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Mechanics | More Detail on The Set | Skeleton | Color Archetypes | Creative/World Building | Cycles |
Recent updates to Pyrulea: (Generated at 2025-05-07 14:51:52)
Not entirely sure if this is worded in the best way at the moment, but the idea is basically that you pay 2 life in place of a card's normal cycling cost, and I guess it also implies that you can cycle any card in your hand for 2 life even if it doesn't have cycling.
If I wanted to make it give all your spells cycling, it could be changed to: "Spells you control gain Cycling - Pay 2 life". But that's a lot more powerful than a tap based ability and might be OP in its implications with cards that have high cycling costs with powerful abilities.
Gave P/T (duh).
Yea I definitely like how it fits the flavor.
A life-payment cycling enabler. Another related idea I had was a card that's along the lines of "Cycling costs of spells you control cost 2 life less", but I wasn't sure how to word that properly.
Yeah I can agree with that. This just seemed to fill a slot (white wrath) plus fit the flavour that we've been going for.
Changed from tapping for counters to getting them at the end of turn. Number of counters down from 5 to 3
Huh, I've never noticed that enchantments dont tap, could just make it put a counter on it at the end of each of your turns instead. And reduce the number of counters it needs to three. Wasnt really thinking about then number of counters, more about how to get the card text to make sense :p
Yea I think if we include this card it would probably have to be the last reprint before we border on using too many reprints in place of space that could be better taken by original card ideas.
Not including this I think we've only got 6 reprints in the set, one of them being Horizon Canopy. I dont think thats too many, although it's bordering it. SOI had 12 reprints, some were due to the madness mechanic though.
One main problem I see here. Enchantments don't ever tap to my knowledge - it'd make more sense as a creature.
What this does is also not that useful to me. It costs 4 mana, then you have to then spend 5 turns putting counters on it. All to presumably play a high-cost card without paying its mana cost. By that time, you may as well have just waited to cast the high-cost card, no?
I guess you do get the benefit of getting the card + whatever you can cast that turn. But as a late-game finisher it seems pretty weak and it seems like a very elaborate way just to give a card the equivalent of Morph. Assuming you don't particularly have ramp, it basically means waiting until turn 9 to cast a spell with morph.
It does interact with the unbound theme (though that actually makes it potentially weaker in this set, since all the creatures with Unbound aren't affected) and I do think white needs a wrath card.
How many more reprints should we really be doing though? We already have a handful of reprints and even had to change one of our lands to something Wizards just came out with.
Thought that this could be reprinted here, seems to fit the flavour. Unbound creatures get around it as well. Sunblast Angel
Since we have a card in black that does what this did for life, I changed this card into something else.
I like the more general "legendary spell" thing than "legendary creature". Keeps it more open to applicability.
Changed to DJK's suggestion, changed from Mythic to Rare
I'd be up for doing that, although it does feel more rare to me than mythic.
Changed to a life for card draw idea.
I think we already have a card that has an opponent lose 1 life and you gain 1 life whenever you cycle, at common: Blood Leech! I like the 2nd suggestion better for a rare.
I agree that with this just costing 1, it may be potentially quite powerful. But the alternate idea doesn't feel as much like a Mythic though.
This seems like it would be kind of unfun and oppressive in a game. It's repeated instant speed discard on board that is hard to get rid of or stop.
I'd rather this do a different effect like 'deals 1 damage to target creature or player and you gain 1 life' or 'you may pay 1 life. If you do, draw a card'.
Cut lifelink from 1st side.
Yea thinking about it, it would make attacking completely pointless altogether.
That seems really strong, basically stopping creatures with 2 power or less from attacking and even then you dont really want to be attacking with some of the slightly bigger creatures. I'd just cut lifelink from the front side.
I kind of tagged on the lifelink to make the 1st side more powerful. I could just drop it, that's one way of making the 1st side weaker.
Or, following the suggestion to make the 2nd side stronger and mirror lifelink, it could be "you gain life equal to the amount of life payed this way". Though that would kind of just make attacking you pointless.
I like this even without doing significantly more legends than usual.
I'm not sure I like using Discovery here though, we don't want to flood the set with that mechanic. And this seems much too powerful as is given it can reduce multiple spells by four or more mana.
An alternate idea that came to mind:

Artifact (M)
~ enters the battlefield tapped.
: Add
to your mana pool.
Whenever you cast a legendary spell, untap ~.