Infinite Potential Well: Virtual Booster

Infinite Potential Well: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
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 
Sorcery
Choose two target creatures. The first becomes a copy of the second until end of turn. Choose one —
• Create a token that’s a copy of an Aura or Equipment attached to the second creature and attach it to the first creature.
• For each counter on the second creature, put a counter of that kind on the first creature.
 U 
Sorcery
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.)
 U 
Battle – Skirmish
(Whenever a creature deals combat damage to a Skirmish, that creature's controller gains control of it. When it’s defeated, exile it, then the player who defeated it casts it transformed.)
At end of combat, put a +1/+1 counter on each creature you control that attacked or blocked this turn.
9
A Worthy Death
 
 U 
Colour indicator R Enchantment
Creatures you control get +1/+1.
Whenever a nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of it, except it's a 4/4 white Zombie. Do this only once each turn.
Prove yourself in life to achieve glory in the afterlife.
 U 
Sorcery
Collapse deals damage equal to the gravity to each creature.
"An attractive force, you say? I bet you don't think it's so attractive anymore!"
 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 
Creature – Incarnation
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
 C 
Enchantment – Aura
Enchant permanent
At the beginning of your upkeep, put a counter on enchanted permanent of each kind already there.
Though experiments with Unwinding Clocks always met with disaster, brief exposure to their field has no (known) long-term effect.
 C 
Artifact – Hazard
Prime {u} (You may cast this card face down as a Hazard artifact for {2}. You may turn it face up for its prime cost as long as the trigger condition is met.)
Trigger — A creature without flying is attacking.
When Hidden Pit Trap is turned face up, tap the triggering creature and remove it from combat. It doesn't untap during its controller's next untap step.
Illus. Lucas Staniec
 C 
Instant
  ({?} can be paid with any type of mana not already spent this turn.)
Counter target spell unless its controller pays {2} for each type of mana spent to cast Aether Warp.
The competing spells twisted into each other and pinched themselves out of existence.
 C 
Sorcery
Target creature or Vehicle gains double strike and haste until end of turn. At the beginning of the next end step, if it attacked or blocked this turn, Ride the Third Rail deals 3 damage to it.
"Hear the buzzing in the air and feel the power coursing through you! Go out in a blaze of glory, knowing the whole world will burn with you!"
 C 
Artifact – Equipment
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, draw a card, then discard a card.
Equip {2}
 C 
Artifact Creature – Scarecrow
As Shimmering Scarecrow enters, choose a color.
Shimmering Scarecrow is the last color you’ve chosen this game.
{t}: Add one mana of the last color you’ve chosen this game.
{1}: Choose a color.
2/2
 C 
Creature – Ogre
Reach
Whenever Frolicking Ogre crews a Vehicle, until end of turn, that Vehicle gains haste, flying, and "Sacrifice this Vehicle at the end of combat."
"Wheee!"
4/3
 C 
Creature – Spirit
Flying
Afterlife of the Party is also a Cleric, Rogue, Warrior, and Wizard.
1/1
 B 
Planet – Freytal
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
 T 
Token Artifact – Equipment Ring
Equipped creature has shadow.
Equip {3}

Playing Dress-Up (rare)
Instill Paranoia (uncommon)
Trials of the Five Gods (uncommon)
Collapse (uncommon)
Investigate the Noise (common)
Persistence (common)
Unwinding Field (common)
Hidden Pit Trap (common)
Aether Warp (common)
Ride the Third Rail (common)
Quick Draw Holster (common)
Shimmering Scarecrow (common)
Frolicking Ogre (common)
Afterlife of the Party (common)
Freytal, Bastion of Prosperity (basic)
Ring of Power (token)