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 13:07:55)
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I guess that could work, but with it most of the text on these chant cards would be about explaining chant, not the effect that's being chanted. IMO the current variation where that is relegated to the reminder text is much more grokkable. Also, I'm not 100 % how that would work for cards like Symphony of Designs that are not permanents.
"nonbasic" -> 
any land
I remember you noting on this before. I still think that having "some idea" is better than "no idea / purely making a guess" on how the basics work. The incorrect plays you refer to only apply to scenarios where mana is "left over" - those do not occur that frequently. Also, in this particular set, uprise is there to suggest that mana does not immediately dissipate.
If I went with "as the phase ends", wouldn't I also have to mention "and/or step"?
Reading your basic Montain it occured to me that the reminder text is ill-advised. With the current wording of "Unused mana is lost." without any mention of a timing new players are more likely to use mana incorrectly than with no reminder text at all.
I suggest you either leave off the reminder text or specify a timing: "... is lost as the phase ends."
As irrelevant as ultimates usually are, I am not a big fan of this one. After making a million things into trees, ramping lkke crazy, or doing other shenanigans, I am rewarded with an emblem that says "Play more trees!" Thats more of my hatred for green design space though. I like animating lands. Animate lands!
The +1 feels a little too powerful for a 2 mana planeswalker, though the only real baseline for that power is Tibalt, the Fiend Cursed. Still, this seems like something that would go on a 4 mana walker - it's very similar to Kiora, the Crashing Wave's ability.
Yeah. Poor Johnny McJank that sees Alas, Fleeting Dreams in his first pack and snap picks it will get a rude awakening when he sees a pack with this get passed to him.
What's the flavor on this guy? The GW deck feels rather lackluster at the moment. Plus, there's nothing in this set that makes me feel like I want to exile my opponent's graveyard on a common card. I'd much rather find another way to get rid of enchantments, legendary permanents, or shuffle away revealed cards in hand.
Fun riff on Eternal Witness that reduces all of the reanimation value it usually gets.
"That's cool, I was gonna block anyway." was my response to Joraga Invocation 90% of the time.
No other real comment about this card.
Not sure about this effect in the set. There is minimal landfall, land-counting effects, and ginormous Eldrazi in this set and I am not sure what I am getting all this mana for.
For an alternative idea, maybe he can animate Forests for a mana cost?
Repeatable removal at uncommon is strong, but that restriction seems like it should make this okay. Another one of those "might get out of hand too quickly" cards.
White seems like it has its fair share of tokens too, and this definitely wants to be played with one of the bazonkers white anthems in the set. One thing I want to mention is that in a set with a reduced amount of commons, its probably fine to not have ten distinct archetypes. For example, GW/GB Tokens seems fine to have.
This is another one of those cards that I feel can be downshifted to be a draft-around-me Uncommon.
3/1 reach feels weak though, especially because it wants to go in a slower Proclaim deck.
Green Hounds, huh? Why not Wolf?
Oddly, my sleepy planeswalkers can still activate any 0 abilities and - abilities it has. Non-tap abilities can also be activated. Seems a bit weak in terms of being an Arrest-esque effect for noncreatures.
3 lands is about the time where I run out of lands in my hand, so this effect probably plays out a lot worse than it is. Much like with
, you have a lot of different effects that all end up increasing your net mana.
Just an observation.
The reveal on proclaim is part of the cost for the effect, yes? So if you reveal the card and say you're proclaiming it, I shoot down your dude in response, you could you cast it for
? Trying to understand exactly how the timing of this ability works.
The stat line feels weird, given the haste. I feel like it'd feel a bit more natural as a 2/1, but that might err a little too much towards a
card.
Despite not being able to control what color of basic land you get, I still think this should be priced similarly to Rampant Growth.
You have some great art choices though. Really plays off of that creation myth feel you're trying to go for.
This seems a little stronger in High Tide, especially in limited. You basically have 2×(Lands-1) mana no matter what, and a couple of extra life points seems like a small price to pay to get your 7 drop out on Turn 4 with no other ramp assistance.
Given the fact that it affects all lands and not just Islands, the effect seems much better than High Tide, even with the life loss. I'd say at least make it cost 2, maybe 3. There's no Force of Will or Path to Exile in this format, so the mana cheating should be checked accordingly.
