Infinite Potential Well: Virtual Booster
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| Mechanics | Planets and Gravity | Merge Gates | Madness | Venture into the House |
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land, 1 token.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
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Return all nonland permanents to their owners' hands except for artifacts and equipped creatures.
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Vigilance
Each phase has an additional cleanup step at the end of the phase. 2/2
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If equipped creature would deal noncombat damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.
Equip ![]() |
If a creature would fight, detain it instead. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
"Pursuant to legal code 701.10d, the initiation of combat is not permitted without proper authorization. Desist your aggravation immediately."
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Splice onto creature
(As you cast a creature spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Spirit of Growth enters with a +1/+1 counter on it. 2/2
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Bleed (When this deals damage, create a colorless Vial artifact token with "
, , Discard a card, Sacrifice this artifact: Draw a card.")
Blood Prophecy deals two damage to target player and that player draws two cards. "Ah, I see violence in your future. Or was that your past?"
Illus. Marcel Mercado
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Snowball Fight deals 1 damage to any target. Then that player or that permanent’s controller may have Snowball Fight deal 1 damage to any target other than you or a permanent you control.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of this card without paying its mana cost.) |
Enchant creature
Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) When Heel Turn is put into a graveyard from the battlefield, each opponent loses 1 life. |
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Enchant creature
Enchanted creature gets +1/+2 and has flying and "Whenever this creature deals combat damage to an opponent, draw a card." |
: Add .
Awaken ( : Turn this face down. It becomes a 2/2 creature. Turn it face up any time for its awaken cost.) |
Counter target spell if it's not the first spell cast this turn.
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Slivers you control have clockwork 1. (They enter with a +1/+1 counter on them. Whenever one becomes tapped, remove a +1/+1 counter from it at end of turn.)
0/0
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Gestalt 1 (This creature gets +1/+1 for each other creature that shares at least one creature type with it.)
1/1
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If you roll a 1 on a d20, reroll that die. (You must use the new roll.)
"A blazing fire and a generous meal; fine drink and fine conversation; that's all I need."
2/2
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Whenever a creature enters, its controller gains life equal to its power.
The true strength of a warrior is not his own; rather, it is his allies'.
4
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Enchant creature
When Foil enters, enchanted creature becomes a copy of target creature an opponent controls. |
Embrace Modernity
(rare)
Loyal Maid
(uncommon)
Insignia of Fangs
(uncommon)
Civic Obedience
(uncommon)
Spirit of Growth
(common)
Blood Prophecy
(common)
Snowball Fight
(common)
Heel Turn
(common)
Owl Totem
(common)
Unhappy Land
(common)
Punish Greed
(common)
Anima Sliver
(common)
Cyberslave
(common)
Lucky Halfling
(common)
Freytal, Bastion of Prosperity
(basic)
Foil
(token)





, Discard a card, Sacrifice this artifact: Draw a card.")

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