Infinite Potential Well: Virtual Booster
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| Mechanics | Planets and Gravity | Merge Gates | Madness | Venture into the House |
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.
You could alternatively have 15 random cards regardless of rarity.
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If you would roll one or more d20s, add an additional X to the result, where X is one quarter the number of lands you control, rounded up. (If the results table only goes to 20, count results greater than 20 as equal to 20.)
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Whenever a player searches their library, Visions of Burning deals 1 damage to them for each card they look at.
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Vehicles you control have ward
. (Whenever one becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Crew abilities of Vehicles you control cost 1 less to activate. "Twice the maneuverability at half the cost."
2/2
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When Military Encampment enters or at the beginning of your upkeep, create two 1/1 white Soldier tokens.
Evoke ![]() (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.) |
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Plant offering (You may cast this card any time you could cast an instant by sacrificing a Plant and paying the difference in mana costs between this and the sacrificed Plant. Mana cost includes color.)
Whenever Gloom attacks, goad target creature an opponent controls. It blocks this turn if able. The nectar it drools from its mouth smells so atrocious that it can make noses curl from more than a mile away.
3/5
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[Recur]
(5)'s creepers grow relentlessly into every nook and cranny. Kill one vine, and the rest will grow to consume you.
1/1
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Each player may pay 2 life. Each player who does draws two cards.
Everything can be bought ... for a price.
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Choose one —
• Return target creature to its owner’s hand. • Draw a card. Entwine (Choose both if you pay the entwine cost.) |
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Remove target attacking creature from combat. It deals damage to itself equal to its power.
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Target creature is removed from combat.
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Haste
Driving creature gets +2/+1 and has haste. Drive ( : Target creature you control drives this Vehicle. Drive only as a sorcery.)2/1
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Flying
Vortex 5 – ( : 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 5 or more time counters on it, you may cast it by paying . Vortex only as a sorcery.)4/4
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Enchant creature
Enchanted creature can't block. When Dissociate becomes attached to a creature, its controller loses 1 life for each Aura attached to it. |
When Surly Barkeep enters, draw a card.
When Surly Barkeep leaves the battlefield, discard a card. “I don’t want no trouble in my place.”
3/2
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All creatures get -1/-0.
Whenever a creature attacks, tap it. It doesn't untap during its controller's next untap step. 5
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Equipped creature has shadow.
Equip ![]() |
Proficiency Bonus
(uncommon, foil)
Visions of Burning
(rare)
Ace Pilot
(uncommon)
Military Encampment
(uncommon)
Gloom
(uncommon)
Creepers of (5)
(common)
Shady Dealings
(common)
Matter Conversion
(common)
Confuse Ray
(common)
Run
(common)
Racecar
(common)
Temporal Elemental
(common)
Dissociate
(common)
Surly Barkeep
(common)
Grodun, the Stern Empire
(basic)
Ring of Power
(token)


. (Whenever one becomes the target of a spell or ability an opponent controls, counter it unless that player pays 
