chunk of damage either way"