Infinite Potential Well

Infinite Potential Well by dude1818

1416 cards in Multiverse

47 with no rarity, 148 commons, 441 uncommons,
554 rares, 214 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, 165 white, 148 blue,
149 black, 153 red, 169 green, 348 multicolour, 24 hybrid, 20 split, 115 artifact, 74 land, 18 plane

1777 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 
Enchantment – Room
At the beginning of each player’s first main phase, add {c}. You can’t spend this mana to cast spells.
Cargo Hold
{4}{r}
 
 U 
 
Whenever a nontoken artifact enters under your control, you may pay {1}. If you do, create a Treasure token.
1 comment
2025-07-14 04:51:03 by dude1818
{1}{w}
 
 U 
Enchantment – Room
At the beginning of your end step, create a colorless artifact token named Med Kit with “{1}, {t}, Sacrifice this artifact: Prevent the next 3 damage to any target.”
Recycling Unit
{1}{b}{b}
 
 U 
 
Whenever an artifact or creature you control dies, target player loses 1 life and you gain 1 life.
1 comment
2025-07-14 03:26:47 by dude1818
 R 
Enchantment – Room
{2}{u}: Exile target artifact or creature you control until this Room leaves the battlefield.
Teleport Chamber
{3}{w}
 
 R 
 
At the beginning of your end step, exile up to one target creature or enchantment you control, then return that card to the battlefield under its owner’s control. (Rooms enter with both doors locked.)
 R 
Enchantment – Room
Whenever you cast a spell from anywhere other than your hand, put a +1/+1 counter on target artifact or creature you control.
Engine Room
{2}{r}{r}
 
 R 
 
Each artifact and creature card in your hand without warp has warp. Its warp cost is equal to its mana cost reduced by {2}.
1 comment
2025-07-13 22:58:58 by dude1818
 U 
Artifact
Whenever a land you control enters, if you didn’t play it, draw a card.
{2}, {t}, Discard a card: You may put a land card from your hand onto the battlefield. If you put a Planet onto the battlefield this way, it enters with an additional two charge counters on it.

Recent comments: (all recent activity)
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?

On Archaic’s Charm:
On Eumidian Seedship:
On Terraform:
On Eumidian Vanguard:
(All recent activity)
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