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 
Land
Hatching Grounds enters tapped.
{t}: Add {u}.
At the beginning of your upkeep, create X 1/3 blue Turtle creature tokens, where X is a third of the number of Islands you control, rounded down.
 U 
Creature – Bird Spirit
Flying
When Squadron Hawk (But a Ghost) dies, conjure a card named Squadron Hawk (But a Ghost) into your hand.
1/1
{3}{g}
 
 U 
Creature – Horror
Trample
Otyugh enters with a +1/+1 counter on it for each card type among cards in all graveyards.
0/0
Scorching Ray
{1}{r}
 
 U 
Instant – Adventure
Scorching Ray deals 3 damage to target creature or planeswalker. (Then exile this card. You may cast the creature later from exile.)
 U 
Artifact – Treasure
The Eternal Coin enters tapped.
{t}, Sacrifice The Eternal Coin: Add one mana of any color.
When The Eternal Coin is put into a graveyard from the battlefield, return it to the battlefield at the beginning of the next end step.
 C 
Snow Creature – Elemental
{s}: Hungry Snowmen gets +1/+0 until end of turn.
When Hungry Snowmen becomes the target of a spell or ability, return Hungry Snowmen to your hand.
2/2
 C 
Creature – Insect
Forestwalk
2/2
 C 
Artifact Creature – Cyberman Soldier
Gestalt 1 (This creature gets +1/+1 for each other creature that shares at least one creature type with it.)
1/1
 C 
Artifact Creature – Sliver
Slivers you control have clockwork 1. (They enter with a +1/+1 counter on them. Whenever one becomes tapped, remove a +1/+1 counter from it at end of turn.)
0/0
 C 
Sorcery
Target player sacrifices a creature.
Venture into the House (Enter the first room or advance to the next room.).
"Did you guys hear that? I'm going to check it out."
—Jenny, former survivor
 C 
Enchantment – Aura
Enchant creature
Enchanted creature has haste.
Whenever a creature enters, that creature's controller gains control of enchanted creature.
 C 
Sorcery
Choose one —
• Destroy target noncreature artifact.
• Warning Shot deals 5 damage to target creature.
Entwine {r}{r} (Choose both if you pay the entwine cost.)
 C 
Instant
Return target creature to its owner's hand. Create a 2/2 bear creature token.
 C 
Instant
Choose one —
• Return target creature to its owner’s hand.
• Draw a card.
Entwine {u} (Choose both if you pay the entwine cost.)
 C 
Plane – Aykan
Instant and sorcery spells cost {1} more to cast.
Activated abilities cost {1} more to activate unless they're mana abilities.
Whenever chaos ensues, goad each creature.
 B 
Planet – Sora
All creatures have flying and hexproof.
2
 T 
Token Enchantment – Aura Role
Enchant creature
When Foil enters, enchanted creature becomes a copy of target creature an opponent controls.

Hatching Grounds (rare)
Squadron Hawk (But a Ghost) (uncommon)
Otyugh (uncommon)
The Eternal Coin (uncommon)
Hungry Snowmen (common)
Wandering Leg Sausage (common)
Cyberslave (common)
Anima Sliver (common)
Investigate the Noise (common)
Divided Loyalties (common)
Warning Shot (common)
Unbearable (common)
Matter Conversion (common)
Killing Fields of Aykan (common)
Sora, the Endless Sky (basic)
Foil (token)