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Recent updates to Infinite Potential Well: (Generated at 2025-07-17 12:49:02)
Inspired by this post on MaRo's blog
I've been suggested Simic and Sultai on discord. I think I'll go with WU, esp since it feels particularly like the Phyrexian W and U factions
Weeeeird card
I kind of like it, though :)
I agree that
is a pretty good cost. Honestly, I figure it might be okay to do 
as a cost, but I don't think the color pie has rules for something like this!
Hmm. It's mostly an anti-enchantment/equipment card. White and green both get to do that. But it's a very unnatural change to a creature, and green thematically avoids that. So white I guess.
If we go to tertiaries, then it's messing with how stuff works, and isn't directly removing the attached stuff - so blue could go there. And if it was only your stuff, I could see it going black.
Considering the possible abuse... I guess it lets you take things that are supposed to only affect the artifact/enchantement itself and also apply them to the creature. Not so much use for totem armour; but pretty useful for stuff that gets to bounce back, effectively making an invulnerable host. So I'd suggest
as a cost, to reflect that nature.
I don't even know where to begin with what color this is
Design contest: conspiracy-themed
Check the reminder text. It doesn't spirit guide if it was part of a merged permanent, so it won't chain
Is it intentional that this chains? Would each creature card that is part of the merged creature return to merge the next creature?
Reminds me of modular but for abilities rather than counters.
See Deathwort Shambler.
See Vizkopa Sentry.
See Vengeful Wraith.
FYI: Invoke the Past, Invoke the Future, Invoke the Present, Invoke Delay, Chronomantic Disciple.
See Guardian of the Woods.
Mash-up of mutate and haunt. I liked the concept of haunt, but this seems way easier to track, and has some bonus functionality thanks to the merge ability
Afterlife was already a keyword, huh
See Kindly Ancestor.
See Vengeful Wraith.
I personally think printing multiple cards with those three effects and somehow restricting how many you can play in your deck would go a long way towards easing the text length of these.
That's why it says "You can't choose the same one more than once per match." Each game you're required to make a different choice, so at the minimum you're switching between two modes every other game (assuming you go 2-0 each match). This only really works for competitive play, though.
> "metamagic cards would be in boosters like checklist cards, so you don't need to worry about drafting them."
How about further expanding upon that similarity to checklist cards. Right now this doesn't actually serve any purpose at all exccept for rules text, but it doesn't actually help you to remember/designate your choice. I'd suggest suggest to have an actual checklist:
> "[ ] Lightning
[ ] Flame
[ ] Spark"
You don't ever need more than three of these since you can mark one for each choice.
The greatest weakness of this mechanic is "Imbue Metabolt". By allowing a single Metamagic to affect only a single card the choice is basically one of "which burn spell do your prefer to have in this format?" and that one often might be a more obvious choice than is interesting.
Further revealing that you play a certain metamagic would no longer pinpoint that you are playing a particular card.
How many cards had you planned to use this mechanic? As far as I can tell you don't even need to actually play the imbued card to be able to make a choice for metamagic, so a savvy player trying to obfuscate what cards they actually play or even the color of the deck might start the game with ten different cards If on the other hand you have a single Metamagic that affects a bunch of cards, then you sometimes might have to consider and make a meaningful choice e. g. you could have cards that only gain a bonus for one or two of the choices of a metamagic, so you have to consider which choice will benefit your set of cards the most.
Flavorful choices
Flavorful choices