Pyrulea: Recent Activity
Pyrulea: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | More Detail on The Set | Skeleton | Color Archetypes | Creative/World Building | Cycles |
Recent updates to Pyrulea: (Generated at 2025-05-02 10:35:51)
I don't have a problem with that. Another unsettled question is what we are going to do about Planeswalkers.
Fixed rarity, changed cost from
to 


The base cost could be

I reckon.
This doesn't have a rarity currently.
I am feeling like the existence of Refurbish means it would be nice if this was
to parallel that card.
This seems like a fine choice for one of the few
enchantment matters cards.
Definitely we could, and probably should, do one or the other cycle. I don't know if I want to commit to both.
Changed to instant from sorcery
I'm not comfortable with this at the current power level. Lightning Strike is a good card.
3 to creature or planeswalker perhaps?
Could cost
. And yes I realise this is like Refurbish, I really do have Kaladesh on my mind. Kind of wanted to do this in black but it already has a creature reanimation spell there.
Adds a little bit of graveyard interaction while letting you search for lands. Could be replaced by the same card except you put the cards on the bottom of your library instead.
yeah that would help. I know they both exist at common but putting them together does create more versatility. It can stay as it is for now, just food for thought.
I know this hasn't been brought up for a long time but we did have a legendary matters theme originally. Although I'm completely against bringing it back I was thinking that each faction could have 3 legendaries; 1 at rare in their respective mono colors and then 1 at mythic in both colors. This was suggested early on and I think its appropriate flavour wise. What do people think?
It could, but im more inclined to do that in other colors like black and green. Especially now they've changed regen to insestructible until end of turn. But this is basically Gods Willing minus scry and with cycling.
The effects normally exist at this cost at common. I guess one way of compensating would be to change the cost to RR?
I like this but it seems very strong, perhaps deal 2 damage? Both effects are in red for 2 mana but having the versatility just makes me feel like its pushing it a bit.
This is inspired by the sun-based flavor of the Ashna faction, with the idea being a versatile usage of the power of the sun.
Protection is currently deciduous and seem to be used mainly for more splashy stuff than this e.g. Emrakul, the Promised End.
Could simply grant indestructible instead.
I like the idea of having a little sacrifice/discard/mill related to lands. We have a lands theme, we should have a diversity of interactions with it. I don't mind some conflict with Discovery and the generally more positive feel of the set, just as long as it's minor and somewhat infrequent. I like having some tension of cards going in polar directions.
Devour in Flames is the other comparison here. Obviously, Devour's additional cost is less of an actual cost, but that can only hit creatures and planeswalkers. I think this is good as is for now.
This seems to nicely fill out a defacto common cycle we've been building, where you still get the effect of the card when cycling it. We have a similar type of card in blue for countering, and in red for direct damage. A green and black one would fill out the cycle.
Fills a role for land sac to come in and makes cards like Keeper of the Crucible have more of a reason to exist. I made the cost more color-restrictive and made it a sorcery to compensate for its power. It could be objected that this is just too powerful though even compared to Shrapnel Blast, as sacing a land is technically easier than sacing a permanent that you had to pay mana for. It's also counter to Discovery. If you guys suggest that it be scrapped I would understand.