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Recent updates to Infinite Potential Well: (Generated at 2026-01-26 05:41:34)
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.
Hmm, given the hoops to jump through to animate before combat, it probably doesn't need the restriction then.
ETA: Actually, hold on. SBEs are checked after this triggers, at which point the token isn't in your graveyard anymore. So you can't exile it, and you wouldn't get the counter anyway. So it says nontoken to prevent the confusion. If I got rid of the exile clause, then it could trigger off tokens, but I'm not sure if I want to do that
Many do, many don't. The big one to avoid is "I create tokens and trigger on tokens and oh dear". For this card, it just seems a bit limiting, and unless it turns out to be needed for power reasons I'd suggest dropping it. (The power level is a risk. With normal creatures this is basically the size of the number of turns you have played it; with token creatures it could get very big.)
Anyway; this is pretty nifty. Slightly hoop-jumping to use, but quite rewarding when you do.
I figured triggering off token death could get out of hand. Don't most death triggers avoid that? I also recognize that it will usually grow after combat, but I want you to build around it a little if you want to take advantage of it in combat. Black is good at sac outlets.
While flavorful there are gameplay issues. Most creatures die during combat, so this will mostly animted after that's least useful.
Is "nontoken" necessary? What's the idea behind that?
flavor paint
See Karayan, the Restless Grave. Card design challenge: a land that animates.
Card design challenge: a land that animates.
Card design challenge: riddle/puzzle. ... This is a bad design.
See Fortress of Solitude. Design 4 for card design challenge: land that doesn't tap for mana
This image has been reposted way too much. Stupid watermark
See Heart of the Maelstrom. Design 3 for card design challenge: land that doesn't tap for mana
This one has sucky flavor
Art
Art
See Resurgent Wilderness. Design 2 for card design challenge: land that doesn't tap for mana
Wizards modern rules are that it either needs to produce mana, get you lands that produce, or help you cast spells in some other way (e.g. cost reduction). For this contest we're just disallowed tap abilities. I'm going to try to keep within these other rules, although I'm not sure other people will bother.
That's very much a thing Wizards don't do any more; so the available examples are all really old. And they are terrain that messes with combat - Desert, Maze of Ith. (Oh, or the fetchlands, but they sorta make mana indirectly. And.. yeah; I guess this is one of those really. Ignore me.)
Name
Design 1 for card design challenge: land that doesn't tap for mana
Interesting riff on Containment Priest.