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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Until end of turn, exile target creature from the battlefield or a creature card from a graveyard. (It returns to the zone it was exiled from under its owner’s control.)
"I'm not afraid anymore."
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Search your library up to X cards, exile them, then shuffle your library. (Reveal the cards as you exile them.)
For each card exiled this way, draw the bottom card of your library. Maybe there is wisdom in this insanity?
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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. |
• Add
to your mana pool. Spend this mana only on costs that contain .
• Target creature gains dreamwalk until end of turn. • Target face-up exiled card gains flash until end of turn. You may play it from exile this turn. (You still pay its costs.) |
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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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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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.)
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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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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(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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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
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When Disturbance in Force enters the battlefield, spells your opponents cast cost
more to cast until your next turn.The natural state of matter is stillness.
4/2
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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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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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Death During Life
(common, foil)
Secrets of the Old Gods
(rare)
Forgotten Charm
(uncommon)
Relativity Charm
(uncommon)
Emptiness
(uncommon)
All-Seeing Eye
(common)
Dream Sow
(common)
Follower of Figments
(common)
Deepest Lore
(common)
Singularity Vortex
(common)
Naïve Elempath
(common)
Disturbance in Force
(common)
Pixie Meditators
(common)
Lucid Sleepwalkers
(common)
Island
(basic)


to your mana pool. Spend this mana only on costs that contain 