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.
 R 
Enchantment
Non-Spirit creatures you control have soulshift X, where X is their power. (When one dies, you may return target Spirit card with mana value X or less from your graveyard to your hand.)
 U 
Enchantment – Aura
Enchant permanent
Enchanted permanent's status can't change. (It can't tap or untap, flip, turn face over, or phase out.)
 U 
Instant
As an additional cost to cast this spell, you may tap an untapped spellcaster you control. (Clerics, Wizards, Warlocks, Shamans, and Druids are spellcasters.)
Destroy target artifact or enchantment. If you tapped a spellcaster as you cast this spell, exile up to two target artifacts and/or enchantments instead.
 U 
Sorcery
Scry 3, then reveal the top card of your library. If it's a creature card, create a token that's a copy of it, except it's a 2/2.
Draw a card.
 C 
Sorcery
Target creature or Vehicle gains double strike and haste until end of turn. At the beginning of the next end step, if it attacked or blocked this turn, Ride the Third Rail deals 3 damage to it.
"Hear the buzzing in the air and feel the power coursing through you! Go out in a blaze of glory, knowing the whole world will burn with you!"
 C 
Enchantment – Aura
Enchant creature
Enchanted creature gets +1/+2 and has flying and "Whenever this creature deals combat damage to an opponent, draw a card."
Do
{1}{r}
 
 C 
Instant
Target creature gains haste and must attack this turn if able.
Die
{2}{b}
 
 C 
Instant
Destroy target nonblack creature. It can't be regenerated.
 C 
Artifact
{t}: Add {c}.
Vortex 2 – {0} ({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 2 or more time counters on it, you may cast it by paying {0}. Vortex only as a sorcery.)
 C 
Legendary Creature – Bear
When The All-Bear enters, it specializes.
No two see the same Bear.
2/2
 C 
Creature – Drake
As long as the gravity is 2 or less, Glider Drake has flying.
On the tiny planet of Sora, even the smallest amount of lift enables flight.
3/1
 C 
Artifact Creature – Elk
Clockwork 2 (This creature enters with 2 +1/+1 counters on it. Whenever it becomes tapped, remove a counter from it at end of turn.)
{1}{g}, {t}: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
1/1
 C 
Enchantment – Aura
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, Emotional Trauma deals 2 damage to that player.
"Rose Tyler – I..." – The Doctor
 C 
Creature – Wraith
[Facsimile]
(3)'s shadows stalk the darkness, hunting for new victims upon whose souls they will feast.
1/1
 C 
Creature – Plant
At the beginning of each upkeep, if no spells were cast last turn, put two +1/+1 counters on Night-blooming Orchid.
1/1
 B 
Planet – Sora
All creatures have flying and hexproof.
2
 T 
Token Artifact – Equipment Ring
Equipped creature has shadow.
Equip {3}

This Mortal Coil (rare)
Fixed Point (uncommon)
Hallowed Touch (uncommon)
Bear in Mind (uncommon)
Ride the Third Rail (common)
Owl Totem (common)
Do // Die (common)
Mana Crystal (common)
The All-Bear (common)
Glider Drake (common)
Silver Hind (common)
Emotional Trauma (common)
Shadow of (3) (common)
Night-blooming Orchid (common)
Sora, the Endless Sky (basic)
Ring of Power (token)