Given how powerful Rings of Brighthearth is, I feel like there should be a very high mana cost to that ability, this artifact, or both. It definitely feels mythic, though, but copying certain triggered abilities like those from Heavenly Host or Taint seems really really strong, especially because you can chant those cards to get 3x the triggers.
Oddly, the more I think about Chant mechanically, why isn't it something like:
Chant -
, Tap any number of untapped enchantments you control: Copy target or activated ability. You may choose new targets for the copy. Repeat this process for each other enchantment you tapped this way.
Commenting on colorless cards first because I hate green in general.
Flavor text on a basic? Feels sacriligious. Since I imagine you're just taking a bunch of quotes from the Silmarillion, you're probably limited by what flavor text you can use, but I would like to see two or three different versions of each basic.
Speaking of each basic, black is clearly undraftable in this set because without Swamps, I am forced to rely on Secret Fire to generate black mana. :^)
Personally, I am of the opinion that Uprise is significantly worse than a simple tap ability for mana, since it forces you to commit your card and risk having it get blocked (and get blocked it will be) by opposing creatures. A 1/1 with Uprise will be useful on Turn 1, Turn 2 on the play, and Turn whenever you decide to cash it in for that last extra mana; almost everything in this set eats it with no issue. If you're not playing it Turn 1 or 2, the Uprise clause is the equivalent of the card being a 1 mana Ritual. There aren't many strong midrange creatures in Red right now, so I am not overly concerned about my opponent landing a big dude that's hard to deal with. The only concern is when my opponent goes Son of Anarchy turn 1, then Fierce Fëanorian and another Son of Anarchy turn 2. The clause of attacking every turn is irrelevant since that's what I want to be doing anyway to power out my 3 and 4 drop dudes ASAP. On Fierce Feanorian, however, the opponent has had a chance to get
A more significant drawback would be something like "Can't attack alone" or "Deals 1 damage to you on combat damage.", but the latter is probably something you don't want any more given the suicidal tendencies of the current Red suite.
Honestly, the main issue stems a relative lack of defensive cards (they're mostly tied up in the chant archetype), and the abundance of face-burn in the set. To me, the existence of this, Child of Melkor, and Feed the Emptiness at common tells me that I have got to get a lot of lifegain if I don't wanna be burnt to death at 10 life. This is probably the best candidate to move to Uncommon, though if it were me, I'd probably do some testing with a
ramp deck and see how oppressive it is.
Given the consistency and card advantage issues I can see arising in
, I suspect that it actually isn't oppressive statistically, but it sure as hell might feel like it when you are forced to let your opponent's enchanted Child of Melkor hit you instead of taking 19 to the face, only to be burnt to death by Feed the Emptiness anyway.
Well, ok, but if they are going with full aggro, the creatures they're having are likely to be small (if any are left). So this would deal, what, around 4 damage to face if the enchanted dies? That's sounds like a bad Lava Axe. Certainly not a bomb effect that wins you the game on the spot.
If they're going with bigger creatures, then they first need to play those creatures (and have them stick), hope you don't remove the creature in response to enchanting, and even after that, hope you don't have something like Abide in Waiting or Elvish Lyrist ready.
Well, it's either "Ok, so.. burned me for lots, game over" or "I cannot block those creatures" neither of which are great fun to play against.
The casting cost is indeed a good mitigation. But red tends to own the aggro space, so killing them before they get it set up isn't going to be easy.
Is a 45 running 6 of these anything other than a meme? It's not like this card is universally good in all situations - like having three of these in hand is pretty awkward in most cases. Hmmm... I think enchanting a creature twice with this does work.
Also, what's not fun about it? To me it sounds like it could be pretty fun trying to avoid triggering these. Arguably more so than going against straight-up burn/removal.
You're also likely to have 5+ turns before first of these drops... though that's not given all the
ritual effects in the set.
Eh; Bloodfire Infusion lets you deal power to all creatures. So double-power to one is probably safe.
Um; somewhat worse is putting this on an opponents creature. Viewed that way, it's a delayed-action double-fork.
But it's probably cost appropriately for that much damage. It's crazy; and more complex than a common usually gets - so red-flag. But not a hard-stop. Cards of this craziness and complexity can exist.
The real craziness comes when combining this with, say Bloodshot Cyclops. One moderately sized creature then becomes a flat win-damage-to-the-face.
...Actually; I just realised a reason to not make this common. Facing off against a 45 card deck running 6 of it would not be fun.
Yeah, that scenario is rather absurd, but (hopefully) in a good way that makes me all giggly when I think about it.