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Mechanics | Planets and Gravity | Merge Gates | Madness | Venture into the House |
Recent updates to Infinite Potential Well: (Generated at 2025-09-03 12:01:36)
Evasion ability does have a defined meaning in the comp rules. It's any static ability on an attacking creature that causes a restriction on what can block it. (Rule 509.1b)
For the purposes of these cards, I'd have to relax the "attacking creature" requirement, but I don't think that causes any problems
I didn't even realise it was an official rules term. The obvious fix is reminder text with those that exist in set. Which would sadly clutter the card.
Well, the qestion with Ogre Marauder is easily answered by looking at the Oracle text. It's original printing is badly worded and cannot be unambiguously parsed anyway. :)
But it is true that evasion abilities are well-defined and many abilities that are only... uhm... virtual evasion are casually refered to as evasion abilities and this will hence be problematic with a lot of people not knowing the answer to the questions posed by Tahazzar or even wrongly assuming they know.
'Evasion ability'... uh-huh. Is trample an evasion ability? How about afflict? Menace surely is, right?
Referring to 'ability' would mean, as far as I know, that it wouldn't be limited to keywords. So would Ogre Marauder also be counted for this?
See Plan of Attack.
It's a wish and a Quicksilver Amulet, to be exact
Seems somewhat good; given it's a wish and an Elvish Piper both at the same time; in colourless.
Nah, the blue in the cycle should be something like:
Bearly There
Creature - Illusion
2/2
See Bear With Me.
See Bear in Mind.
I don't think this can be costed at a cost that's printable.
Good point about may abilities going on the stack. I had to explain that to someone at the Battlebond preview, actually
> 1) Why can't triggered abilities work from hidden zones though? The draft-matters cards worked from a hidden zone, although those were replacement effects.
1) Why can't triggered abilities work from hidden zones though? The draft-matters cards worked from a hidden zone, although those were replacement effects.
2) Feedback I got elsewhere was the same as yours, Vitenka. Make it work like trap cards and let you flash it in cheap. But the flavor of the boogeyman is that it's always lurking, so I don't like that for this particular card.
Huh. It'd be nice to have 'resolve when revealed' as a trap. Like madness could be.
Abilities can't trigger from hidden zones, which of hand is one.
I think it would need to be worded more along the lines of
>
, Reveal ~ from your hand: ... Activate this ability only if... and more times than..?
Two counters was too much; now there's a consolation prize for drawing duplicates
Nerfed
art
Wish there was room for flavor text: "It is the bump you hear in the night."
flavor: Lorax -> Esper
Card design challenge: non-mono-green ramp spell.
How about?
>
: Exile target creature card from your graveyard. If you do, put a +1/+1 counter on ~.
>
: ~ becomes a 0/0 black Spirit creature with flying until end of turn. It's still a land.
or just extract the manland activation so that
> Whenever a nontoken creature you control dies, you may exile it. If you do, put a +1/+1 counter on ~.
is a separate ability.