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 2025-07-16 21:12:36)
The mechanic is more general than just this cycle. The trinket cycle needs exactly three counters to work. On most of the cards with it, the number of counters you can use is mostly unbounded, so you have to make the decision of when you're ready to stop powering it up and finally take advantage of the counters. But once you do, you can't go back to powering it up
pretty cool, i agree with vitenka
Also how does the dreadmaw take 3 turns to power up?
probably better to just have "
: Add a charge counter" - both because it's less lines of text, and because you're less likely to forget it if it works like evrything else.
Nice idea for a cycle though.
See Cybernetic Dreadmaw. Concept: cycle of trinkets that take three turns turns to charge, but can then be sacrificed for the effect of a powerful spell from the early days of Magic
See Manastatic Field.
See Trusty Healbot.
See Gatling Warden.
See Ticking Time Bomb.
See Aether Pools.
See Mechanical Hydra.
I like it!
See Mesmerizing Panflute.
See Mana Generator.
Card contest: B-movie monster
It was pointed out to me that this is almost Screams from Within
I like this one more - especially with regards to the name.
Put it on Melira for more +1/+1 counters/loyalty.
I feel the last ability shouldn't be a static ability granting a triggered ability, but itself a triggered ability e. g.
> At the beginning of enchanted creature's controller's upkeep, for each counter on each permanent that player controls, five an additional counter of that kind to that permanent.
See Kiss of Death.
I like the name. I want it to be an Aura. It's 1 am and this was the first idea I had. Forced proliferate that gives bad counters to your opponent
See Heel Turn.
If you do take my black idea or just a part of it, you might want to restrict the control switch condition to when it deals combat damage to a Player.