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Mechanics | More Detail on The Set | Skeleton | Color Archetypes | Creative/World Building | Cycles |
Recent updates to Pyrulea: (Generated at 2025-05-01 16:21:31)
Yep that sounds good. The toughness 3 or less does seem quite broad though. Most medium creatures fit into that. 2 is more restrictive but does make the color combination feel different than playing just and average limited deck.
Fixed mana, changed toughness threshold and -1 power
So we want the big spells to be 4 cmc or more? And I think I'd prefer it to be a 3/3 at 3 mana, since then it doesn't kill most of the other uncommon creature we have at 3 mana.
This is very simmilar to 73031. We probably want to change one.
This is very simmilar to Radiant Medic. We probably want to change one.
making it a 2/1 seems fine. Could keep it as a 1/1 and make it return to the battlefield? That does seem to be pushing rare though. or change it to just
? Something along those lines
Gaining life is fine staple effect. We don't need mutlicolor uncommons to really be exciting.
Change to gain life for each +1/+1 counter. p/t changed to 2/4
We could have 1/1 green insects and 1/1 black insects with deathtouch or flying. If
has somewhat of a swan token theme, then we will probably want more than one type of small token creature one way or the other.
Just had Chronicler of Heroes on my mind when I made this I guess :p I do agree with the careing more about having +1/+1 counters on your creatures. Dont know if there's anything better than gaining 2 life for each, but it seems fine for now.
Yeah I guess. So lets just keep them as vanilla 1/1's. Can we make them
? I know it might feel a bit weird for a mono green card to make multicolor tokens but I'd like to have some black cards making tokens as well, to fit with the theme. If people really dont like it I guess we can stick with just green.
This doesn't feel very appropriate for uncommon. For one, clones are reasonably complex, even when temporary. But also because this does more than encourage leaves the battlefield synergy, but also playing larger more powerful creatures for this to become a copy of it. I'd rather it gave you a generic benefit for creatures leaving the battlefield, like becoming unblockable UEOT or giving creatures -2/-0.
I'd rather do a card that cares about putting counters on any of your creatures, because that opens the archetype to make use of more kinds of +1/+1 counter cards, seeing as +1/+1 counters are really just a tool for the set's themes than the centerpiece of a specific theme using them. Something like 'When ~ enters the battlefield, you gain 2 life for each creature you control with a +1/+1 counter on it'. 2/4 would be more appropriate stats then I reckon.
I don't like the imbalanced mana cost. Keep in mind the multicolor limited uncommons are done to introduce people, especially newer players, to the environment of the set. Also 'all creatures'? I don't like doing cards that give a bonus to enemy creatures generally, especially not here. I'd also prefer we do toughness 3 or less as the main if not only only threshold for low toughness matters cards. Two is pretty restrictive in limited.
My suggested version
1RW
Creature
Haste
When ~ ETBs, creatures you control with toughness 3 or less gain first strike until end of turn.
3/1
Five is a high boundary to set. I would prefer this as a 3=4/3 that loots on a 4 cost spell.
Why would you ever cast this normally? All you get is a 1/1 you can conditionally repeat cast for three. I'm not a fan of the design generally, if feels like a combo card, not a key limited card, but I'd rather it be a 2/1 or something.
@TRicher
That would make it very strong though, with a lot of CA potential. I'd rather not.
Added remaining multicolor uncommons for the archetypes that were suggested. If you dont know what they were:
- Control
- DFC (minor enchantment theme as a thread, we can have DFC specific enablers as well, possibly cards going to the bottom of the library instead of the graveyard)
- Leaves the battlefield theme (death, bounce and flicker)
- Large instants/sorceries (different take on U/R mana 's general spells theme)
- Cycling (threads can be specific cycling support, cards that like discard and cards that like draw)
- Aggro (Tokens, small creatures, swarming)
- Discovery (Minor take control of lands)
- Small toughness (different take on R/W mana 's general go wide theme)
- +1/+1 counters (because it fits the themes of set and is a good way of making use of some of the mechanics)
- Unbound
Some of these are still up for debate, but most of them seem solid atm.
Could actually be bumped down to

, maybe?
For the
leaves the battlefield archetype.
For the
+1/+1 counters archetype.
For the
small toughness archetype.
For the
big spells archetype. Not sure if we're still doing this archetype but figured I might as well make something so we can get a feel for it.
For the
cycling archetype. Think it seems balanced because of the high cycling cost. Might want a different card for this slot though, one that does stuff when you cycle apart from let you cycle more.
It's an interesting idea. Personally I think that I'd rather have a cancel type counter at uncommon, just to fit the archetype that we're trying to get across in
. It is an interesting idea though and it could be explored at rare too.
So maybe just 1/1 black and green Insects with deathtouch?