Infinite Potential Well: Recent Activity
Infinite Potential Well: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Planets and Gravity | Merge Gates | Madness | Venture into the House |
Recent updates to Infinite Potential Well: (Generated at 2025-08-31 16:49:04)
why not each -other- player?
this is just silly, and so is the Undeath creature. i don't like them
plus or minus, huh? that's pretty cool. i could see this giving +/- 2 instead of 1
memento is a cool mechanic
that's solid
If you had the mana, this would be fun with Army of the Damned.
I was actually trying to come up with a cheap "extra turn" spell and make a pun of Time Walk.
Very sensible. Nice job finding the simplest possible version. Could easily be common: this is Lace with Moonglove minus the cantrip.
Hmm. Pretty similar to Penumbra Wurm. Slightly smaller and cheaper.
Planets are a strange idea I had. They're like world enchantments in that they have a global effect and when one enters the battlefield, the others go away. However, a planet replaces playing a land, and when a new one appears the previous one goes on the bottom of your library. The number in the corner is the gravity of the planet. Gravity normally ranges from 1 to 6, though some effects can cause it to go higher or lower. Cards' abilities are effected by gravity, but I'm not sure what the general effect is.
Reminds me of Savor the Moment. I think this effect will normally be at least as good as that one, so this should probably cost at least as much as that... Unless this is a deliberate effort to upgrade that to a more playable card, of course.
That feels like a very steep additional cost to staple Early Harvest onto Vitalize.
I find it interesting to compare this card to Thoughtcast. Obviously, there are too many variable there to make a proper comparison, but, when I squint, I see similar cards.
It is true that any deck that packs enough creatures should auto-play this. One casting cost cantrips happen, but they often come with a minor effect. Let's put it another way... if this card read:
Burning is Fundamental
R
Instant
Draw a card. Then, if you control seven lands, deal 4 damage to target creature or player.
Would you play that card? Because I would be all over that thing like a pig on truffles. It looks fair, because there's parity and all, but, really you don't have to work for it. If you don't have the land, you can just cycle it for a cost that you're bound to have within any three rounds. If you do have it, kaboom, pure card advantage. Five creatures is alot... but for some decks, it's standard procedure.
Casting cost aside, I don't really have a problem with the color. Others will. As far as I'm concerned, all colors should be allowed to draw cards as long as its tied to their mechanic. Drawing cards is fun, and the color pie is wrong for thinking otherwise.
I'm not sure. Green gets card drawing based on power, so it seems to make sense that white would get card drawing based on number of creatures. I agree it (or any card drawing) could be blue. I think it's a question of "should white weenie decks get super card drawing"? And I'm not sure, but they probably deserve it as much as blue weenie decks.
Does white get this kind of card draw based on creatures? Seems more green or, as you say, blue. So, ok, it's a conditional (on being a token deck) http://draw3cards.com/, with cycling. And only costs
. The condition is pretty easy to meet in a white soldier deck, so I'd say far too good.
Wow. That's very good. Much cheaper than Distant Melody, and although you only get half the effect, it's not tribally-restricted. The name is the only thing making it not a blue card.