Infinite Potential Well: Recent Activity
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Mechanics | Planets and Gravity | Merge Gates | Madness |
Recent updates to Infinite Potential Well: (Generated at 2024-05-02 09:45:30)
Oh, yes. Forgot there were ways to get artifacts that aren't artifacts :)
Isn't this just Shape Anew? Which is of course just an artifact Polymorph, and abusable the same way Polymorph was: play artifact tokens (Master's Call) or other things which can be artifacts in play but not in the library (Blinkmoth Nexus).
Hmmm. Kinda hard to use yourself to turn your thopters into big stuff, as you're likely to hit a thopter. And not often useful on an opponent, because they get a replacement of whatever it was you feared and red can outright kill them for cheaper.
It's interesting though; makes me want to run a deck half stuf with bottle gnomes and half with ridiculous cost stuff. So I think it's a hit.
Pseudo-reprint of Kill Switch. Tapping a clockwork artifact removes a counter from it, so this is quite a powerful hose. I didn't want to tap all of its controller's artifacts, for the same reason.
Ha! Sejiri Steppe even more so.
Well, I don't specifically have a problem with that mode of play either... I'll tell you what Vitenka. If we ever play a game, we'll go no maximum hand size, and both of us start with a broken version of Terrain Simulator in our hands. Sound good?
Oh, also, on further reflection, I love how this card turns Turntimber Grove into a funny silver bullet.
Huh. "You never run out of lands" seems to me something that should be just be a rule of the game somehow (and indeed, was the main justificaiton of the mulligan rule).
So I'm not seeing a problem with that part of it. I'd have gone the "Basic land" route, personally - but bouncing itself seems to work too.
That seems saner. Then it's at least worse than Thawing Glaciers, mostly, although it doesn't ETBT either.
What of it returned itself to your hand as well? If you tried using it every turn, your mana base would stagnate, since you wouldn't increase the number of lands you control.
nerfed
Even without using fetchlands for acceleration, its role as a "never run out of lands" land is significantly better than Thawing Glaciers, which is banned in a format (Ice Age block, dead as it may be) that still allows Necropotence.
You pay the one to activate it, but then put a land into play untapped, effectively negating the activation cost. If I have 3 lands and this card, I play all 3 lands, then this card, fiddle around, and never miss a land drop again. I don't care that I missed that last land drop, because this isn't a land... it's a spell that costs which reads "You never run out of lands". That seems like this card is a "always play at least one" for every deck that runs more than 20 lands. I could see not playing it in Affinity... maybe even the most aggro of aggro decks perhaps.