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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Search your library up to X cards, exile them, then shuffle your library. (Reveal the cards as you exile them.)
For each card exiled this way, draw the bottom card of your library. Maybe there is wisdom in this insanity?
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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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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. |
You may pay
rather than pay the mana cost of the next nonland card you cast this turn. If that spell contains in its costs, X is 5.To go beyond the wheel is to go beyond its limitations.
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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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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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“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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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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Flying
Spells your opponents control that target other creatures you control cost more to cast.1/1
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(Spend any amount of mana for
.)
Put target tapped nonland permanent with converted mana cost X or less into its owner's library third from the top. "Get a grip" is a lot more of a warning when you’re dealing with dimensional magic
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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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Flying
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.) 0/2
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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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Secrets of the Old Gods
(rare)
Aether Haze
(uncommon)
Forgotten Charm
(uncommon)
Master the Wheel
(uncommon)
Deepest Lore
(common)
Hypnophobic Apparition
(common)
Cave Hermit
(common)
Lucid Sleepwalkers
(common)
Aether Astrologist
(common)
Orb of Unveiled Sight
(common)
Singularity Vortex
(common)
Dream Sow
(common)
Pixie Meditators
(common)
Flowing Form
(common)
Swamp
(basic)





rather than pay the mana cost of the next nonland card you cast this turn. If that spell contains
: Look at the top card of each library.