The Sixth Color
The Sixth Color: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Showing 50 of 76 Colourless cards
Go to section: Colourless (76)
Show rarities: N C U R M
At the beginning of each player's combat, that player may exile a card from his or her graveyard. If the player doesn't, creatures he or she controls can't attack this turn.
In the emptiness devoid of matter, floating memories take short sharp breaths between the moments life forgets.
Awareness (Effects that say this creature can’t block another creature don’t apply.)
"The enemy of man will surface with one eye; a being that only sees through its left eye and neglects the right."
—Telari, the mad shaman
—Telari, the mad shaman
1/3
Add two mana of any one color to your mana pool. Spend this mana only to cast spells from exile and to pay costs of exiled cards.
Until end of turn, you may play a card from exile this turn. (You still pay its costs. You can play a land this way only if you have an available land play remaining.)
Until end of turn, you may play a card from exile this turn. (You still pay its costs. You can play a land this way only if you have an available land play remaining.)
At the beginning of your upkeep, exile Astral Ouroboros unless you exile the top eight cards of your library. (Reveal the cards as you exile them.)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
8/8


The boundlessly complex cosmos cannot be perceived by the five feeble senses alone the normal mortal men possess.
0/1
Flying
Bewilderment’s power and toughness are each equal to the number of exiled cards.
Bewilderment’s power and toughness are each equal to the number of exiled cards.
The thunder of its hooves beats despair into dreams.
*/*
Awareness (Effects that say this creature can’t block another creature don’t apply.)
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.)
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.)
1/4
Exile target permanent face down.
Draw a card.
Skip your next turn.
Draw a card.
Skip your next turn.
It will be as though it never existed.
“With my tears, go into your isolation, my brother. I love him who seeks to create beyond himself, and thus succumbs.”
—Friedrich Nietzsche, Thus spoke Zarathustra
—Friedrich Nietzsche, Thus spoke Zarathustra
2/3
Creatures blocking or blocked by Cosmos Force have base power 0.
Permanents you control have focus.
(At the beginning of your upkeep, target creature you control gets +1/+1 until end of turn. If a permanent has multiple instances of focus, each triggers separately.)
Permanents you control have focus.
(At the beginning of your upkeep, target creature you control gets +1/+1 until end of turn. If a permanent has multiple instances of focus, each triggers separately.)
0/1
For the rest of the game, if you would draw a card, you may skip that draw instead.
Exile all the cards in your library, hand, and graveyard.
Exile all the cards in your library, hand, and graveyard.
Only thing more terrifying than searching for spiritual enlightenment is finding it.
Spells that target Dark Star cost
less to cast.
Spells that target other creatures cost
more to cast.
All creatures able to block Dark Star do so.

Spells that target other creatures cost

All creatures able to block Dark Star do so.
How could you ever hope to ignore it if small worlds failed to do so?
0/8
Until end of turn, exile target creature from the battlefield or a creature card from a graveyard. (It returns to the zone it was exiled from under its owner’s control.)
"I'm not afraid anymore."
Target player exiles the top two cards of his or her library. For each card exiled this way, draw the bottom card of your library.
In the most ancient of places linger the seeds which have grown into secrets of known life.
Delusion 3 (When this enters the battlefield, you gain three life until it leaves the battlefield.)
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.)
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.)
0/1
Search your graveyard, hand, and/or library for a card and exile it. If you search your library this way, shuffle it.
Draw the bottom card of your library.
Draw the bottom card of your library.
The only thing the old man had learned from the weird creatures was that on the tip of the tongue is still far beyond.
At the beginning of each end step, if a card was exiled this turn, you may put a +1/+1 counter on Dementigor.
It is the lack of sense that makes it tick.
1/1

"It’s time to let go."




"This world is naught but a puppet show for bored gods."
2/2
Exile target permanent until end of turn. (That permanent returns under its owner's control.)
Power is important, but one should never underestimate the importance of location.
Spells and abilities your opponents control that target a creature you don't control cost
more to cast and/or to activate.
As long as Distortion is in your graveyard and you control a Cavern, spells and abilities your opponents control that target a creature you don't control cost
more to cast and/or to activate.

As long as Distortion is in your graveyard and you control a Cavern, spells and abilities your opponents control that target a creature you don't control cost

2/2
When Disturbance in Force enters the battlefield, spells your opponents cast cost
more to cast until your next turn.

The natural state of matter is stillness.
4/2
Turn a face-up card in exile face down,
: Add
to your mana pool.


