Infinite Potential Well: Mechanics

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Mechanics | Planets and Gravity

blight counter: Used on 5 cards: Grasp of Poison, Salt the Earth, Rot Lurcher, Saprokor, the Hidden Blight, Myconid Harvester

Counters that are used to represent lands that have been blighted. No rules meaning, but other cards care about that. Putting a blight counter on a land is shortcutted as "blight a land."

*Resonance*: Used on 4 cards: Blood Edict, Buzz Pollination, Resonant Bolt, Resonant Growth

Improves the spell if it's the second spell you've cast this turn.

Prime: You may cast this card face down as a Hazard artifact for {2}. You may turn it face up for its prime cost as long as the trigger condition is met. Used on 7 cards: Dispel the Illusion, Signal for Reinforcements, Bear Trap, Antimagic Field, Hidden Pit Trap, Mimic Chest, Hazards

The alternate casting cost that goes on Hazards

underworld counter: It can only block or be blocked by creatures with underworld counters, and its abilities can only target creatures with underworld counters. Used on 9 cards: Host of Ilysia, Honored of Ilysia, Hollow of Phylias, Oread of Agonas, Siren of Nerono, Shade of Tizerus, Ironic Return, Kunoros, Veil Guardian, Through the Veil

Alternate take on the Stygian mechanic that WotC tried for Theros Beyond Death, using the newer tech of keyword counters rather than the ridiculous dexterity mechanic of Raging River

.: Used on 6 cards: Tale of Tragedy, Unionize the Dead, Lord of the Underground, The Long Way Around, Neon Necropolis, Doubletalking Taskmaster

Invisible grouping mechanic for cards based on the Broadway musical Hadestown

*Heresy*: Used on 3 cards: Resentful Fancier, Revoke the Divine Right, Academic Coup

Anti-devotion mechanic. Counts the number of colors among permanents you control.

Merge: Used on 1 cards: Gruesome Enhancements

Placeholder for any card that uses merge without it being part of a named keyword. For organizational purposes only.

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. Used on 3 cards: Beryllium Nullifier, Venomizer, Replicating Menace
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. Used on 6 cards: Vengeful Wraith, Heart of the Grove, Deathwort Shambler, Vizkopa Sentry, Guardian of the Woods, Kindly Ancestor

Mutate + Haunt

Mutate: If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it. Used on 4 cards: Kraj's Influence, Chronoxolotl, Kekstrosaurus, Culmination of the Project
Power up: This permanent enters the battlefield tapped with a charge counter on it. Until it untaps, you may choose not to untap it during your untap step and instead put a charge counter on it. Used on 10 cards: Memory Trinket, Cybernetic Dreadmaw, Manastatic Field, Trusty Healbot, Gatling Warden, Ticking Time Bomb, Aether Pools, Mechanical Hydra, Mesmerizing Panflute, Mana Generator
Imbues: Start the game with this card in your command zone. A deck may only have one metamagic card of each name. This card sets the effect of cards named PARAM1. Used on 2 cards: Essence of Aether, Essence of Fire

This is the part of the metamagic mechanic that goes on metamagic cards in the command zone.

Imbued by: Choose the following mode based on the choice made for PARAM1. Used on 2 cards: Aether Distortion, Metabolt

This is the part of the metamagic mechanic that goes on spells.

Delve: You may exile any number of cards from your graveyard as you cast this spell. It costs {1} less to cast for each card exiled this way. Used on 1 cards: Shield of Swords

Potential mechanic for The Oncoming Storm. It enables the "exile matters" theme.

Awaken: {3}: Turn this face down. It becomes a 2/2 creature. Turn it face up any time for its awaken cost. Used on 2 cards: Unhappy Land, Sleeper Agent

Mechanic I'm testing for Convergence.

Drive: PARAM1: Target creature you control drives this Vehicle. Drive only as a sorcery. Used on 7 cards: Racecar, Bulldozer, Lightcycle, Hydrogen Blimp, Biplane, Mecha Warrior, Tugboat

Drive is inspired by the Vehicle subtype in Armageddon. At first I thought Vehicle was a cross between creatures and equipment. (It's actually just a creature type.) All of my Vehicles are treated as though they said "As long as this card isn't attached to a creature, treat it as though it were a creature."

