Infinite Potential Well: Recent Activity
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Recent updates to Infinite Potential Well: (Generated at 2026-06-20 13:54:02)
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
now with phasing :p
@SI: I did in fact think of combining phasing with the replacement effect. Wasn't sure if there was a way to keep them phased out for multiple turns. Teferi, Timeless Voyager prevents them from phasing in once, but using zone changes with duration like your suggestion could be made to work. I need to stay a replacement effect though to prevent it from doubling etb effects at the outset
I changed it to non-Spirits so it would connect to my hypothetical Return to Kamigawa set :p
@Link: No, that's the opposite flavor. This is letting mortals into the demiplane of the kami, not capturing any sort of death mechanic