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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Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
Creatures can't attack their owner this turn. |
Spirit of the Wolf gets +2/+2 for each creature you control.
Summon – When Spirit of the Wolf dies, put an Aura named Wolf Totem onto the battlefield from outside the game attached to another target creature you control. 0/0
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X can't be 0.
When Teferi's Time-Out enters, two other target nonland permanents phase out until Teferi's Time-Out leaves the battlefield. Vanishing X "Why don't you two sit out until you learn to get along?"
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Flash (You may cast this spell any time you could cast an instant.)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) 1/3
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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. |
Soulbanding (This creature has soulbond. As long as this creature is paired with another creature, both creatures have banding.)
1/1
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Enchant creature
Enchanted creature attacks each combat if able and attacks a player other than you if able. You don't need to outrun the hounds baying in your mind, just the person running next to you.
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Enchant permanent
When Acid Etchings enters and at the beginning of your upkeep, remove a counter from enchanted permanent. |
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Electrify deals 3 damage to target artifact creature.
A sudden flash, and all that was left of Elbix was a melted pile of slag.
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Instant and sorcery spells cost
more to cast.
Activated abilities cost more to activate unless they're mana abilities.Whenever chaos ensues, goad each creature.
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Enchant Contraption
When enchanted Contraption is destroyed, return it to your hand. |
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
1/1
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Whenever an artifact creature you control attacks, it gets +1/+1 until end of turn for each nonattacking artifact you control.
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Intimidate
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.)3/3
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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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Fortified land has "
, : 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." |
Conflict of Interest
(rare)
Spirit of the Wolf
(uncommon)
Teferi's Time-Out
(uncommon)
Bonaire Banded Box Jelly
(uncommon)
Dissociate
(common)
Soulband Soldier
(common)
Paranoid Assault
(common)
Acid Etchings
(common)
Electrify
(common)
Killing Fields of Aykan
(common)
Limited Warranty
(common)
Persistence
(common)
Reinforcement Generator
(common)
Patient Corpse
(common)
Grodun, the Stern Empire
(basic)
Trench
(token)







: 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."