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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 09:16:30)
fixed typo
It's a cycle that supports a set-theme, so the idea is to see whether the Solemn Simulacrum-style bend is worth it. Currently the aim is to make the cards play well enough to consider whether they need to be culled.
Maybe we can make animating lands out of them that revert to lands whent hey die, but that sounds like another rarity of effect.
The "thing" is to have more diversely named lands in your deck - even beyond land slots.
see above
This comment history seems too convoluted to follow, but this is blue ramp. Viridian Emissary -like, but uses DFC tech. So it's out of pie for blue and the use of DFC isn't justified here IMO. If the thing is to avoid shuffling, then I would suggest have it look at top cards of library in some manner instead.
Simplification takes its toll...
was:
front:
> At the beginning of each end step, if your Discovery is three or greater, you may transform Guardian of the Sands. >3/3
back:
> When this permanent transforms into Desert Prison, exile target creature with toughness 3 or less until Desert Prison leaves the battlefield.
Imitating Spiritual Incarnation & co.
see above
Simplification takes its toll...
was:
front:
> At the beginning of each end step, if your Discovery is three or greater, you may transform Eventide Djinn. >3/3
back:
> When this permanent transforms into Mystical Isle, you may untap up to three target creatures.
Imitating Coastal Incarnation & co.
see above
Simplification takes its toll...
was:
front:
> At the beginning of each end step, if your Discovery is three or greater, you may transform Flamerite Familiar. >3/3
back:
> When this permanent transforms into Volcanic Temple, it deals 3 damage to target creature or player.
Imitating Solar Incarnation & co.
see above
Simplification takes its toll...
was:
front:
> At the beginning of each end step, if your Discovery is three or greater, you may transform Cemetary Horror. >3/3
back:
> When this permanent transforms into Haunted Cemetary, return target creature card with power 3 or less from your graveyard to your hand.
Imitating Underworld Incarnation & co.
see above
Simplification takes its toll...
was:
front:
> At the beginning of each end step, if your Discovery is three or greater, you may transform Oakwood Elder. >3/3
back:
> When this permanent transforms into Ancient Oak, put a +1/+1 counter on each of up to three target creatures.
Imitating Treefolk Elder & co.
Faeries and Trolls are races that on paper are supposed to be there, but never caught on. I suppose they lack a distinct Pyrulean flavor, but the Egg thing is something unique.
I was thinking the ecosystem could use some Honey Bee/Humming Bird equivalent since nectar is a plant concept that hasn't been fully explored yet.
It doesn't sit well with me that this doesn't actually grow itself into anything. The "ascension" is just the creation of other creatures and gaining a keyword that in theory is not particularly rare.
Flavor point: A druid very well could ascend into an Elemental and I like the idea that this kind of transformation (as seen on Sun Seer) is a feature of the plane.
Discovery works better with a 1+ threshold than a static threshold of 3 that doesn't encourage you to grow any further.
I'm pruning "discovery 3 or more"-mechanics from common in an effort to make discovery more relevant as a positive than as a requirement you fail to satisfy.
One of the things I like about the second branch, is that we care about different things. To me personally unbound is a mechanic with nice (unproven) potential, but it is the weakest link when it comes to actually interacting nicely with the rest of the set - also to its own detriment since the other mechanics don't provide unbound with the environment it needs to blossom (as e. g. conspire or convoke would).
An important test unbound has currently too often failed in playtesting is players correctly remembering to untap only some of their permanents during other players' untap steps - it turns out remembering that one unbound creature you attacked with at a time you usually leave the action to your opponent is not a simple thing.
I'm not certain what you mean with the "change that was made to Unbound". Putting it on noncreature permanents? That was never not an option IMO, so that's cool and kinda why I suggested it. ;)
A notion that I carry in the back of my mind is to split Pyrulea in two branches where one develops the unbound/flash opportunities properly, while the other carries on and focusses on the land-/cycling-themes.
