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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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. Only thing more terrifying than searching for spiritual enlightenment is finding it.
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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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Sacrifice Parallel Possibility: Exile target nonland permanent until end of turn. You may play it from exile this turn. (You still pay its costs. If you play it, it enters the battlefield under your control. If you don’t play it, return it under its owner's control at the end of turn.)
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Awareness, dreamwalk (Effects that say this creature can’t block another creature don’t apply. This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
7/7
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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.
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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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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. The soul afraid of dying never learns to live.
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At the beginning of each player’s upkeep, you may exile the top card of that player’s library. (Reveal the card as you exile it.)
"The Man of Truth has learned that Illusion is the One Reality, and that Substance is the Great Impostor."
—H.P. Lovecraft |
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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: Look at the top card of each library.
: Exchange the top and bottom card of your library.“Those with the courage to explore the weave and structure of the Cosmos, even where it differs profoundly from their wishes and prejudices, will penetrate its deepest mysteries.”
—Carl Sagan 1/1
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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
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Delusion 4 (When this enters the battlefield, you gain four life until it leaves the battlefield.)
"I have spread my dreams under your feet; Tread softly, because you tread on my dreams."
—William Butler 3/4
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(Spend any amount of mana for
.)
Put target tapped nonland permanent with converted mana cost X or less into its owner's library third from the top. "Get a grip" is a lot more of a warning when you’re dealing with dimensional magic
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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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Crossing the Abyss
(mythic)
Aether Haze
(uncommon)
Parallel Possibility
(uncommon)
Outer Rim Hecatoncheire
(uncommon)
Flowing Form
(common)
Death During Life
(common)
Hypnophobic Apparition
(common)
Paradox History
(common)
Dislocation
(common)
Aether Astrologist
(common)
Disturbance in Force
(common)
Naïve Elempath
(common)
Singularity Vortex
(common)
Mental Block
(common)
Forest
(basic)



: Look at the top card of each library.

