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 2025-05-12 07:35:32)
Fixed cycling cost to be balanced with Diabolic Tutor.
For reference I also created a rare white creature/enchantment based on a similar scheme yesterday Righteous Presence.
Nice, another Discovery card that uses it as a threshold.
After this I'd be careful with creating too many more green cards though, as we have more of green than anything.
Cool effect. Another way to offset the lifeloss would be to have the opponent lose one life on spellcast while you gain it.
Hmm, fair point too. We will see if these cards are too oppressive in later test anyway.
Good idea, more aurae in
is where we could really distinguish it from other colour combinations.
Curses would be cool too.
Companion card for Healer. Not fitting for a full cycle but it works in the two colors that care about enchantments.
Nice idea on this one.
How about make it more expensive and have it return 2 creatures, and with cycling "when you cycle this card return target creature to its owner's hand."?
Would be an updated Essence Fracture with Repulse at Sorcery speed. Should also be an Uncommon then.
To be clear, I haven't actually created a cycle. The blue one I said I'd probably scrap, as once edited it becomes Augur of Bolas and I agree that we don't want to reprint that here. Otherwise, there is no red or black one.
It's really just two cards - Emori Wanderer for lands and this one for enchantments. To me they jibe with those color's themes in this set, with the green one being a helper to Discovery players and a better alternative to Satyr Wayfinder (which is in competition with a card that actually is part of a cycle), and this one for the enchantment theme. So they're just a few cards similar to Augur of Bolas for different card types.
I could see this one being less important as the enchantment theme is minor, but I really don't think having another land acceleration card at uncommon like Emori Wanderer hurts. Also, I consider it to be an individual card idea that sums up what our earlier Explore/Discover mechanic was trying to do, which I think is nice to have around at least on one card. The only other card we have in green that directly filters for lands is Discover Territory, and that's a card that doesn't really get off the ground in practical usage until the mid-game.
Don't really like that cycle, giving all colours search cards on top of Cycling makes control colour combinations weaker on average. If you give every colour a way to increase card quality you take away the advantage Blue control players have over these colours.
About creature types: It's true that generic types are easier to find, however TRicher is right in saying that giving artless colours now race and classes is a bit too much right now. I also get the feeling that if too many cards have a certain type already that I need to design a card that fits the creature type too, and that's limiting designwise. That one article I can't find right now about the process of designing for RTR was interesting insofar as they really had no flavour on the cards except the abilities. It was added afterwards when everything was tested, and I think that's the best way to go.
Well there have been 5/3 for 5 Mana with an upside, so that's just a slightly scaled down version of it. 5/1 is possible too though, you want it dead anyway.
I'd also consider reducing the cycling cost to
or
, as paying 
just to draw a card still doesn't sit right to me.
If you kept the cycling cost the same and added in a repetition of the effect if you cycle the card, that probably would make it too good, as it'd be Unsummon and Repulse in one card. But paying
to draw a card is bleh to me, especially when we have Divination in the set.
It's a consideration, though with enough searching I think we should be able to find most types of things for creatures. For example, with this card, I could easily just type "D&D monk" into google images and come up with hundreds of images of fantasy monks. Art for something more abstract like an enchantment can get considerably harder. And finding images where you also can find the name of the artist from the source does narrow things as well.
They do blink effects cheap than this now. If its something this brings the creature back in tapped, which normally means that if you use it on your turn the creature wont be able to block on your opponents turn. However in a set with unbound it has a lot more uses that just that.
Reduced cost by
Just a note on creature types, names, and flavour stuff: Most of what we decide is based on the art we can find for the card. Thats why at this point we've got loads of cards without creature types. We can pencil in stuff that we'd like to see but at the end of the day if we cant find art for a card then it cant have that creature type unfortunately.