Infinite Potential Well: Recent Activity
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Recent updates to Infinite Potential Well: (Generated at 2026-10-29 00:07:15)
Like, say, Thespian's Stage plus Dark Depths? Or Valakut, the Molten Pinnacle plus Vesuva? ...Actually that second one doesn't work unless you already have other Valakuts out. But details. :P
Cloudposts are the other thing people like to talk about using Hour of Promise for.
Man, I had to read that four times before I figured out what the difference was between the kicked version and the non-kicked version was. Which is awkward, because I like the basic v. non-basic thing going on.
Probably too good with Urzatron, not that that matters much in 2017. Funny that that's still my go-to. You'd think there would be another lethal two land combination that would spring to mind by this point.
See Last Stand of the Fallen. Design challenge: kicker card with non-mana cost.
Preferred art description, which there's no way I'll find art for: two people (a construction worker and an architect) standing in front of a grassy clearing, with some shrubs and encircled by trees. The worker is holding blueprints of a building, visible to the audience. The architect has their arm waving towards the clearing, where an illusory projection of blueprints is being built from the ground up in situ. Focus is on the building projection.
Design challenge: kicker card with non-mana cost.
Inspired by TAZ episode 65.
I choose to use eternity candles as my tokens!
Holiday promo card, obviously
Plus
Oh, the heavy blue/white control decks won't be able to use it effectively. But in traditional mono-white control, this is pretty bonkers. Signet on round 2, followed by a 4-cost angel on round 3, and Plague Wind on round 4.
You can't even kill the 'angel' in response. As soon as you put Swallowed by the Sea on the stack, you've paid the cost of exiling the creature. Granted you can kill the creature when it comes back out... once you've left your mana open for a turn instead of casting permanents, and your opponent's land is untapped, with a potential Shelter in hand.
Yeah, it's certainly more powerful than a plain Day of Judgment, but I figured that the cost restriction prevented the decks that we have the most concerns about having good board wipes from running it. Wizards is strongly against the turn 4 wipe, but the heavy control deck that wants that can't cast this turn 4. Also, I didn't think Duneblast was considered playable outside limited and commander.
Well, duneblast gives you one extra combat with just your creature. But this is close.
Yeah, wow, this is Duneblast level. That was a hideous beating. OK, I guess this requires you to have a creature, so you can't use it on turn 4 as a control deck; but it's backbreaking on turn 7.
That's a very strong wrath variant. Exile not just destroy, and you get to save a thing? I'd upcost it by one. And still use it a lot.
Top-down splitting the Sea of Reeds card, but also with a dash of Moses being exiled way earlier on I guess? Dunno, that's more a mechanical balancing factor.
Now has a reason to etbt
Whoops, meant to tap to fetch.
ETBs tapped, yet no abilities require tapping?
I much prefer the version that puts counters on one thing, rather than counters on eeeeverything.
Oh, apparently I came up with a blue version years ago: Peer through Time
Convergent evolution of Necroplasm, trying to make a top-down entropy card.
Okay, here's what I picked: make the fights one-on-one to prevent the confusion, because Ezuri's Predation says all fights happen at once and that's weird if they overlap. So now you can save your weaker creatures, but only if you have enough big creatures to outnumber your opponent.
If one of the two creatures in a fight is gone, nothing happens. I'd template the ability to target so there's no confusion about the order in which things happen.
Hmmm. Making it "when this attacks" deals with my most major objection of it (that you can drop this immediately before taking advantage of it). I don't really object that much the the powerful board-clearing effect. It's very strong, but a 5.5 CMC mythic is allowed to be pretty strong.
I'm not sure removing the may really does much - since you an always find the 1/1's for the things you don't want to risk.
Although thinking about it; what actually happens with mass simultaneous fight? Can a second thing fight something the first thing killed? Or do you end up with some of your creatures having to fight each other?