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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 09:16:27)
replaced in skeleton with Solar Paladin
Slotted for editting/removal since red-white theme no longer cares about low toughness.
Replacing Palm Reading to have something that works without reminder text.
removed from skeleton
name: added; subtype: added; rules text: formatted
Changed triggered ability on the back to a static one, so it doesn't die for having 0 toughness.
That name still doesn't instill a good feel of "create Insect token". I want something more like Fall to Termites except whatever Pyrulea has rather than Termites.
A ramp spell that you cannot cast turn two if you haven't played a creature turn 1? What?
EDIT: Also this spell is rather unattractive with basic landcycling already a major mechanic.
Should likely be replaced with a more straightforward +1/+1 counter enabler.
It's silly that this needs to target another creature before you can get the token. Why is this a token creation spell at all? Could be a creature with an ETB trigger and have a far simpler and more standardized wording.
The trade-off of making this a sorcery does not seem worth it.
Under-Leaf >> Underleaf; While >> As long as
"Pyrulean landmasses" as in "leaves"?
Feels weird in the same set as Ashna Piker .
I also played with the thought of a mono-white Phoenix - the idea of a Sunbird tickles me and it might be a better fit than e. g. Angel.
name: added; subtype: added; rules text: formatted
Blue also typically does get a different kind of large creature. Lastly a 4/5 Elf Wizard is quite inexplicable.
adding to skeleton since I liked this for a while
Hive Warchanter was changed to "When it becomes tapped" and maybe we want to choose one and stick with it?
Yep, this could be uncommon.
I also think it should cost
. Discovery cards want to benefit from the additional land names that come with multicolor decks and splashability helps.
Awkward gameplay: Wanting this to transform to get to the discovery threshold of three... you need to transform this.
I feel myself prefering lands that awaken on discovery over things that become lands upon discovery for that reason.
On the other hand having discovery three you are more likely to want more "action"/"board presence" rather than another land. While the +1/+1 counter trigger is cool enough as action, you need quite a presence before you have both discovery three and the board presence that makes you prefer spreading around counters over keeping your 3/3.
I'd also like to have no surprise triggers hidden on the back of commons like this. Since the effect that makes you transform is on the front, the side-effect can be as well (or better for word count: no side-effect at common).
I think it's a better idea to have a critter that transforms into a land be a proactive choice like Sakura-Tribe Elder, so maybe make it an activated ability on a smaller body?
Yesterday's playtest showed that these were too complex as a loose cycle - also being assymmetric hurts here as e. g. a black deck would be unwilling to pick Bank Entrance or even miss it.
I would want very simple cards in these spots that you would also pick up for just the name. I like e. g. monocolored lands with cycling i. e. Drifting Meadow or Secluded Steppe (which would double as cycling cards).
Forsaken Sanctuary and co. are also options, but I don't see the benefit in pushing enemy color play overly at common.
Alternatively an actually simple DFC cycle, but this is not it.
names: added