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 – Aetherborn Mystic
{?}: Exile the top card of target player’s library. If it’s a creature card, put a +1/+1 counter Starflexion. Otherwise, you may exile Starflexion until end of turn. (Reveal the card as you exile it.)
Counters remain on Starflexion as it moves to a player's exile zone.
3/3
 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.)
 U 
Enchantment – Aura
Enchant creature
Enchanted creature’s base power is 0.
{x}: Enchanted creature has base power and toughness X/X until end of turn. X can’t be 0.
 U 
Creature – Elemental
Spells that target Dark Star cost {3} less to cast.
Spells that target other creatures cost {3} more to cast.
All creatures able to block Dark Star do so.
How could you ever hope to ignore it if small worlds failed to do so?
0/8
 C 
Creature – Human Mystic
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
 C 
Enchantment Creature – Spirit
Delusion 4 (When this enters the battlefield, you gain four life until it leaves the battlefield.)
"I have spread my dreams under your feet; Tread softly, because you tread on my dreams."
—William Butler
3/4
 C 
Creature – Spirit
When Disturbance in Force enters the battlefield, spells your opponents cast cost {2} more to cast until your next turn.
The natural state of matter is stillness.
4/2
 C 
Creature – Elf Mystic
{t}: 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
 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 – 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 
Instant
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.
 C 
Enchantment
At the beginning of each player’s upkeep, you may exile the top card of that player’s library. (Reveal the card as you exile it.)
"The Man of Truth has learned that Illusion is the One Reality, and that Substance is the Great Impostor."
—H.P. Lovecraft
 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 
Creature – Aetherborn
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
Forest
 
 B 
Basic Land – Forest

Starflexion (rare)
Amber of the Voi (uncommon)
Emptiness (uncommon)
Dark Star (uncommon)
Energy Adept (common)
Naïve Elempath (common)
Disturbance in Force (common)
Aether Astrologist (common)
Psychic Embryo (common)
Cave Hermit (common)
Dislocation (common)
Paradox History (common)
Follower of Figments (common)
Lucid Sleepwalkers (common)
Forest (basic)