Infinite Potential Well: Virtual Booster
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| Mechanics | Planets and Gravity | Merge Gates | Madness | Venture into the House |
You could alternatively have 15 random cards regardless of rarity.
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Whenever a nonland permanent becomes the target of a spell, it phases out. You may pay
to counter this ability. |
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.) |
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Derange. (Exile cards from the top of your library until you exile a Madness card. You may cast that card without paying its mana cost. Then put all cards exiled this way that weren’t cast on the bottom of your library in a random order.) |
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
-1 Exile target creature card from a graveyard that was put there this turn. -2 Creatures you control get +1/+1 until end of turn for each color they share with the exiled card. -3 Create a token that’s a copy of the exiled card, except it’s an enchantment and loses all other card types. |
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Desertwalk
1/1
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Choose one —
• Tap up to two target permanents. • Untap up to two target permanents. Entwine ![]() (Choose both if you pay the entwine cost.) |
Gestalt 1 (This creature gets +1/+1 for each other creature that shares at least one creature type with it.)
“The Beast and his armies will rise from the Pit to make war against God!” — Seven Gamma Seven, “The Impossible Planet”
1/1
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: Add .
Awaken ( : Turn this face down. It becomes a 2/2 creature. Turn it face up any time for its awaken cost.) |
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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.) |
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, draw a card, then discard a card. Equip ![]() |
At the beginning of your end step, if you expended this turn, you may exile a card from your graveyard. If you do, create a tapped Treasure token. (You expended if you spent mana to cast spells.)
2/2
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As an additional cost to cast Consume the Living, sacrifice a creature.
Return target creature card from your graveyard to the battlefield. Put X +1/+1 counters on it, where X is the sacrificed creature's power. |
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At the beginning of each upkeep, if no spells were cast last turn, put two +1/+1 counters on Night-blooming Orchid.
1/1
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Exile target card in a graveyard.
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.) |
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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Reach, first strike, vigilance, hexproof, indestructible, haste
10/10
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Send to the Shadow Realm
(rare)
Military Encampment
(uncommon)
Instill Paranoia
(uncommon)
Valhalla Calling
(uncommon)
Caravan of Camels
(common)
Emergency Temporal Shift
(common)
Seven Gamma Seven
(common)
Unhappy Land
(common)
Memory of Pain
(common)
Quick Draw Holster
(common)
Oakhollow Launderer
(common)
Consume the Living
(common)
Night-blooming Orchid
(common)
Memory of Decay
(common)
Grodun, the Stern Empire
(basic)
Mechtitan Ultra
(token)

to counter this ability.


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