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 2025-07-19 16:09:31)
See ((C120743)).
See Dispel the Illusion.
See Signal for Reinforcements.
See Hazards.
That is correct. A set with hazards would want some other mechanic that makes use of blank artifacts on the field, such as metalcraft or using them as sac fodder
Issues:
face down hazards do nothing. they could sit there for entire game and never trigger
most traps only trigger once and nothing for rest of the game.
Response from discord:
> It feels like this dude is guiding people through a gauntlet and giving them directions specifically to set off traps in ways he thinks are cool
"hexproof from hazards" doesn't work because most hazards don't target, so now it "redirects"
See Hazards.
See Hazards.
See Hazards.
See Hazards.
art
See Hazards.
Cleaned up reminder text
Thinking about a variant on Zendikar traps, this time using morph tech. Traps were nice in that you still had the option of casting them without the trigger, but the flavor was a little nebulous sometimes. There was the bare minimum interaction with Traps, but I feel like making them permanents opens up new avenues for that. Could possibly even put static effects that remain active at higher rarity. These would likely have a slightly modified frame a la mutate for the primed/trigger part of the card.
Some brainstorming ideas to mock up tomorrow:
counter a spell with cmc = to cards in hand -> Antimagic Field
tap/damage attacking large creature (pit trap) -> Hidden Pit Trap
-1/-1 counters (bear trap) -> Bear Trap
rogue that peeks at trap -> Orcish Trapfinder
trap that explodes when targeted
a mimic -> Mimic Chest
guy that "disarms" traps by tanking the damage (turn one face up and force it to target this creature)
Magic Missile turret gun (multi target/repeatable damage)
3+ tokens: flicker all creatures -> Dispel the Illusion
thieves' tools
master rogue: hazards cost 1 less and can spend any color to prime -> Master of Trappery
reinforcements: Create 1/1 blocker and static anthem -> Signal for Reinforcements