Infinite Potential Well: Mechanics

Infinite Potential Well: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Planets and Gravity

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: Sleeper Agent, Unhappy Land

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 Health, Memory of Pain, Memory of Knowledge
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, Ood Conversion, CyberKing, Rutan Host, Nestene Consciousness, Ood Third Brain, Cyberslave, Ood Sigma, Great One, Queen of Metebelis III, Elder of the Ood

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, Curse of Fenric, Matter Conversion, Warning Shot, Laserson Probe, London Blitz, Crystal of Kronos, Gamma Strike

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, Eternal Master, Patient Corpse, Time Burns, Temporal Interference, Enlightened Gaze, Glimpse the Beyond, Cleanse the World, Mana Crystal, Through the Vortex

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, Wild Outburst, Increasing Madness

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.

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.

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 Fire, Essence of Aether

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

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: Mechanical Hydra, Mana Generator, Mesmerizing Panflute, Aether Pools, Ticking Time Bomb, Gatling Warden, Trusty Healbot, Cybernetic Dreadmaw, Memory Trinket, Manastatic Field
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: Culmination of the Project, Chronoxolotl, Kekstrosaurus, Kraj's Influence
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: Deathwort Shambler, Guardian of the Woods, Kindly Ancestor, Vizkopa Sentry, Heart of the Grove, Vengeful Wraith

Mutate + Haunt

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: Venomizer, Beryllium Nullifier, Replicating Menace
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.

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: Shade of Tizerus, Through the Veil, Kunoros, Veil Guardian, Ironic Return, Hollow of Phylias, Host of Ilysia, Honored of Ilysia, Siren of Nerono, Oread of Agonas

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

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

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

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

Invisible grouping mechanic for cards based on the Broadway musical Hadestown

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: Mimic Chest, Hazards, Antimagic Field, Hidden Pit Trap, Bear Trap, Signal for Reinforcements, Dispel the Illusion

The alternate casting cost that goes on Hazards

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

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

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

Turbulence: When you play this card, look at the top ten cards of your library. You may play one of those cards without paying its mana cost if it has the same mana value as this card. Then put the rest of the cards on the bottom of your library in a random order. Used on 2 cards: Heart of Valkri, Valkrian Archangel
Adventureback: Cast this spell only from your graveyard. Then exile it. Used on 3 cards: Release the Doves, Natural Restoration, Rise Again

Flashback spells on creatures

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. Used on 4 cards: Frenzied Orc, Snapping Hydra, Boring Cleaver, Compelling Duelist

Trample, but instead of hitting the defending player, it hits another creature (or planeswalker)

Symbiont: This permanent is not a creature as long as it's attached to a creature. Used on 5 cards: Living Armor, Tentacle Whip, Stormstalk, Skittering Carapace, Shadow Sibling

Ability that goes on equipment creatures that allows their equip ability to still function

shield counter: As long as there are shield counters on this, damage is dealt to it in the form of removing shield counters. Used on 3 cards: Veteran Armorsmith, Ablative Power Armor, Regeneratin' Troll

The damage prevention is an inherent ability of shield counters. They act as a form of pre-emptive damage prevention, but don't naturally replenish

 : {?} can be paid with any type of mana not already spent this turn. Used on 3 cards: Aether Warp, Unbearable Visions, Glimmerscale Hellkite

Negamana acts like generic mana on the first thing played each turn, but gets more restrictive later on. It wants to be paired with effects that are repeatable or care about the type/color of mana spent

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

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

Canine: Dogs, Foxes, Jackals, and Wolves are canine. Used on 2 cards: Release the Hounds, Alpha of the Pack

Tribal batching mechanic

Bleed: When this deals damage, create a colorless Vial artifact token with "{1}, {t}, Discard a card, Sacrifice this artifact: Draw a card." Used on 3 cards: Draining Bolt, Bloodrage Vampire, Blood Prophecy

Blood tokens are weird. Vial tokens are meant as a more generic version of them, and then bleed serves as an implementation specific for vampires.




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}()]".