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 – Mystic
{t}: Spells cost {1} more to cast this turn. (Spells cast before this ability resolves are unaffected.)
1/2
 U 
Instant
Exile target spell. At the beginning of its controller’s next upkeep, that player may cast that card from exile without paying its mana cost.
Reality is merely an illusion. Albeit, a very persistent one.
 U 
Creature – Human Mystic
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
 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 – 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 – 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 – 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 
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
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.
 C 
Instant
Cast target face-up exiled nonland card with converted mana cost X or less without paying its mana cost.
 C 
Enchantment
{t}: 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."
 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 – 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
Forest
 
 B 
Basic Land – Forest

Phase Invader (rare)
Gravity Bender (uncommon)
Reality Lapse (uncommon)
Guide on the Pathless Path (uncommon)
Psychic Embryo (common)
Lidless Gate (common)
Aether Astrologist (common)
Energy Adept (common)
Dream Sow (common)
Mental Block (common)
Quantum Leap (common)
Detachment (common)
Naïve Elempath (common)
Cave Hermit (common)
Forest (basic)