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 03:05:55)
Corrected wording- sacrifice should have been capitalised
Put it at uncommon.
Decided to make it a common as a standin for Sun Worshiper.
Lowered cost to 2 because 3 didn't feel right.
Another basic artifact idea, this time using cycling. And I had thought we had talked about maybe having a little bit of nonbasic landcycling. So this card is the first one I'm trying it with.
Changed to add colorless instead.
This idea is sort of inspired by Nykthos, Shrine to Nyx, using Discovery instead of devotion and having to be saced. Though, the mana of a particular color thing fits devotion better than Discovery, so I might consider the sac ability to add either
or mana of any color instead.
Initially I had been tempted to make a land version of this but there's no room for it, except for the Mythic land slot, which I don't feel this is right for. On another note, this sort of stands in for Sun Worshiper's ability.
Another possible artifact idea, this time as a sort of colorless rendition of the idea behind Emori Mystic.
An idea for an artifact, inspired by the ability on Elsewhere Flask. Might be too powerful for a common, but I could see something like this at uncommon. Alternatively, could be made into a static ability for a rare like "When ~ enters the battlefield, choose a basic land type. Each land you control is that type in addition to its other types".
If the issue is forced we'll have to put a slot for them in each color at uncommon.
Artifact or land would fit green better, that's true. Though we don't have too many artifacts in this set.
Having enchantments in the other colors was more of a flavour thing, it can be cut if people aren't happy with it. Most of the time enchantments aren't done at common unless they're auras so we could just do the

enchantment creatures at uncommon instead.
Fixed wording, order of power boost and giving first strike, until end of turn. Added discovery reminder text
I'd like this to be able to hit artifacts as well. I don't feel like it should exile either, that just feels a bit off for green.
Fixed to include Discovery reminder text.
Another idea to fill an open red common slot with something using Discovery. Not sure if it's too color bendy, but red does get mana generation next to green.
I wouldn't want to elevate enchantments to a main theme, I just don't see a problem with having just 1 singular common slot for a non-aura enchantment. And it would help make room for at least some of these DFC enchantments that have been created. Most can probably be scrapped anyway but a few have good ideas. The other alternative would be to make space for a few of them at uncommon. Though there are a few non-DFC uncommon enchantments that are Discovery based that I wouldn't want to scrap to make space for them.
It fills out that role, though there are other ways to do it maybe. The one mana of any color feels a little tacked on. Maybe you could replace the mana of any color with cycling. Or you could just change the cost to

, make it destroy instead of exile, while removing the mana of any color. This sort of mirrors Downfall in the basic thing it does (destroy target land or X other permanent type) except it's at sorcery speed and exiles.
I like it. I also felt like red and green needed a little more Discovery cards at common and this helps with that too.
Removed from skeleton.
Roundabout way of pinging a creature for 1 if you want. Could fit into any green deck, and Green needs another way to deal with creatures than just combat tricks.
Slightly overcosted way to deal with lands or enchantments.