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. Used on 2 cards: Mirror Shield, Mirror Spirit
Recall: You may exile this spell as it resolves. If you do, return all cards with the same name from your graveyard to your hand. Used on 5 cards: Memory of Knowledge, Memory of Decay, Memory of Growth, Memory of Health, Memory of Pain
Phasing: This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist. Used on 1 cards: Healer from Beyond
Gestalt: This creature gets +PARAM1/+PARAM1 for each other creature that shares at least one creature type with it. Used on 16 cards: Great One, Queen of Metebelis III, Image Translator, Natural Ood, Skorpius Flies, Seven Gamma Seven, Cyberman, Alvega Controller, Roman Legion, Elder of the Ood, Ood Conversion, CyberKing, Rutan Host, Nestene Consciousness, Ood Third Brain, Cyberslave, Ood Sigma

Mechanic originally from The Oncoming Storm.

Wither: This deals damage to creatures in the form of -1/-1 counters. Used on 1 cards: Necros Worm
Memento: When this creature dies, if it wasn't a token, put a token that's a copy of this creature onto the battlefield. Used on 8 cards: Spirit of Morglen, Fent-rot, Bringer of Undeath, Veil of Tranquility, Morally Uncertain Zombie, Soul of Morglen, Guardian Behemoth, Spirit Guard, Redeemer of Souls
Resolve: Spells, counters, or abilities can't change this creature's power and toughness from their printed values. Used on 3 cards: Strength of the Adamant, Draken Steed, Mighty Sledge of Sorok
Cleave: Whenever this creature deals combat damage to a blocking creature, it deals PARAM1 damage to that creature's controller. Used on 6 cards: Oxola, Judge of Mayhem, Rajav, the Overseer, Chavall, the World Arisen, Destroyer of Worlds, Viashino Stalker, Bloodthirsty Imp
Entwine: Choose both if you pay the entwine cost. Used on 8 cards: Gamma Strike, Laserson Probe, Crystal of Kronos, London Blitz, Warning Shot, Emergency Temporal Shift, Curse of Fenric, Matter Conversion

Mechanic originally from The Oncoming Storm.

Vortex: {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 PARAM1 or more time counters on it, you may cast it by paying PARAM2. Vortex only as a sorcery. Used on 10 cards: Temporal Elemental, Through the Vortex, Eternal Master, Patient Corpse, Time Burns, Mana Crystal, Temporal Interference, Enlightened Gaze, Glimpse the Beyond, Cleanse the World

Potential mechanic for my set. Inspired by charge.

Timecast: When you cast this spell from your hand, you may pay PARAM1. If you do, exile it as it resolves. You may cast it from exile. Used on 3 cards: Summon Reinforcements, Increasing Madness, Wild Outburst

This is a potential mechanic for my set.

Immunity from: This creature can't be targeted, dealt damage, or destroyed by anything PARAM1. Used on 4 cards: Knight of Artifice, Protective Ward, Knight of Gaia, Slippery Eel

This mechanic is a replacement for protection. It gets rid of the unnecessary "can't be enchanted" (enchanting requires targeting anyway) and unintuitive "can't be blocked" (now White Knight and Black Knight can't fight, albeit ineffectively), but adds "can't be destroyed" (to protect from removal like Wrath of God).

Clockwork: This artifact enters the battlefield with PARAM1 charge counters on it. Whenever it becomes tapped, remove a counter from it at end of turn. Used on 0 cards:

This is for my Clockwork Plane idea. It appears only on artifacts. Artifact creatures get +1/+1 counters, while noncreature artifacts get charge counters.

Clockwork: This creature enters the battlefield with PARAM1 +1/+1 counters on it. Whenever it becomes tapped, remove a counter from it at end of turn. Used on 0 cards:

This is for my Clockwork Plane idea. It appears only on artifacts. Artifact creatures get +1/+1 counters, while noncreature artifacts get charge counters.

Summon: Used on 8 cards: Spirit of the Wolf, Spirit of the Owl, Ravish the World, Relentless Slime, Sell Your Soul, Garruk, Beast Caller, Mystic Mentor, Bear Summoning

Keyword ability. It indicates that you are putting another card with certain characteristics onto the battlefield from outside the game.

In card text or details pages, write the mechanic's code name (playtest name) between square brackets, like "[Crittercast]", "[Bushido 1]" or "[Delay 4 {2}{R}{R}]". It will be expanded to the mechanic's name plus reminder text, such as "Suspend 4 – {2}{r}{r}. (Rather than cast this spell from your hand,...)"
To expand a mechanic's name but not its reminder text, include parentheses at the end of the square brackets: "[Crittercast()]", "[Delay 9 {R}()]".