Infinite Potential Well: Virtual Booster

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Mechanics | Planets and Gravity | Merge Gates | Madness | Venture into the House
Printable
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.
 C 
Creature – Elemental
{t}: Put a +1/+1 counter on each face down creature that attacked this turn.
Awaken {g} ({3}: Turn this face down. It becomes a 2/2 creature. Turn it face up any time for its awaken cost.)
0/1
 
 R 
Legendary Creature – Human Knight
Partner with any equine creature (Horses, Pegasuses, and Unicorns are equine.)
At the beginning of each combat, for each equine creature you control, choose up to one target Knight. Each of those Knights gains horsemanship until end of turn.
4/4
 U 
Instant
Tap target creature.
If a source an opponent controls dealt damage to you this turn, exile that creature instead.
 U 
Creature – Spirit
Defile (As you tap lands for mana while casting this spell, you may have them add an extra mana of any kind they could produce. Put a stun counter on each land that adds extra mana this way.)
Flying, deathtouch
Flesh withers and bones crumble to dust in its wake.
3/4
 U 
Enchantment
You have Ricochet. (Whenever a player casts a spell or activates an ability that only targets you, copy the spell or ability and choose a new target for the copy at random. It can't target you.)
 C 
Instant
Counter target spell if it's not the first spell cast this turn.
 C 
Enchantment – Aura
Enchant permanent
When Acid Etchings enters and at the beginning of your upkeep, remove a counter from enchanted permanent.
 C 
Creature – Spirit
Flying
Ricochet (Whenever a player casts a spell or activates an ability that only targets this permanent, copy the spell or ability and choose a new target for the copy at random. It can't target this permanent.)
1/1
 C 
Sorcery
As an additional cost to cast this spell, sacrifice a creature.
Super Fling deals damage equal to the sacrificed creature's power to each opponent, each planeswalker an opponent controls, and each battle an opponent protects.
 C 
Creature – Troll
Cleave (Whenever this creature deals excess combat damage to a permanent, it deals damage equal to the excess to another target permanent an opponent controls.)
3/3
 C 
Land
{t}: Add {1} (one generic mana).
{1}, {t}: Add one mana of any type (any color or {c}).
 C 
Creature – Elemental
{t}: Put a +1/+1 counter on each face down creature that attacked this turn.
Awaken {g} ({3}: Turn this face down. It becomes a 2/2 creature. Turn it face up any time for its awaken cost.)
0/1
 C 
Creature – Zombie
Intimidate
Vortex 5 – {b} ({1}: 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 {b}. Vortex only as a sorcery.)
3/3
 C 
Creature – Ape Artificer
Flash
When Backseat Mechanic enters, regenerate target Vehicle.
1/1
 B 
Planet – Earth
All creatures get +1/+1 and have "When this creature dies, you may pay {1}. If you do, shuffle it into your library."
3
 T 
Emblem
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 {1} less to cast or activate" and equip {1}.

Sleeper Agent (common, foil)
Sun Quan, Masterful Commander (rare)
Retaliatory Blow (uncommon)
Ghastly Siphoner (uncommon)
Mirror Shield (uncommon)
Punish Greed (common)
Acid Etchings (common)
Mirror Spirit (common)
Super Fling (common)
Boring Cleaver (common)
Entropic Pool (common)
Sleeper Agent (common)
Patient Corpse (common)
Backseat Mechanic (common)
Earth, Center of Exploration (basic)
Forging of the Rings (token)