Pyrulea: Recent Activity
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Mechanics | More Detail on The Set | Skeleton | Color Archetypes | Creative/World Building | Cycles |
Recent updates to Pyrulea: (Generated at 2025-05-03 19:24:41)
Either or, regarding the trigger explanation. This card right now is pretty cluttered through all the italics, and only the last one provides worthwile information.
Why aren't you tagging nonfunctional changes? That's a "chicken or egg" situation, we can't know that you did nonfunctional changes if you don't write it into the edit, unless it's a card we know completely by heart, which for me is next to no card.
I'm also very suspicious of the sudden reminder text, magicmultiverse didn't do that until now. Might have happened because the evegreen mechanics have been added to the mechanics page, including their reminder text.
If the type line has been overlooked then this is a problem, yes, although personally I'm not a fan of too much remindertext.
I can see this as a possible alternative, though it gives a creature destruction slot to off-color Discovery and is less of a straight removal card than Asphyxiate.
It's definitely better than the original white creature destruction card we had.
Whether common or not, this continues to use Discovery in a way that I don't like, along with the two other cards competiting for this slot. I just don't understand the appeal of making cards that don't get their effect at all without meeting a Discovery threshold, when the same effect can be gotten on its own on other cards.
From what I saw yesterday, I could swear you also were adding reminder text to every single keyword, down to flying and first strike. There were edits that were made where I couldn't tell the difference other than that there was now reminder text for a keyword like Prowess and Menace. This site was not automatically doing that on its own before, and I believe it was you who decided to add the rules text of many more mechanics, including evergreen ones, into the mechanics page.
The only reason I can think of for adding reminder text that comprehensively is maybe for the sake of playtesters who don't know already?
Well, this is a case of a design of mine being changed in substance without any discussion with anyone else beforehand, as it was a portent effect, not Scry 3.
This is also the first time that the issue in the italics was ever brought up with cycling triggers. That's not necessarily just specific to this card's ability - it applies to every card that has a "when you cycle this card" trigger, because it's not clear what the order of events is. I figure that's something that can be clarified in the rules outside the cards themselves?
Yea I figure 2/2 on the front is okay.
name says: Aura. type line says: instant.
I am not tagging nonfunctional changes e. g. correcting typos, adding reminder text, tagging keywords (Note that it's not me adding the reminder text - except for discovery - adding reminder text is an automated function of magicmultiverse.net).
I have started even adding comments for that since there was a complaint. Functional changes have always been tagged with additions stating what was added and changes also stating the original state.
The cards need the reminder text because land types on type lines are easily missed. A future playtester literally stared at the white member of this cycle (sans reminder text) for a minute and then stated: "Shouldn't a land produce mana?"
The players are good enough to know the rule, but when you are playing with 100 cards you have never seen before you are going to miss A LOT. And type lines of lands are the most overlooked thing I can come up from the top of my head.
Yeah, I'd rather put a straight -X/-X equal to your discovery in the Asphyxiate slot - straight removal causes no 2-for-1 flag.
Put Terrible Journey up for consideration.
Contesting slot CB15 Asphyxiate. See also Card74934.
toughness 3 or less is really... broad, isn't it?
Possible card for slot CW12. Sacrifice effect from Blessed Alliance.
tagged keyword
I think the -2/-2 is just pushing it a bit, even -1/-1 gets red flagged. -1/-1 can kill some smaller stuff but -2/-2 tends to kill much more impactful creatures.
Well, -1/-1 is pretty Standard in Common in
, like Eyeblight Assassin. At UC I would give it better stats though since there are similar creatures who give the Malus guaranteed.
Agreed
This could defiantly become problematic, creatures that can kill other creatures are always red flagged at common. This would be more appropriate at uncommon.
You're going to have to click on the links to see what I mean because the ones it shows are 'promo' versions...
Yeah should have wrote what I was doing, but it was such a small change I just forgot :p
Its to do with the lands having a basic land type without being a basic land. Normally nonbasics tell you what they tap for, and if they dont they dont tap for mana. People can see this card and think that its like those. See; Dryad Arbor, Temple Garden, Canopy Vista. This is one of the cases where we need reminder text.
I'm fine with one card that makes tokens outside of our 'token colors' but I wouldnt want anymore. The fact that this is covering two archetypes is nice, but both of them dont include white as a primary color. The second part is defiantly something we could expand on, but I dont think it'll be with this card.
Yep, but let's keep it more like Impeccable Timing than another exile effect.
@Reminder text: I think its for the play test so lets keep it in for now. Once thats done, if its fine with people, I'll go through and cut out the ones we don't need/fix some.
@Small toughness: I was thinking since pretty much all the cards in
and
have 3 toughness or less, if we have key uncommons that bring the archetype together then it'll work out.
Then please write that when editing. Thank you for doing that, really appreciated, but please give info. I personally do not know every card by heart, so it's a bit aggravating to see so much editing without knowing what happened. By the way, why do the cards need more reminder text? Especially something so basic as "Add
to your mana pool"?
See Stalking Horror. May be too much Removal, but
didn't have a -X/-X effect yet, which it usually has as "maybe" Removal. Effect is strong for that kind of Mana, but without the Discovery it's a subpar bear, which makes it ok I think.
Thats pretty much what white removal is at common, with a few exceptions. A card like that is what I'd want for this spot, reactive removal.
I think for the DFC lands hes just adding the reminder text for what the lands tap for, something which was definatly missing from them before. I just noticed the tap symbol hadnt been formatted so went and changed it. As far as other cards, its all reminder text for keywords and mechanics.
If this needs reminder text for the second effect, then maybe this isn't common material. Might also highlight a problem with cycling triggers.