The Sixth Color: Virtual Booster
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| Mechanics |
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
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Spells that target Singularity Scion cost
to cast. (This applies to spells cast by any player.)In the end, all possible bridges a man can cross lead to a single inevitability: for him to become something else than a man.
4/4
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, : Target creature gains dreamwalk until end of turn. (It can't be blocked by untapped creatures. Tapped creatures can block it.)"You’re waiting for a ship . . ."
1/1
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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.
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You may pay
rather than pay the mana cost of the next nonland card you cast this turn. If that spell contains in its costs, X is 5.To go beyond the wheel is to go beyond its limitations.
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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.
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Flying
Spells your opponents control that target other creatures you control cost more to cast.1/1
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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
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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
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Cast target face-up exiled nonland card with converted mana cost X or less without paying its mana cost.
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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
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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 1/3
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Flying
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.) 0/2
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If you would be dealt damage this turn, instead exile that many cards from the top of your library. (Reveal the cards as you exile them.)
What’s true in our minds is true, whether some people know it or not.
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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."
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Singularity Scion
(rare)
Man Within a Dream
(uncommon)
Aether Haze
(uncommon)
Master the Wheel
(uncommon)
Dislocation
(common)
Orb of Unveiled Sight
(common)
Dream Eater
(common)
Follower of Figments
(common)
Quantum Leap
(common)
Energy Adept
(common)
All-Seeing Eye
(common)
Pixie Meditators
(common)
Mental Block
(common)
Death During Life
(common)
Plains
(basic)


to cast. (This applies to spells cast by any player.)
: Target creature gains dreamwalk until end of turn. (It can't be blocked by untapped creatures. Tapped creatures can block it.)
in its costs, X is 5.