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 – Human Scout
Protection from green and from blue
3/3
 
 R 
Creature – Treefolk
Spirit guide (When this creature dies, if it's not merged, put it under target creature you own. It gains all abilities from under it. )
Vigilance
This creature get +1/+1 for each creature you control.
0/0
 U 
Sorcery
Gift a permanent you control
 U 
Enchantment – Aura
Enchant creature
Enchanted creature gets +1/+1.
When enchanted creature leaves the battlefield, create a token that's a copy of Explorer's Hat and attach it to target creature you control.
 U 
Enchantment
Whenever a creature you control with greater toughness than power attacks, you gain life equal to the difference.
Whenever a creature you control with greater toughness than power dies, draw a card.
 C 
Creature – Fungus
When Walking Mushroom dies, you may search your library for a Fungus card, reveal it, put it into your hand, then shuffle.
1/1
 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 
Artifact Creature – Construct
Magnetic (You may cast this spell targeting an artifact creature you own. If you do, merge it under that artifact. It gains all abilities from under it.)
Deathtouch
Keeps getting banned for toxic behavior.
2/2
 C 
Artifact Creature – Cyberman Soldier
Gestalt 1 (This creature gets +1/+1 for each other creature that shares at least one creature type with it.)
1/1
 C 
Artifact – Equipment
When Ring of Attunement becomes attached a creature, the next equip ability you activate this turn that targets it costs {1} less to activate. This ability triggers only once each turn.
Equip {1}
 C 
Creature – Camel
Desertwalk
1/1
 C 
Sorcery
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.)
 C 
Instant
Choose one —
• Tap up to two target permanents.
• Untap up to two target permanents.
Entwine {1}{u} (Choose both if you pay the entwine cost.)
 C 
Creature – Elemental
Flying
Vortex 5 – {u} ({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 {u}. Vortex only as a sorcery.)
4/4
 B 
Planet – Grodun
All creatures get -1/-0.
Whenever a creature attacks, tap it. It doesn't untap during its controller's next untap step.
5
 T 
Token Artifact – Fortification
Fortified land has "{1}, {t}: 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."

Direkon's Infiltrator (common, foil)
Heart of the Grove (rare)
Donate (Not the Urza's Destiny One) (uncommon)
Explorer's Hat (uncommon)
Whisper in the Woods (uncommon)
Walking Mushroom (common)
Mirror Spirit (common)
Venomizer (common)
Cyberslave (common)
Ring of Attunement (common)
Caravan of Camels (common)
Snowball Fight (common)
Emergency Temporal Shift (common)
Temporal Elemental (common)
Grodun, the Stern Empire (basic)
Trench (token)