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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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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If Dreamermind would deal damage to a player, exile that many cards from the top of that player’s library face down instead. You may look at, play, and spend mana as though it were mana of any color to cast those cards for as long as they remain exiled and Dreamermind remains on the battlefield.
Awareness, dreamwalk 8/4
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Search your graveyard, hand, and/or library for a card and exile it. If you search your library this way, shuffle it.
Draw the bottom card of your library. The only thing the old man had learned from the weird creatures was that on the tip of the tongue is still far beyond.
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: 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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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. |
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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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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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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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Cast target face-up exiled nonland card with converted mana cost X or less without paying its mana cost.
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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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Flying
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.) 0/2
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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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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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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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Psychic Embryo
(common, foil)
Dreamermind
(mythic)
Demented Tutor
(uncommon)
Infinomancer
(uncommon)
Emptiness
(uncommon)
Lucid Sleepwalkers
(common)
All-Seeing Eye
(common)
Flowing Form
(common)
Quantum Leap
(common)
Energy Adept
(common)
Pixie Meditators
(common)
Dislocation
(common)
Mental Block
(common)
Deepest Lore
(common)
Plains
(basic)


: Until end of turn, target creature you control has base power and toughness of X/X.