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 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.2/2
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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. |
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. |
Exile target spell. At the beginning of its controller’s next upkeep, that player may cast that card from exile without paying its mana cost.
Reality is merely an illusion. Albeit, a very persistent one.
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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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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 3/2
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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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“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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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.
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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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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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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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Flying
Spells your opponents control that target other creatures you control cost more to cast.1/1
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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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Distortion
(rare)
Emptiness
(uncommon)
Forgotten Charm
(uncommon)
Reality Lapse
(uncommon)
Psychic Embryo
(common)
Lucid Sleepwalkers
(common)
Aether Astrologist
(common)
Cave Hermit
(common)
Deepest Lore
(common)
Dream Sow
(common)
Energy Adept
(common)
Follower of Figments
(common)
Orb of Unveiled Sight
(common)
Quantum Leap
(common)
Island
(basic)

more to cast and/or to activate.
: 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.