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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Dreamwalk
If a card would be put into an opponent’s exile, graveyard, or hand, except during his or her draw step, you may have that card be put into exile, graveyard, or hand instead. When Infinity is put into a graveyard from anywhere, shuffle it into its owner's library. 6/6
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• 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.) |
: Until end of turn, target creature you control has base power and toughness of X/X.Between every conceivable object and particle lies a space of untold magnitude, a living void with no opposite from which all forms come out of.
1/1
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Delusion 8 (When this enters the battlefield, you gain eight life until it leaves the battlefield.)
Enchanted creature has awareness and base power and toughness 0/8. (Effects that say it can’t block another creature don’t apply.) |
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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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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Flying
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.) 0/2
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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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Flying
Spells your opponents control that target other creatures you control cost more to cast.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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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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: 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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Cast target face-up exiled nonland card with converted mana cost X or less without paying its mana cost.
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Infinity
(rare)
Relativity Charm
(uncommon)
Infinomancer
(uncommon)
Enlightened Presence
(uncommon)
Death During Life
(common)
Lucid Sleepwalkers
(common)
Pixie Meditators
(common)
Disturbance in Force
(common)
Orb of Unveiled Sight
(common)
Follower of Figments
(common)
Deepest Lore
(common)
Dream Sow
(common)
Aether Astrologist
(common)
Quantum Leap
(common)
Island
(basic)


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: Look at the top card of each library.