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 2025-05-11 09:06:28)
What are we going to do about this? I consider it one of the better red Discovery ideas, but it's conflicting for space. Is there a way to make it fit the remaining 3 CMC slot? If it doesn't make it I'd highly suggest we just create a 2 CMC instant that adds
to your mana pool equal to your discovery. Maybe for 
to balance for the potential extra power?
Added to skeleton
Reformatted discovery reminder text
Changed wording '+1/+0 equal to your discovery' '+X/+0, where X is your discovery'
Added into the skeleton.
A suggestion for one of the remaining 3 CMC red creature slots. I'm concerned it might be too complex or wordy for common though.
Fills one of the green common sorcery slots. I sort of intend this to be a different take on Explore.
Fills a common slot and is another basic usage for Discovery.
I agree with scrapping this one in particular. My latest edit took this off the skeleton. Maybe, just maybe, some of these can be saved if they are reworked into uncommons if we still think the idea has potential.
My main objection to taking away the DFC enchantments altogether as that if we do, we have no non-aura enchantments at all at common. So they do fill the space of having at least one enchantment in each color at common. Otherwise, it would seem like we're suppressing enchantments a little too much by completely scrapping all of them.
I like it. It's a nice use of discovery and also continues the insect token theme. Could work for the remaining green 3 CMC common slot.
You know, I was actually wondering about possibly making an uncommon cycle out of Solar Flare. A cycle of utility modal spells, possibly caring about the number 3? This could be part of that, but in its current state it is a bit weak in general and it wouldn't feel like part of a cycle with Solar Flare. In the case of Solar Flare, we get to choose between two different but useful abilities that normally are on a common for the same mana cost.
I'd prefer the utility on this card to not be weaker than similar cards, but about the same. The two abilities are also too similar, being +1/+1 until end of turn vs. a +1/+1 counter. How about one option gives a creature +3/+3 and trample (or perhaps hexproof still) until end of turn (like Predator's Strike)? And then the other ability could be some other useful thing utilizing the number 3 as well? Maybe "Reveal the top three cards of your library. You may put a land card revealed this way into your hand, then put the rest on top in any order".
I believe that last editing was actually me coding it into the slot.
While this doesn't have to be synergetic, my reason for suggesting prowess or something else is that I take the card as being an overcosted Archaeomancer in a roundabout way, so adding something other than just +1/+0 makes the higher cost make more sense to me. I'd rather just play Archaeomancer than pay extra mana and jump through the hoop of transforming this one in plain form.
Each mode is weaker than similar cards, but the utility behind it should make it an ok sideboard card.
More Trample in Green is a must.
If increasing Discovery works, this could be a not too strong Token Maker. You can possibly get more for your money, but in a Sealed or even in Draft most likely just what you paid for.
Not too complicated and fits
. Should also be easy to draft since it's not good without an enchantment. Not too good with one either ;)
Thank you for filling out the Design Skeleton!!!!
-DFC: Rather in favour of 2 nonenchantment DFC in
,
and
, it may be confusing to players why some colours have 2 while the others have only 1. A clear difference as in "this is the theme of that colour combination" might be better.
-Names/Creature types: Agree with waiting with that, it's not important for playtesting and "flavour" can be added much later to flesh out the set, especially names since they rely heavily on what pictures you find. It's easier and also looks cleaner to use an appropriate picture for the card function and then name it to combine these two than finding a picture fitting to a name.
The exile part is for the theme of
of leaving the battlefield, thought it could be fitting quirk the blue DFC cards have to exploit that.
Same goes for that as I said on the other enchantment DFC in Blue. Way too complex and way too many abilities for a Common. I really don't think Common DFC need much more abilities than the transform plus a fitting ability plus maybe an evergreen to it.