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 22:00:25)
Son of Anarchy as a 1/1 with just uprise sounds really strong, like Llanowar Elves strong. It's true though that
can be hard to come by optimally in limited.

2/1 could be a thing, but seems very close to Ñoldorian Jewel-Wright... or maybe I could make the Jewel-Wright into a 2/2 
. On the other hand, mana fixer that wants an upfront payment of 
gives mixed messages.
Those are some of the issues I've been thinking about.
has a nice ramp archetype set up, but even there the actual payoffs cards are few and far between. Child of Melkor is a newcomer in set, but has indeed big shoes to fill and is doing a lot of work.
The second set is likely going to have at least a minor Dwarf tribal thing going on so I might as well move Descendant of Aulë there. Maybe another payoff card could fill the slot it leaves behind...

-> 

. I've been considering this change from the card's very inception.
I assume he means a delay from when you play it to from when your creatures actually get the ability. However, the restriction is fairly limiting in this case and Lightning Volley exists (though it only lasts for a turn), so I think as a design it isn't too bad. I am not sure the design is quite what red wants in this set, though.
"Time delay"? Of what kind?
It's a bit weird, but at least for
rebels it makes sense for there to be cards that incite infighting.
This card is under heavy revision so this definitely isn't the final design.
It's a bit hard to capture the flavor of the character in a way that would mesh well with the cards in the set. He's the one who created the Silmarils, Jewels of Fëanor and is the one who made all the elves "rebel". So those set up the options for a rebel card and/or artificer dude.
"All my creatures are tim" is scary. It could do with a time delay before going live, maybe?
The "pings itself" is something of a leftover since the original design wayy back chanted instead - hence it limited the amount of burning by the size of the creature. Here though, it doesn't really add anything to the card.
I'll probably remove it at some point.
Idk man. An action word that is actually a delayed trigger sounds weeiiiird.
Oooh, possibly has odd interactions with other stuff that reduces toughness. But I like the basic idea.
I am not 100% sure that is the correct wording for it, but I understand what it does enough for it to not matter.
Oddly, this makes Maiden of the Day-Star slightly worse.
It's no Blood Feud, but with the abundance of Elves in the set, it seems close.
For some reason, I feel like a lot of the colors in this set are best equipped for the mirror match. In this card's case, almost all of Red's low drops are Elves.
I like this design. Reasonable 1-drop that encourages you to be aggressive and play legendary creatures.
This doesn't seem to kill any of the red distinguished creatures you have and just makes Child of Melkor ping you and your opponent for an extra point. Is this intentional?
This is pretty nice with (((Descendant of Aulë))), forcing them to sac all but one of their lands the turn after you play it.
With almost the entirety of red being dedicated to cheating on mana and generating a gazillion mana, it may be prudent to increase the cost of this. But that sounds like a testing issue. At the very least, Red looks to me like the color that will undoubtedly look to end the game by the time they get to 4 or 5 lands out.
Upside: I tutor Pillage, Barrage of Boulders, Exquisite Firecraft, or Anger of the Gods every turn with this, all but guaranteeing my victory. In Limited this is much less bonkers, with Kinslaying or Dejection being the best cards (and only two of four) to cast from this.
Downside: The mana his uprise friends generate is useless for his ability. If you're not set in stone with the design, maybe "Search your library for a red sorcery (+instant?) and exile it. Until end of turn, you may cast that card."? Maybe he can cast Rebels? Exiling a bunch of cards off the top and casting one of them feels a little more red too, as compared to the Sunforger-esque effect.
Opponent plays Child of Melkor on Turn 5. "Well, I guess I am blocking this with 5 power worth of creatures so I don't take 7." Opponent plays this targetting Child of Melkor "Oh, I guess I just take 7 then."
I keep going back to Child of Melkor. It's a very notable card in this format, apparently. On the plus side, this probably means it's going to eat whatever removal you have before the above scenario happens to you.
I see you've been pushing mana generation to be a big part of Red's color pie.
