Infinite Potential Well

Infinite Potential Well by dude1818

1422 cards in Multiverse

47 with no rarity, 149 commons, 444 uncommons,
555 rares, 215 mythics, 4 basics, 8 tokens

21 colourless, 2 token colourless, 2 token blue, 2 colourless black, 1 colourless red, 1 token green, 2 colourless blue, 2 token artifact, 167 white, 148 blue,
149 black, 155 red, 170 green, 348 multicolour, 24 hybrid, 20 split, 116 artifact, 74 land, 18 plane

1781 comments total

Throwing spaghetti at the wall to see what sticks.

Infinite Potential Well: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Planets and Gravity | Merge Gates | Madness | Venture into the House

I keep all of my miscellaneous card ideas here, as well as any cards that I remove from my actual themed sets or haven't yet added. Feel free to use any of the cards found within.

Cardset comments (5) | Add a comment on this cardset

Recently active cards: (all recent activity)

 U 
Sorcery
Wake Crime deals 2 damage to target creature or planeswalker. Wake Crime deals 4 damage instead if you control a Spacecraft.
 C 
Artifact – Equipment
When Ring of Attunement becomes attached a creature, the next equip ability you activate this turn that targets it costs {1} less to activate. This ability triggers only once each turn.
Equip {1}
 R 
Artifact – Spacecraft
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It’s an artifact creature at 8+.)
(2+) While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose Pinnacle Flagship if able.
(8+) Flying, Ward {3} (Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) [4/5]
 M 
Creature – Human Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Flurry — Whenever you cast your second spell each turn, create a 1/1 white Monk creature token with prowess.
At the beginning of each step, put a +1/+1 counter on each creature you control that had a prowess ability trigger this turn.
1/1
 U 
Sorcery
Henchable Fire deals 3 damage to any target. Create a 1/1 red Elemental creature token with haste unless any opponent pays {u}.
1 comment
2025-07-17 00:09:19 by dude1818

Recent comments: (all recent activity)
On Henchable Fire:
On Volatile Parasite:

Mutate says non-human, so you can't put it on a changeling. That interaction is what made me think of the design

On Med Bay // Recycling Unit:

Having played when this type of effect was more common, I don't think having Med Kits at all is a good idea. On board cheap combat tricks that just don't go away/accumulate encourage board stalls in the worst way.

On Volatile Parasite:

Off the top of your head: How is the power and toughness if this merges with a creature with changeling?

Also: "merged".

On Alien Remnant // Cargo Hold:
On Med Bay // Recycling Unit:
On The Bridge // Engine Room:
On Lathara, Felidar Sovereign:

UR copies instant and sorcery spells. Copying permanent spells makes this primarily an enchantress card: you're copying auras. That's where the design started, and then I gave it mutate because that's the other thing this can copy. I considered having a mutate trigger to regrow permanent cards, but that was too much text

On Lathara, Felidar Sovereign:

I'm a fan of Felidar. :)

I don't quite get why you decide to put that final ability ability on this card. Radiate-effects like this are a bit in the blue-red ballpark and the rest of the design doesn't particularly communicate why this would be the green-white(-black) card to appropriate the ability.

On Consign to the Void:

The wording right now requires you to choose a permanent even if the void condition isn't fulfilled and it won't be phased out. Why not put the whole choosing behind the void condition as well?

(All recent activity)
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