Infinite Potential Well: Virtual Booster

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Mechanics | Planets and Gravity | Merge Gates | Madness | Venture into the House
Printable
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land, 1 token.
You could alternatively have 15 random cards regardless of rarity.
 R 
Artifact
Lands entering don't cause abilities of permanents your opponents control to trigger.
Whenever a land enters, Blood Orb deals damage to its controller equal to the number of other lands that entered under that player's control this turn.
 U 
Creature – Siren
Siren of Nerono enters with an underworld counter on it.
Whenever Siren of Nerono or another creature you control dies, scry 2.
At the beginning of your upkeep, shuffle your library.
The sirens torment lost souls by whispering true directions – words that fade immediately from the listener's mind.
1/2
 U 
Creature – Dragon
{r}, {t}: Exile the top two cards of your library. You may play those cards this turn. Put Impulsive Bookwyrm on top of your library.
2/2
 U 
Enchantment
If a land entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
{r/g}, {t}, Sacrifice a land: Reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.
 C 
Enchantment – Aura
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.
Vortex 1 – {1}{u} ({1}: Exile this card from your hand face-down. At the beginning of your upkeep, put a time counter on it. As long as it has 1 or more time counters on it, you may cast it by paying {1}{u}. Vortex only as a sorcery.)
Run
{2}{g}{g}
 
 C 
Instant
Target creature is removed from combat.
 C 
Creature – Insect
Flying
Gestalt 1 (This creature gets +1/+1 for each other creature that shares at least one creature type with it.)
0/1
 C 
Strategy
Search your archive for a standard resource card, put it onto the battlefield expended, then shuffle.
Create an expended Energy Cell token. (It's a device with "{t}, Forfeit this device: Produce one psi of any alignment.")
 C 
Enchantment
As long as you control a noncreature artifact, nonartifact creatures you control get +2/+2.
Because robots are creepy.
 C 
Creature – Camel
Desertwalk
1/1
 C 
Artifact Creature – Scarecrow
As Shimmering Scarecrow enters, choose a color.
Shimmering Scarecrow is the last color you’ve chosen this game.
{t}: Add one mana of the last color you’ve chosen this game.
{1}: Choose a color.
2/2
 C 
Sorcery
Each player may pay 2 life. Each player who does draws two cards.
Everything can be bought ... for a price.
 C 
Enchantment – Aura
Enchant land
Whenever enchanted land becomes tapped, create a Food token or a Treasure token.
"When the land rejoices, we rejoice with it! And when it lies barren, so do we."
 C 
Instant
Memory of Pain deals 1 damage to target creature.
Recall (You may exile this spell as it resolves. If you do, return all cards with the same name from your graveyard to your hand.)
 B 
Planet – Earth
All creatures get +1/+1 and have "When this creature dies, you may pay {1}. If you do, shuffle it into your library."
3
 T 
Token Artifact – Fortification
Fortified land has "{1}, {t}: Add one mana of any color. If you spend this mana to cast a creature or Vehicle spell, it enters with an additional +1/+1 counter on it."

Blood Orb (rare)
Siren of Nerono (uncommon)
Impulsive Bookwyrm (uncommon)
Gruul Riot Grounds (uncommon)
Enlightened Gaze (common)
Run (common)
Skorpius Flies (common)
Construct Additional Pylons (common)
Human Factors Psychology (common)
Caravan of Camels (common)
Shimmering Scarecrow (common)
Shady Dealings (common)
Harvest Festival (common)
Memory of Pain (common)
Earth, Center of Exploration (basic)
Trench (token)