The good news is that it can devour your nightmares. The bad news is that it is also likely to consume your hopes and dreams along with them.
2/1
Each player exiles top two cards of his or her library. You may play land cards exiled this way this turn. (Reveal the cards as you exile them. You can play a land this way only if you have an available land play remaining.)
Reverse the turn order.
You take the next turn. (You take one extra turn after this one.)
You take the next turn. (You take one extra turn after this one.)
There is a belief that the Vith have no time of their own. They just take what other have forgotten—their dreams.
If Dreamermind would deal damage to a player, exile that many cards from the top of that player’s library face down instead. You may look at, play, and spend mana as though it were mana of any color to cast those cards for as long as they remain exiled and Dreamermind remains on the battlefield.
Awareness, dreamwalk
Awareness, dreamwalk
8/4
Awareness (Effects that say this creature can’t block another creature don’t apply.)
You may spend mana as though it were mana of any color to cast spells from exile and to pay costs of exiled cards.
You may spend mana as though it were mana of any color to cast spells from exile and to pay costs of exiled cards.
0/4
Target player reveals his or her hand. Choose a nonland card from it. That player puts it on the bottom of his or her library, then draws a card. (That player draws a card even if no card was chosen this way.)
"The verbosity of your mind is simply part of the basic chatter that goes on in the universe. Let them go through. Empty your mind."
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
: Exile Eldritch Escapist until end of turn. Activate this ability only if a card was exiled this turn. (It returns under its owner's control.)

4/2
Enchant creature
Enchanted creature’s base power is 0.
: Enchanted creature has base power and toughness X/X until end of turn. X can’t be 0.
Enchanted creature’s base power is 0.

Focus, focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.)
To know thyself is to know the gods.
1/1
Delusion 8 (When this enters the battlefield, you gain eight life until it leaves the battlefield.)
Enchanted creature has awareness and base power and toughness 0/8. (Effects that say it can’t block another creature don’t apply.)
Enchanted creature has awareness and base power and toughness 0/8. (Effects that say it can’t block another creature don’t apply.)
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.)
: Entropic Apparation gains dreamwalk until end of turn. (It can't be blocked by untapped creatures. Tapped creatures can block it.)

The Void is everywhere but untouchable unless brought into another dimension.
4/1
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.)
The secret of the universe lies within energy. Through frequency and vibration, everything is connected.
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Under the constant turmoil of ever shifting identities, few of the Vith find their true calling in the world.
1/2
Choose one —
• Until end of turn, target enchantment becomes a creature with base power and toughness 3/3 in addition to its other types.
• Target creature gains awareness until end of turn. (Effects that say it can’t block another creature don’t apply.)
• Draw the bottom card of your library.
• Until end of turn, target enchantment becomes a creature with base power and toughness 3/3 in addition to its other types.
• Target creature gains awareness until end of turn. (Effects that say it can’t block another creature don’t apply.)
• Draw the bottom card of your library.
When Fragmented Manatee dies, add
to your mana pool at the beginning of your next main phase.

"Time, like life itself, has no inherent meaning. We give our own meaning to time as to life."
—Jonathan Lockwood Huie
—Jonathan Lockwood Huie
3/3




1/2
Flash
When Guide on the Pathless Path enters the battlefield, exchange its power and the power of target creature until end of turn.
When Guide on the Pathless Path enters the battlefield, exchange its power and the power of target creature until end of turn.
0/4
Awareness (Effects that say this creature can’t block another creature don’t apply.)
Hypnophobic Apparition gets -1/-1 for each creature card in your graveyard.
Hypnophobic Apparition gets -1/-1 for each creature card in your graveyard.
The soul afraid of dying never learns to live.
Choose exile, graveyard, or hand. Until end of turn, if a card would be put into exile, graveyard, or hand, it’s put into the chosen zone instead.
With a minute flicker of probability a paradox may be created, a temporal distortion powerful enough to derail history.
Search your library for a card with
or
in its mana cost and reveal that card. Shuffle your library, then put the card on top of it.


There is everything and there is nothing. There is no in-between.
Dreamwalk
If a card would be put into an opponent’s exile, graveyard, or hand, except during his or her draw step, you may have that card be put into exile, graveyard, or hand instead.
When Infinity is put into a graveyard from anywhere, shuffle it into its owner's library.
If a card would be put into an opponent’s exile, graveyard, or hand, except during his or her draw step, you may have that card be put into exile, graveyard, or hand instead.
When Infinity is put into a graveyard from anywhere, shuffle it into its owner's library.
6/6

Between every conceivable object and particle lies a space of untold magnitude, a living void with no opposite from which all forms come out of.
1/1
Defender
When Lidless Gate enters the battlefield, look at the top three cards of target player’s library. (Put them back in the same order.)
When Lidless Gate enters the battlefield, look at the top three cards of target player’s library. (Put them back in the same order.)
"To see without looking. To hear without listening. To dream without sleeping."
—Gate inscription
—Gate inscription
0/3
Creatures you control have dreamwalk. (They can't be blocked by untapped creatures. Tapped creatures can block them.)
"It is by no means an irrational fancy that, in a future existence, we shall look upon what we think our present existence, as a dream."
—Edgar Allan Poe
—Edgar Allan Poe
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
"The eye sees a thing more clearly in dreams than the imagination awake."
—Leonardo da Vinci
—Leonardo da Vinci
3/2


"You’re waiting for a ship . . ."
1/1
Go to section: Colourless (76)
Show rarities: N C U R M
The Sixth Color: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
—Carl Sagan