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Mechanics | More Detail on The Set | Skeleton | Color Archetypes | Creative/World Building | Cycles |
Recent updates to Pyrulea: (Generated at 2025-05-06 02:38:00)
The most extreme this could get away with is ETB trigger condition, I think.
It reads contrived. Seems like a possible rare Spirit Away style.
Can we develop this to be the uncommon? This seems like a much better fit for the discovery theme than the RG uncommons we have so far.
Just a random idea - could be a cycle considering unbound etc.
That card is too good for an UC, especially since it doesn't specify which land you can take control of. You could for example take control of your land that enters the battlefield tapped to untap it, or untap a land you just used etc.
If
is the discovery archetype I don't think we need a minor theme of controlling lands. Discovery can already be complicated, it doesn't need control shenanigans.
I'd like people to be able to attack in with this if they wanted, by making it a 0/2 it dies to most of the 2 drops in the set. 0/4 for M is fine, and the effect isnt that strong. Think its best to keep it as it is for now.
Gave name.
Added rules text.
Possible alternative to Nomadic Explorer.
Uses Discovery, represents the land control theme in a more permanent way.
Its not that we cant have cards that take control of lands, but if they're repeatable effects then it literally discourages people from playing any of the lands in the set.
Both the other instants in white function as combat tricks atm; Bathe in Glory and Dispersing Light .
Don't really want to put stuff like that outside cyclings main colors at common. Maybe at uncommon something like that could be done.
How about putting a +1/+1 counter on a creature instead of creating a token? That fits this color's archetypes better.
Another approach might be something like "Instants and sorceries you cast and cycling abilities of instants and sorceries you control cost
less". Sort of like Goblin Electromancer with cycling factored in. And instead of searching for big instants/sorceries, it makes them easier to cast.
Yea I can understand that objection in the context of this set, given the cycle of cantrip lands.
Then we need some other interesting way to represent Discovery in both its primary colors here.
I would also note that this means the minor archetype in
of controlling lands will have no representation now.
I think its more of the fact that you can take your opponents cantrip lands and sac them yourself, repeatably.
The Cobra isn't better in a blue deck though, only in a green deck. And green gets better creatures than a 2/1 deathtouch, so that's fine. My point is that this can't get any better, not that it's too good already.
I changed it to something like what you suggested. To be honest though, it seems both wordy and kind of just a watered down Augur of Bolas. Not sure how fond I am of restricting yourself to high-cost instants and sorceries.
Changed to an instant/sorcery themed card.
That's a fair point. Maybe this could be changed such that instead of being an activated ability, the ability triggers when your discovery increases? Just trying to figure if this could be both a "gain control of land" thing and a Discovery card.
True, 0/3 plus the ability may be a little much for 1 mana.