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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Exile target permanent face down.
Draw a card. Skip your next turn. It will be as though it never existed.
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(Spend any amount of mana for
.)
Spells cost more to cast this turn. (For example, if you spend ![]() ![]() on , spells cost an additional to cast this turn. Spells cast before this resolves are unaffected.) |
• Add
to your mana pool. Spend this mana only on costs that contain .
• Target creature gains dreamwalk until end of turn. • Target face-up exiled card gains flash until end of turn. You may play it from exile this turn. (You still pay its costs.) |
, : 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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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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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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Cast target face-up exiled nonland card with converted mana cost X or less without paying its mana cost.
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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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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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Flying
Spells your opponents control that target other creatures you control cost more to cast.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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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.) 1/4
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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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Cast into Aeons
(mythic)
Matrix Mist
(uncommon)
Relativity Charm
(uncommon)
Man Within a Dream
(uncommon)
Hypnophobic Apparition
(common)
Pixie Meditators
(common)
Mental Block
(common)
Quantum Leap
(common)
Dislocation
(common)
Deepest Lore
(common)
Orb of Unveiled Sight
(common)
Dream Sow
(common)
Blindless Seer
(common)
All-Seeing Eye
(common)
Swamp
(basic)

to cast this turn. Spells cast before this resolves are unaffected.)
: Target creature gains dreamwalk until end of turn. (It can't be blocked by untapped creatures. Tapped creatures can block it.)
