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Infinite Potential Well: Mechanics

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Mechanics | Planets and Gravity

Summon: Used on 6 cards: Mystic Mentor, Garruk, Beast Caller, Sell Your Soul, Relentless Slime, Ravish the World, Bear Summoning

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

Clockwork: This artifact enters the battlefield with \1 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 \1 +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.

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: \1: Target creature you control drives this Vehicle. Drive only as a sorcery. Used on 7 cards: Hydrogen Blimp, Lightcycle, Bulldozer, Tugboat, Mecha Warrior, Biplane, Racecar

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 Spirit, Mirror Shield
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
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 Pain, Memory of Health, Memory of Knowledge, Memory of Growth, Memory of Decay
Gestalt: This creature gets +\1/+\1 for each other creature that shares at least one creature type with it. Used on 16 cards: Ood Sigma, Cyberslave, Ood Third Brain, Nestene Consciousness, Rutan Host, CyberKing, Ood Conversion, Elder of the Ood, Great One, Queen of Metebelis III, Image Translator, Roman Legion, Alvega Controller, Cyberman, Seven Gamma Seven, Skorpius Flies, Natural 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: Redeemer of Souls, Spirit Guard, Guardian Behemoth, Spirit of Morglen, Soul of Morglen, Morally Uncertain Zombie, Veil of Tranquility, Fent-rot, Bringer of Undeath
Resolve: Spells, counters, or abilities can't change this creature's power and toughness from their printed values. Used on 3 cards: Mighty Sledge of Sorok, Draken Steed, Strength of the Adamant
Cleave: Whenever this creature deals combat damage to a blocking creature, it deals \1 damage to that creature's controller. Used on 6 cards: Bloodthirsty Imp, Viashino Stalker, Destroyer of Worlds, Chavall, the World Arisen, Rajav, the Overseer, Oxola, Judge of Mayhem
Entwine: Choose both if you pay the entwine cost. Used on 8 cards: Matter Conversion, Curse of Fenric, Gamma Strike, Emergency Temporal Shift, Laserson Probe, Crystal of Kronos, London Blitz, Warning Shot

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 \1 or more time counters on it, you may cast it by paying \2. Vortex only as a sorcery. Used on 10 cards: Patient Corpse, Cleanse the World, Glimpse the Beyond, Enlightened Gaze, Temporal Interference, Mana Crystal, Eternal Master, Time Burns, Through the Vortex, Temporal Elemental

Potential mechanic for my set. Inspired by charge.

Timecast: When you cast this spell from your hand, you may pay \1. If you do, exile it as it resolves. You may cast it from exile. Used on 3 cards: Wild Outburst, Increasing Madness, Summon Reinforcements

This is a potential mechanic for my set.

Immunity from: This creature can't be targeted, dealt damage, or destroyed by anything \1. Used on 4 cards: Protective Ward, Slippery Eel, Knight of Artifice, Knight of Gaia

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).




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}()]".