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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Flying
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.) 0/2
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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.
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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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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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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. |
: 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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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.)
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Return Octarine Evocation to its owner’s hand: Add
to your mana pool.Drawn from the fires of reality itself, true colorless mana burns with the color outside of vision, octarine.
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Delusion 3 (When this enters the battlefield, you gain three life until it leaves the battlefield.)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.) 1/3
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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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“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 2/3
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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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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.) "To see without looking. To hear without listening. To dream without sleeping."
—Gate inscription 0/3
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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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Pixie Meditators
(common, foil)
Inescapable Spacetime
(rare)
Parallel Possibility
(uncommon)
Aether Haze
(uncommon)
Emptiness
(uncommon)
Aether Astrologist
(common)
Dream Sow
(common)
Octarine Evocation
(common)
Psychic Embryo
(common)
Dislocation
(common)
Cave Hermit
(common)
Flowing Form
(common)
Lidless Gate
(common)
Orb of Unveiled Sight
(common)
Island
(basic)


: Enchanted creature has base power and toughness X/X until end of turn. X can’t be 0.
: Look at the top card of each library.