One thing I noticed is that there aren't any good mana sinks in Red. Sure, you can cast your Child of Melkor or Incite Rebellion, but where are you gonna spend all that mana when you're topdecking because you draft four copies of this?
One other thing I wanted to mention is that you have four different types of mana generation in Red alone - this, Uprise cards, Ñoldorian Jewel-Wright, and (((Descendant of Aulë))). It definitely might help to convert another card to a payoff or mana sink card so you're not reliant on Child of Melkor to beat face.
The card itself is fine, but Red's only 2-drop at common being
concerns me about mana fixing. Maybe change to 
and swapped this and Son of Anarchy's text around?
This seems really strong at 6 mana, especially with Uprise in the set and being able to cast it on T5 or, sometimes, 4. Maybe bump this up to 7? Or make it weaker, like a 5/4. I like Uprise having a payoff card at 7 though.
I am not sure what this card is doing at common here. As far as I can tell, graveyard and discard strategies are few, and there doesn't seem to be much that makes me want to devote a deck slot to this, aside from being really damn good.
This is really damn good.
Partly due to aesthetics (having more than two of the same type of mechanic really bugs me), partly due to design space, I feel like this keyword would greatly benefit from being an action word, like fight or destroy. Consider the following wording:
"Whenever ~ attacks, uprise. Rebel creatures you control get +1/+0 and first strike until end of turn. (To uprise, produce
at the beginning of your next main phase.)"
This could allow you to fit that flavor text in.
On most cards you can just use the reminder text like this:
"Whenever ~ attacks, uprise. (Produce
at the beginning of your next main phase.)"
Using roughly the same amount of space.
Additionally, having it as an action word lets you use other triggers for it and - IMO most beneficially - tack it onto spells.
If you wanna do nonbasic targetting only, go with exile. If you can target basics, go with destroy. No need to make that Indestructible text completely irrelevant.
I could with "Silver", but then again, I think Ñoldorian Jewel-Wright would then also have to use it.
Blight is the better/best comparison IMO. Using cantrip is a rather lazy design, I would rather not do it unless it makes sense with the design (regardless of power level). In this case, I would have to gut that lovely flavor text as well if I went with that plan.
I'm not actively pushing LD, but I don't mind having a couple of playable ones.
Now exile did pop into my mind, but then again, why use indestructible at all if the only card that could target it would exile it anyway? The reason is flavor, but it's counter intuitive mechanically (arms racing without real need). Fortunately, Disaster's Wake is in the set as well, so maybe going with exile isn't that bad.
That "every copy" idea could work...
> baby-mode modern design conventions
Oh boy... it's kind of awesome how true and yet controversial that statement is... but we're all just big babies, aren't we? ;)
I'll respond on here:
-Artifact created doesn't have a subtype. We even have 3 names for the tokens for this very effect (including Ixalan)! Gold, Treasure, and Etherium Cell. None really fit aside from maayyybbeee Treasure, but if you add a fourth type, I am sure no one will notice.
-Upon reading this card, I think targetting nonbasics only at
makes sense for constructed purposes, but I might go with 
and destroy any land to echo Sinkhole. Sinkhole still isnt really a card I want to play with in limited either, especially in a nonmulticolor heavy format. My suggestion is to make it cantrip, (

, especially since you want to push land destruction) since cantrips generally increase playability. Or to have it remove every copy of the nonbasic from graveyard/battlefield, to really punish greedy decks. And definitely include exile since utility lands and Tron lands are the only thing people actively remove in non land destruction decks, and the one land you have is indestructible.
In a given draft you really shouldn't be getting more than two of these at best, and even then it'll be rare. If this is purely limited, I would say throw baby-mode modern design conventions to the wind and go full old school and feel free to make this a little on the stronger side, especially if you make Black's removal suite relatively weak. There is a certain subset of players that really enjoy resource denial strategies, so you may want to play that up despite how unfun it is for the opponent. This already feels like an old school set, especially with its focus on non-creature based deck archetypes that aren't Rise from the Tides.