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 – Spirit
Focus, focus, focus (At the beginning of your upkeep, target creature you control gets +1/+1 until end of turn. If a creature has multiple instances of focus, each triggers separately.)
Haste
When Phase Invader enters the battlefield, if it's your turn, take an additional upkeep step after this phase.
0/1
 U 
Creature – Human Mystic
{?}, {t}: 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
 U 
Instant
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.
 U 
Instant
Add two mana of any one color to your mana pool. Spend this mana only to cast spells from exile and to pay costs of exiled cards.
Until end of turn, you may play a card from exile this turn. (You still pay its costs. You can play a land this way only if you have an available land play remaining.)
 C 
Creature – Eye Wall
Defender
When Lidless Gate enters the battlefield, look at the top three cards of target player’s library. (Put them back in the same order.)
"To see without looking. To hear without listening. To dream without sleeping."
—Gate inscription
0/3
 C 
Creature – Aetherborn Mystic
“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
 C 
Creature – Faerie
Flying
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.)
0/2
 C 
Creature – Eye
Flying
Spells your opponents control that target other creatures you control cost {1} more to cast.
1/1
 C 
Creature – Horror
Turn a face-up card in exile face down, {t}: Add {1} to your mana pool.
The good news is that it can devour your nightmares. The bad news is that it is also likely to consume your hopes and dreams along with them.
2/1
 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 
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 
Creature – Aetherborn
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
 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 
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.
Forest
 
 B 
Basic Land – Forest

Phase Invader (rare)
Man Within a Dream (uncommon)
Forgotten Charm (uncommon)
Amber of the Voi (uncommon)
Lidless Gate (common)
Cave Hermit (common)
Pixie Meditators (common)
Orb of Unveiled Sight (common)
Dream Eater (common)
Psychic Embryo (common)
Blindless Seer (common)
Follower of Figments (common)
Dream Sow (common)
Deepest Lore (common)
Forest (basic)