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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Ablative Power Armor enters with four shield counters on it. (As long as there are shield counters on this, damage is dealt to it in the form of removing shield counters.)
Crew 2 4/1
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Indestructible
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![]() , : Harness The Time Stone. End the turn. Activate only during your upkeep. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of each end step, if it’s not your turn, take an extra turn after this one. |
Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle.
Resonance – Put both cards onto the battlefield tapped instead if this is the second spell you've cast this turn. |
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. If it's the first land that entered the battlefield under your control this turn, untap it.
Cipher |
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Kicker
and/or ![]()
When Rakshasa Sapper enters, if it was kicked with its kicker, return target noncreature, nonland permanent to its owner's hand.
When Rakshasa Sapper enters, if it was kicked with its ![]() kicker, target player reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.3/3
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: 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
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Counter target spell if it's not the first spell cast this turn.
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Power up (This permanent enters tapped with a charge counter on it. Until it untaps, you may choose not to untap it during your untap step and instead put a charge counter on it.)
Trample , Remove a charge counter from Cybernetic Dreadmaw: Cybernetic Dreadmaw gains indestructible until end of turn. Tap it.6/6
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Hobblin' Goblin doesn't untap during your untap step if it attacked during your last turn.
It's not smart enough to know when to quit.
2/2
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Forestwalk
2/2
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Flying
Ricochet (Whenever a player casts a spell or activates an ability that only targets this permanent, copy the spell or ability and choose a new target for the copy at random. It can't target this permanent.) 1/1
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Abyssal Plain enters tapped.
: Add ![]() . You can't spend this mana to pay generic mana costs. |
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Flying
Gestalt 1 (This creature gets +1/+1 for each other creature that shares at least one creature type with it.) 0/1
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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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Whenever a creature enters, its controller gains life equal to its power.
The true strength of a warrior is not his own; rather, it is his allies'.
4
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Equipped creature has shadow.
Equip ![]() |
Ablative Power Armor
(common, foil)
The Time Stone
(mythic)
Buzz Pollination
(uncommon)
Cross Pollinate
(uncommon)
Rakshasa Sapper
(uncommon)
Hungry Snowmen
(common)
Punish Greed
(common)
Cybernetic Dreadmaw
(common)
Hobblin' Goblin
(common)
Wandering Leg Sausage
(common)
Mirror Spirit
(common)
Abyssal Plain
(common)
Skorpius Flies
(common)
Shady Dealings
(common)
Freytal, Bastion of Prosperity
(basic)
Ring of Power
(token)

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