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Mechanics | More Detail on The Set | Skeleton | Color Archetypes | Creative/World Building | Cycles |
Recent updates to Pyrulea: (Generated at 2025-05-02 10:24:00)
Uncommon and rare is the place for that.
I think we should leave it for now, we can figure it out through testing. We should focus on the set at a larger scale right now, I reckon.
Well, it definitely fills the "meh common kill spell" slot. :P Fair enough. I'd like to see what we can do for a more competitive land destruction slot or two.
We want to just throw multicolor around. I'm on board with this set being more multicolored in direction than the average with the general land theme and Discovery in particular, but this isn't a multicolor set.
I designed this as an interesting variation for the meh black kill spell at common slot, namely because we have lands that become quite powerful through DFC transformation.
The fact that it does end up being a french vanilla that potentially grows a little more than its cost would normally justify makes me feel like it's still kind of a weak rare even in this form. The trample does help though. But there are plenty of cards that are uncommons that can give me a bigger creature quicker.
"Unless you mean to say that it can't get much bigger than 5/5 in terms of what you expect a quick, competitive game of PvP MTG to go like. That makes sense."
That's what I mean. This naturally takes time and effort to build up, and it simply becomes a bigger french vanilla for it, so it doesn't really seem dangerous.
Serves a function at common. Boy does this make me miss the days of more liberally costed land destruction though. I immediately think of Pillage, which destroyed an artifact or land for 1RR at uncommon. Part of me wishes the cost of this was reduced by 1. Maybe 2BR?
Yea I can see it being fine.
One assumption of yours is throwing me off though. Discovery doesn't just refer to basic lands, it refers to any lands with different names. While multicolor naturally benefits a little more than monocolor with Discovery, it's not really dependent on it.
Unless you mean to say that it can't get much bigger than 5/5 in terms of what you expect a quick, competitive game of PvP MTG to go like. That makes sense. The amount of likely turns expands out more in multiplayer environments.
Corrected wording 'to'->'onto'
Corrected wording 'return'->'put'
Cycling isn't supposed to be a very good deal. It's the opportunity value of being able to exchange your cards away if you don't want them at the moment. Maybe +2/+0 would be appropriate here, but +3/+0 is over the line. Expedite is a thing, and it doesn't have a creature you can play instead.
Had the colors in the mana cost reversed for some dumb reason.
"We might have to consider upping the cost to 4 though." I don't think so. It has no immediate impact or protection still, and it can't get much bigger than 5/5. I think it's quite fair at the moment.
shifted to green and added untapping creatures
Added Scry 1
increased the power boost as well because I feel that paying
for +1/+0 and haste is pretty weak
Increased cycling cost to
and power boost to +3/+0
Change from 'you' to 'target player'
changed discovery threshold form six to three
Changed it to have P/T equal to your discovery, as adding a fixed amount of +1/+1 counters makes it a weak rare until the late game. We might have to consider upping the cost to 4 though.
Most base cycling cards are costed at M or
, so I reckon this should cost 
.
Compare to Opt
Might be a bit pushed. is +1/+0, haste and a cantrip worth
? +3/+0 with haste is worth
So it might be
I reckon this could scry 1 first.
Corrected wording 'tap 2 creatures'->'tap two untapped creatures'
'+5/+3'->'+5/+2'