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Recent updates to Pyrulea: (Generated at 2025-05-01 12:24:15)
That makes sense, it is a concern that "equal to your discovery" stuff doesn't generally work out too well in many cases for off-color.
Changed to original, simpler idea.
Yea it does kind of want to simulate "fight" without actually doing it. I'll change this card back to the original idea for now.
The argument with threshold discovery is valid. As was already said, there are some keycards for certain colours that really should be able to do what they usually do without a lot of caveats. Counters are among those cards for Blue. As this card is right now, I don't see it being even remotely playable unless you go for Discovery, which you do not want to do in Blue. Honestly, as much as I like our mechanics, I find it rather troubling that we cram them into every colour, especially Discovery which just doesn't work as good on its own without support. It's just not comparable to Landfall in that regard. Let's keep Discovery to the fringe cards outside of
.
Discovery outside of its primary colors is often hard to achieve at higher numbers. As a control player I don't want my counters to be just not doing stuff, as my discovery being high isnt going to be a priority. I think it's better to have threshold discovery on cards outside of the primary colors. It encourages them to care about their discovery but doesnt force them to have to find ways to generate a large discovery so their cards work well.
Ah, I can see that now. I think something like that would be better conveyed by making the creatures fight, so maybe another card could do something like this? As far as this card goes, the simplified suggestion makes much more sense to me.
Ah I was wondering if it may have been too similar to something else already.
Why? I guess it faces the issue that many Discovery cards do, in that they can be a weak play until the mid to late game.
Increased cost.
Well, originally the idea simply destroyed an attacking or blocking creature, then put a +1/+1 counter on another creature. Is that preferable in its simplicity? I added the tap part to make it feel almost like you're making one particular creature heroically defeat the one being destroyed, and to tag it as the one that "levels up" with the +1/+1 counter.
I think I'd like these effects to interact more with each other, like Gusto said they feel kind of slapped together. Also feels like it's trying to cover too many bases at once.
This could be something like



Counter target spell.
If your discovery is three or more, draw a card.
Or:


Counter target spell unless its controller pays
.
If your discovery is three or more, counter that spell instead.
Very similar to Swiftfoot Soldier, should probably do something else
A far superior Harrow? Make this cost

at the very least. This also touches on the problem I mentioned a while ago about trying to support discovery with cards that get any land. They just tend to be too powerful at the cost you'd want to play them.
Yeah I dont think we want to use that card as the mill enchantment, too reliant on increasing discovery outside of discoveries primary colors.
Damn that is strong! You sure about it just going for any land? I think some Legacy/Modern decks would go nuts with this, even if it's a Sorcery :D
Cool, but I'm not sure how many different "whenever you cycle a card" creatures we want to have in the set, with Swiftfoot Soldier and Fire Maker at Common already. Even an aggressive deck shouldn't be this straightforward to build.
Cool effect. It looks like those two effects were kinda slapped together, I don't see the connection between tapping a creature and destroying an attacking/blocking creature at the same time. Should tap an untapped creature btw, or else it's not much of a hurdle.
Still not happy with (UU09) by the way, it is not a hard counter as you said, and such an important card for a
deck being dependent on a non core blue mechanic is still bad. Unless you force it, most of the time (UU09) will counter spells with CMC2, which is ok but kinda terible for 
.
Your definition of hard counter is correct otherwise. We maybe need a definitive hard counter for lots of Mana that gives an advantage somehow. Anything under 3 CMC should not be a hard counter in the NWO, at least not in Uncommon.
Oh damn, my research was too shallow, found only Jace's Erasure and thought it was different enough as is. Well, the multiplayer part is a bonus, but yes, it is too expensive otherwise. More of a sideboard card in a commander deck.
Changed name.
A more powerful Crop Rotation type card for the UG12 sorcery ramp slot. 2 for 1 sort of thing. Works well in the favor of Discovery.
Idea for UR01 cycling matters slot.
Altered to have a "tap" aspect to it that could be exploited with unbound.