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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Emerge
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You may cast Angel of Eternal Vigil from exile for its emerge cost. Flying If Angel of Eternal Vigil would die, exile it instead. Angel of Eternal Vigil gets +1/+1 for each creature card in your graveyard and for each creature card you own in exile. 3/3
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Choose one —
• London Blitz deals X damage to each creature. • London Blitz deals X damage to each player. Entwine (Choose both if you pay the entwine cost.)“It might seem like a stupid question, but has anything fallen from the sky recently?” — The Doctor, “The Empty Child”
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Flash
When Keldon Strike Force enters, tap target artifact or land an opponent controls and put a stun counter on it. If it's a creature, remove it from combat. (If a permanent with a stun counter would become untapped, remove one from it instead.) 2/2
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Symbiont (This permanent is not a creature as long as it's attached to a creature.)
Equipped creature gets +2/-1 and has reach and first strike. Equip ![]() 2/1
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Exile target creature and all Auras attached to it.
"Its power comes not of the material world, so unto its world we banish it."
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Enchant permanent
When Acid Etchings enters and at the beginning of your upkeep, remove a counter from enchanted permanent. |
Put a first strike counter on target creature. It gets +1/+1 until end of turn.
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.) The easiest way to get in is to not need permission in the first place.
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Ablative Power Armor enters with four shield counters on it. (As long as there are shield counters on this, damage is dealt to it in the form of removing shield counters.)
Crew 2 4/1
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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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Enchant creature
Enchanted creature attacks each combat if able and attacks a player other than you if able. You don't need to outrun the hounds baying in your mind, just the person running next to you.
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[Recur]
(5)'s creepers grow relentlessly into every nook and cranny. Kill one vine, and the rest will grow to consume you.
1/1
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Flying
When Hydrogen Blimp or driving creature becomes the target of a spell or ability, sacrifice both. Driving creature gets +2/+2 and has flying. Drive ( : Target creature you control drives this Vehicle. Drive only as a sorcery.)2/2
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Reveal the top three cards of your library. Put any creature cards with an evasion ability into your hand and the rest into your graveyard.
"You could just hire more muscle... or you could follow me in, nice and easy."
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As an additional cost to cast this spell, sacrifice a creature or discard a card.
Draw two cards. |
All creatures have flying and hexproof.
2
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Enchant creature
When Foil enters, enchanted creature becomes a copy of target creature an opponent controls. |
Angel of Eternal Vigil
(rare)
London Blitz
(uncommon)
Keldon Strike Force
(uncommon)
Tentacle Whip
(uncommon)
Purify the Flesh
(common)
Acid Etchings
(common)
Create a Backdoor
(common)
Ablative Power Armor
(common)
Spirit of Growth
(common)
Paranoid Assault
(common)
Creepers of (5)
(common)
Hydrogen Blimp
(common)
Plan of Attack
(common)
Throw the Bones
(common)
Sora, the Endless Sky
(basic)
Foil
(token)







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