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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 21:47:15)
See Card74008. Another way to create tokens combined with a bit Tribe synergy.
Suggestion: "Tap two untapped creatures you control: Create a 1/1 green Insect creature token."
Still outgrows Selesnya Evangel.
As I said, we already have this card at Common pretty much, so there should be another one in this slot-
With that said, neither Card74008 nor Card73682 feel like an Uncommon to me though. I don't know, but repeatable Token creation needs adequate costs, and neither simple tapping nor having cards in your graveyard seems to be that high of a cost to me compared to increasing your Discovery.
The flying part worries me a bit. Doesn't take a lot of setup to create 3+ tokens, and all of them flying is pretty strong. Compare it too Rise from the Tides, which needed quite the synergy to be worthwhile, and 1/1 flyers can be better than 2/2s because of the evasion.
It is pushed. Red has already a lot of burn cards, creatures and non-creatures, so I'm not sure if the cycling effect would be ok.
and
can destroy or exile creatures left and right already, so maybe let's hold back on all the removal.
Having such cards that force you to play the archetype are great, TRicher is correct in that. If you want to take up an archetype card in draft, it should force you a bit to also play that archetype, and not just take the card cause it is good on its own. I think this card is a little bit pushed, repeat summoner for 3 CMC is a bit strong. Still prefer this over World as Will and Explorative Impulse.
Reduced activation cost to
, reach-->trample
I would like a card like that, tried to do something similar with Card75031. Would scratch the Haste on this since it seems a little pushed. Cycle would be great, like the Dauntless River Marshal cycle of M15. That was an awesome cycle.
I can see it being a little odd just for a handful of enchantment creatures existing, yea.
I dont mean just get rid of them, just turn the enchantment creatures types into just creatures. It does help the archetype out but don't know if its worth just having a few random enchantment creatures in the set.
Does this perhaps need to cost 1 more to avoid being a little pushed as an uncommon?
I wouldn't actually outright scrap those cards if they are in the skeleton. And while intuitively I didn't care for having enchantment creatures at first, I can think of one practical reason for keeping them in W/B: the fact that they count as enchantments can be useful for enchantment matters cards. Them being in only W/B is kind of exactly on point, is it not?
Shall we change the enchantment creatures into just creatures? Seems a bit pointless to have a handful of enchantment creatures in the set, especially when most of the cards that care about enchantments will still care about the ones that are enchantments on the front side.
I guess this still is too pushed on the non-cycling side, given Spike Jester.
Added "black" to token description.
Made cost more color restrictive, as 3/1 haste for 2 mana is kind of powerful.
Possible aggressive creature for UG06. Could have a cycle of cards with enemy color activation costs (Like a green creature with a black activation, black with white and so on.)
I'd like the multicolor uncommons to push you to play with the archetype, rather than just support it. With Bloodsap Elf and Explorative Impulse they simply get you more lands which, although it does work with discovery, could be played in a deck that doesnt really care about it. World as Will is better but I feel like we shouldnt have too many land animating effects, that starts to stray close to Zendikar. I'd like to see how the rest of the uncommons shape up before choosing that. I'd be fine with World as Will taking this spot but it doesnt particularly excite me.
This kind of effect doesnt need scrying or top of the library manipulation to hit reliably, Domri Rade was used in the
deck for his -2. I'm assuming when you do this you'll have a decently high discovery.
Changed to uncommon and changed ability to be a bit less OP.
Seems to rely on scrying and the like to be reliable. If the card isn't a creature, you just payed 3 mana for nothing. Which is the same problem our original explore mechanic had. On the other hand, if the ability is reliable, it's a repeatable summoner that's an uncommon with the potential to cast 5, 6, 7 CMC creatures for 3 mana in the mid to late game.
This is also the multicolor slot that already has 3 other contenders. I'd want to see an explanation for why, say, Explorative Impulse or World as Will don't belong in the slot before considering new designs.
Could be the
archetype uncommon?
Another reprint idea as a possibility for the UU09 slot.
I was trying to play with the idea of a hard counter that lets you tap creatures to pay for
, which would have unbound synergy, but that would seem to require its own mechanic, like Delve.
Possible card for voltron
if we do that
I marked the two contending cards for this card's slot in the skeleton.
If we go for a voltron archetype then this is defiantly the kind of card I'd want in this slot.
It's tribal in a sense that is on-theme.
Changed to return a permanent.