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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Vigilance
Whenever a Spacecraft you control attacks, create a Treasure token. Whenever a Spacecraft you control deals combat damage to an opponent, gain control of target creature that player controls for as long as you control that Spacecraft. 4/5
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Whenever Inevitor attacks, sacrifice it at the beginning of the next end step.
Station 3+ | Haste Inevitor can't be blocked except by creatures with haste. 5/1
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Equipped creature gets +2/-1.
Whenever equipped creature blocks or becomes blocked by a nonsnow creature, it gains first strike until end of turn. Equip ![]() |
Launder –
, : Each player exiles the top card of their library. For each card exiled this way, its owner may play it until the end of their next turn. Spells you cast this way cost less to cast and spells your opponents cast this way more to cast. |
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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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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.) |
When Improved Glimmerlight enters, create a 1/1 white Glimmer enchantment creature token, then attach Improved Glimmerlight to it.
Whenever equipped creature attacks, Venture into the House (Enter the first room or advance to the next room.). Equip ![]() "They can already illuminate the path, so let's enable them to lead it, too."
—Garden, survivor technologist |
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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: Add .
Awaken ( : Turn this face down. It becomes a 2/2 creature. Turn it face up any time for its awaken cost.) |
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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Enchant creature
Enchanted creature gets +1/+2 and has flying and "Whenever this creature deals combat damage to an opponent, draw a card." |
Target creature gets +2/+2 until end of turn.
Resonance – That creature gets +4/+4 until end of turn instead if this is the second spell you've cast this turn. |
: Discard a card, then draw a card."Ooh, shiny!"
1/1
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Lifelink
Whenever an opponent discards a card, that player loses 3 life. This ability triggers only once per turn per opponent. 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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Rings you control have "As long as this permanent is equipped, spells you cast and abilities you activate that target one or more creatures with shadow cost
less to cast or activate" and equip . |
Space Pirate Rr’roberts
(rare)
Inevitor
(uncommon)
Ice Pick
(uncommon)
Shady Restaurant
(uncommon)
Ablative Power Armor
(common)
Snowball Fight
(common)
Improved Glimmerlight
(common)
Purify the Flesh
(common)
Unhappy Land
(common)
Cyberslave
(common)
Owl Totem
(common)
Resonant Growth
(common)
Goblin Looter
(common)
Beguiling Maiden
(common)
Freytal, Bastion of Prosperity
(basic)
Forging of the Rings
(token)


,
: Each player exiles the top card of their library. For each card exiled this way, its owner may play it until the end of their next turn. Spells you cast this way cost 

.