Infinite Potential Well: Mechanics

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Mechanics | Planets and Gravity

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 Decay, Memory of Growth, Memory of Knowledge, 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: Image Translator, Natural Ood, Skorpius Flies, Seven Gamma Seven, Cyberman, Alvega Controller, Roman Legion, Great One, Queen of Metebelis III, 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: Emergency Temporal Shift, Warning Shot, London Blitz, Crystal of Kronos, Laserson Probe, Gamma Strike, 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 6 cards: Ravish the World, Relentless Slime, Sell Your Soul, Garruk, Beast Caller, Mystic Mentor, Bear Summoning

Ability word. It indicates that you are putting a creature 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}()]".