The Sixth Color: Virtual Booster

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Mechanics
Printable
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.
 R 
Creature – Incarnation
Spells and abilities your opponents control that target a creature you don't control cost {1} 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 {1} more to cast and/or to activate.
2/2
 U 
Creature – Manatee
When Fragmented Manatee dies, add {3} to your mana pool at the beginning of your next main phase.
"Time, like life itself, has no inherent meaning. We give our own meaning to time as to life."
—Jonathan Lockwood Huie
3/3
 U 
Enchantment
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.
 U 
Sorcery
You may pay {0} rather than pay the mana cost of the next nonland card you cast this turn. If that spell contains {x} in its costs, X is 5.
To go beyond the wheel is to go beyond its limitations.
 C 
Creature – Human Mystic
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
 C 
Creature – Eye
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.
 C 
Instant
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.
 C 
Sorcery
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.)
 C 
Creature – Spirit
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
 C 
Instant
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."
 C 
Instant
Cast target face-up exiled nonland card with converted mana cost X or less without paying its mana cost.
 C 
Creature – Eye
Flying
Spells your opponents control that target other creatures you control cost {1} more to cast.
1/1
 C 
Creature – Human Mystic
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
 C 
Enchantment Creature – Spirit
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
Island
 
 B 
Basic Land – Island

Distortion (rare)
Fragmented Manatee (uncommon)
Aether Haze (uncommon)
Master the Wheel (uncommon)
Energy Adept (common)
Hypnophobic Apparition (common)
Deepest Lore (common)
Dream Sow (common)
Psychic Embryo (common)
Death During Life (common)
Quantum Leap (common)
Orb of Unveiled Sight (common)
Blindless Seer (common)
Naïve Elempath (common)
Island (basic)