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 2025-11-05 19:54:09)
added subtype; continuing my quest to get a cycle of creatures with cycling
costs; was: cycling 
So even if this is made a rare, you think the idea is too breakable?
1/3 => 2/2 after remembering Sunlight Apothecary is 1/3
I see the concern with both abilities, the Lightning Rift argument is a very valid one. Some triggered abilities just need a mana cost cause they are either very easy to trigger or can influence the whole battlefield. That is a card that does a lot for basically no extra cost apart from paying
once.
I'm a broken record already, but I have to repeat that concern again: We got tons of triggered abilities in every rarity, way more than I've ever seen in a set, and I really don't think that is good design.
Pre-playtest question: Is the tension of a cheap creature vs. ramp + combat trick weird? Would the whole cycle be better if it had a high cmc like Gleam of Resistance and co.?
I can definitely see the concern with the mana portion of this that it can lead to infinite casting concerns, or at least give significant power.
appearently minus is transformed into bullet point :/
Anyway - I like some most simple incarnations of some mechanics in each set. The "granting other critters with unbound a tap ability" theme really can use this without additional ultra benefit already. So why not make it resilient instead?
Really powerful indeed. Could be broken easily with lands that tap for 2 mana or do something awesome while going around "enters the battlefield tapped" clauses.
I am all for making this a virtual vanilla.
Lightning Rift costs mana for a reason.
It is worth noting that cylcing is even on card usage, so generally the only cost associated with cycling is mana - allowing you to produce mana by cycling is going to inevitably lead to infinity or at least arbitrary size.
While that's not bad I just think that each of the two effects alone is exciting enough and unless you want to make one of those ugly Disciple of the Ring mythics out of this I suggest splitting this into two cards.
I personally think most all of the cards like that at common are too strong and complex for a common. Common really doesn't need so many abilities, especially ones triggered by game states.
Changed to uncommon, gave name.
I'd like to reiterate one last thing Legend pointed out that is pretty serious: we literally have 7 black commons that are creature destruction. That's over 1/3 of the cards.
More generally, it looks like there are more flaws with the current commons skeleton than originally thought.
It looks like we may need to do some serious editing and rethinking of some of the commons before considering putting any uncommons into the skeleton.
Legend thinks this is too powerful at common as well.
Legend pointed out that the 2nd side of this is too good of an ability for a common. I think there's merit to that. It's sort of Bitterblossom without paying life, but on your end step.
Legend pointed out what was bugging me about this before: this might be a little pushed as a common. It is -1/-1 away from being a superior Serra Angel, at common.
Legend pointed out something that was bugging me about this: this set may as well not have vigilance creatures, as Unbound effectively is vigilance +.
In either case, it always bugged me that this is a weak card.
I didn't realize this card existed.
As an aside, I made an uncommon creature that becomes land based on Discovery in a much simpler way: One With Nature. I didn't realize that that name is already taken though, and it is based on the psuedo-landfall version of Discovery that people apparently don't like. It could concievably be changed into a rare that is unnamed landfall.
Isn't that kinda complex for a Common? By the way, what kind of land does he become? Can he tap for mana?
Even if if {W] is not the discovery colour, with even 1 alternate land it becomes a standard cleric. Limited to creatures since it could prevent a lot of damage if you get lucky.
Ok, then I don't get why it needs alternate mana costs? Just to mirror Asphyxiate? Don't think we need to worsen a card just for that.
"That card already exists in Assassinate, I don't think we need to colour swap it."
Sheer Drop has already done that. This is an established white/black effect. My concern is its a bit too similar to Asphyxiate and when both are common will make things to same-y.
That card already exists in Assassinate, I don't think we need to colour swap it.
Added name, flavor text and fluff
I could see that.
Asphyxiate is already in the set. Having both seems a bit much.
It's not true that we have no common enchantment removal. See Cleansing Light.
This card is a little weak though. It was meant to be a mirror to Asphyxiate.
Would be even more intriguing with flash - over lifelink mayhaps?