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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Rolling the planar die costs you
less.
, : Planeswalk. Activate only as a sorcery and only if chaos ensued this turn. |
Equip
Equipped creature attacks each turn if able. Whenever equipped creature attacks, it fights another target creature. "Let's see what happens when I poke it!" – Squilch, goblin explorer
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Fire deals 2 damage divided as you choose among one or two target creatures and/or players.
Tap target permanent.
Draw a card. |
Haste
Whenever a player draws a card, Sluice Elemental gets +1/+0 until end of turn. 0/2
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Choose one —
• Return target creature to its owner’s hand. • Draw a card. Entwine (Choose both if you pay the entwine cost.) |
Immunity from spells (This creature can't be targeted, dealt damage, or destroyed by spells.)
1/1
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Instant and sorcery spells cost
more to cast.
Activated abilities cost more to activate unless they're mana abilities.Whenever chaos ensues, goad each creature.
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: Target creature you control gets +1/+0 and gains haste, trample, and "This creature can't attack players" until end of turn. Activate only as a sorcery.2/2
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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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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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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.) |
Intimidate
Vortex 5 – ( : Exile this card from your hand face-down. At the beginning of your upkeep, put a time counter on it. As long as it has 5 or more time counters on it, you may cast it by paying . Vortex only as a sorcery.)3/3
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Target creature gains the designation of your choice. (Commander, goaded, monstrous, renowned, ring-bearer, and suspected are designations.)
Target creature phases out for three turns. (Phased out is a status, not a designation.)
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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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All creatures get +1/+1 and have "When this creature dies, you may pay
. If you do, shuffle it into your library."3
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Fortified land has "
, : Add one mana of any color. If you spend this mana to cast a creature or Vehicle spell, it enters with an additional +1/+1 counter on it." |
Slide Projector
(rare)
Poking Stick
(uncommon)
Fire // Ice
(uncommon)
Sluice Elemental
(uncommon)
Matter Conversion
(common)
Slippery Eel
(common)
Killing Fields of Aykan
(common)
Guerrillabocania
(common)
Spirit of Growth
(common)
Create a Backdoor
(common)
Snowball Fight
(common)
Patient Corpse
(common)
Pick // Lock
(common)
Cyberslave
(common)
Earth, Center of Exploration
(basic)
Trench
(token)
less.
,
: Planeswalk. Activate only as a sorcery and only if chaos ensued this turn.
