Infinite Potential Well: Recent Activity
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Mechanics | Planets and Gravity | Merge Gates | Madness | Venture into the House |
Recent updates to Infinite Potential Well: (Generated at 2025-07-19 16:02:43)
See Sins of the Fathers.
See Sins of Past Lives.
Destroying lands was intentional. That's why I cost it so high
Yeah. That's another reason I excluded lands, since you can float mana one at a time before casting a spell
I totally forgot that was a creature type. I think this could go either way
@SI: probably, but that makes the ward ability super boring
Interesting variant on chromatic/sunburst. I like it.
I feel, if anything like this would get made, it would check "mana not already spent by you this turn" instead.
Rogue, not Assassin?
I still believe the "nat 20" is too significant a swing to allow on acommon. This is feel-bad randomness.
Tapping is weird with "one or more", e. g. tapping creatures to cast a spell with convoke would be grouped as one "one or more", but if one of them is an Elvish Mystic, I am able to tap them beforehand and float the mana for an additional trigger?
Do you mean "Choose from among permanents other than ~ one of those with the greatest mana value among them"? Because that's slightly different in that currently this won't destroy e. g. a Serra Angel for having greatest mana value since the first choice will just become impossible (greatest mana value is six not five, so it wouldn't be a legal choice).
Also do you really want to allow this to destroy lands? They'll be the options for the lowest mana value for a lot of the time.
I feel like this should exile or force a sacrifice so it doesn't get stopped by an indestructible option.
The "one or more nonland" restriction is to avoid two sources of grief: you can tap all of your lands to make your opponent have no mana on their turn, except you can break the symmetry by ramping or by having instants; and when you attack with several creatures, you can still only tap one of the defender's creatures, rather than getting a free alpha strike
Now I understand why Wizards sometimes makes cards that could be cool but suck instead
Faaascinating. It's like "unpredictable deathtouch". Most d20 rolls will be easily big enough to kill almost all opposing creature... but not quite reliably.
At first I thought "wait, no, you can't have d20 power on a common!" Then I saw "Oh, it's only when it gets blocked or blocks, nice". Then I saw the "nat 20" line and smiled :)
I do fear this might add constraints on the ability of cards to grant trample in this and surrounding sets. I don't think you can put a Crash Through or Brute Strength in this set. But that's OK.
Neat.
removed mandatory targeting from + ability