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.
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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.
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Equip

(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


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.

See quenchable fire
Mutate says non-human, so you can't put it on a changeling. That interaction is what made me think of the design
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.
Off the top of your head: How is the power and toughness if this merges with a creature with changeling?
Also: "merged".
See Med Bay // Recycling Unit.
See The Bridge // Engine Room.
See Cryo Stasis // Teleport Chamber.
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
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.
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?