That would be a big step, but with all the work you have put into developing unbound already, I wonder whether it's become a valid option.
For what it's worth, this card could easily be shifted into black or into green eshewing the flying.
removed unnecessary linebreak
I like the idea of an Aura turning into a creature upon death more than vice-versa because the creature dying might be your last one and then you lose the Aura as well.
Ideally obviously you could just play the creature-side so you don't have a dead card in hand if you have no creature to enchant, but then we just have bestow.
This card is bestow without the creature option. Is it good? Is it bad? I don't know.
rarity: common >> uncommon
As far as the initial wave of Unbound ideas I brainstormed, I'd pose the question of if you're cool with the change that was made to Unbound, and I'd point you to some of my recent Unbound designs as possibilities:
In white: Spiritual Incarnation, Temple Apothecary, ((C101464)), Radiant Guardian, Temple Guard (my version, could be renamed), and ((C101463)). Rallying Captain is already in the skeleton here and got a pretty positive response at the salvation forums last week.
For blue: Coastal Incarnation, Skyborn Elemental, Tidal Elemental, Uir's Betrayal, Yaados Elemental, and Freewind Visionary (different card, same name).
For green: Birds of Pyrulea, Canopy Voyager, Earth Incarnation, Hive Soldier, Horizon Incarnation, Mystical Terrain, Treefolk Elder, ((C101471)), ((C101472)), and Xibal Shaman. Birds of Pyrulea got good response at MTG Salvation as well.
For multicolor: Uir, Emori Outsider and Liberate Territory.
The new unbound also opened up a few artifact and land design ideas: Solar Crucible and Undiscovered Terrain.
A few of these cards might accidentally have the same name as another card here, or are slight variations on some of the commons in the skeleton, generally with a slightly lower mana cost and P/T as to be more practical, but otherwise they're original designs, some of which are designed with the "new unbound" in mind.
Those Unbound creatures that turn into Unbound lands are part of a cycle in all colors actually, I just used something other than unbound on front side of the red and black cards.
Big picture, especially when it comes to multicolor and artifact/land ideas that have limited space or a lot of cards already competing for the space, some of these might be best suited for a 2nd companion Pyrulea set. Otherwise, I think some of this could potentially be worked in here and possibly tweaked as necessary, particularly for some uncommon and rare slots, but it's contingent on the new Unbound being implemented for some of them.
I see Unbound as encouraging a "tap/untap" creature combo scheme, and generally uniquely being beneficial to control players. Another thought of mine is that Unbound meshes well with Flash, especially once we get to this notion of lands and mana tapping creatures having unbound.
We had been neglecting the Faerie thing I felt, so this is nice. I also like that it's a cycling enabled card without mentioning cycling.
One of my own non-dfc uncommon Faerie ideas: Sky Sprite.
It is nice as a card that begs to be enabled by other cards.
I recall we had a cycle that turns from creatures into auras too, but I think this works fine this way because of W/B enchantment theme, it makes sense that this one would be an enchantment that turns into a creature instead.
Yea, I'd want to replace this with Yaados Experiment, as a cycling enabled uncommon instead. Another inspired uncommon cycling-enabled creature idea along this line of mine is Evolving Experiment. I also have some in the other colors, but they're a little more wonky designs I think: ((C101544)) and ((C101514)). Don't think I made a white one.
Otherwise, I wonder what you might think about my uncommon cycle of one-mana "cycling enabled" or "cycling matters" instants: ((C101510)), ((C101509)), Fatal Smite, ((C101483)) and Experimental Growth. The only odd one out is ((C101483)), as it doesn't continue the "2 to 4" theme.
I'd also wonder what you think, based on my branch and our recent commentary, what you think about the idea of avoiding the "redundant" style of cycling card. That means cards like Spark of Passion are out, which opens up space for more interesting cycling designs that do something different when you cycle them.
rarity: common >> uncommon
rarity added