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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+3: Until your next turn, up to three target creatures gain dreamwalk.
-2: Create a purple enchantment token with “Sacrifice this: Add to your mana pool.”
-X: Exile up to X target permanents not named Xi-Voxen, Lucid Realizer until end of turn. -10: Draw up to fourteen cards from the bottom your library, then put seven cards from your hand on top of your library in any order. 5
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Flash
When Guide on the Pathless Path enters the battlefield, exchange its power and the power of target creature until end of turn. 0/4
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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. |
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.) |
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
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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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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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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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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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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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: Each player puts an artifact or enchantment he or she controls on the bottom of its owner’s library."It’s time to let go."
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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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Flying
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.) 0/2
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Xi-Voxen, Lucid Realizer
(mythic)
Guide on the Pathless Path
(uncommon)
Emptiness
(uncommon)
Enlightened Presence
(uncommon)
Blindless Seer
(common)
Singularity Vortex
(common)
Follower of Figments
(common)
All-Seeing Eye
(common)
Flowing Form
(common)
Dream Sow
(common)
Lucid Sleepwalkers
(common)
Detachment
(common)
Orb of Unveiled Sight
(common)
Pixie Meditators
(common)
Forest
(basic)

to your mana pool.”

: Enchanted creature has base power and toughness X/X until end of turn. X can’t be 0.
: Each player puts an artifact or enchantment he or she controls on the bottom of its owner’s library.