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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Choose exile, graveyard, or hand. Until end of turn, if a card would be put into exile, graveyard, or hand, it’s put into the chosen zone instead.
With a minute flicker of probability a paradox may be created, a temporal distortion powerful enough to derail history.
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Target player reveals his or her hand. Choose a nonland card from it. That player puts it on the bottom of his or her library, then draws a card. (That player draws a card even if no card was chosen this way.)
"The verbosity of your mind is simply part of the basic chatter that goes on in the universe. Let them go through. Empty your mind."
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Awareness, dreamwalk (Effects that say this creature can’t block another creature don’t apply. This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
7/7
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• 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.) |
“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
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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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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
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: 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
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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.
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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
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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
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Turn a face-up card in exile face down,
: Add 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
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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.
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Inescapable Spacetime
(rare)
Effortless
(uncommon)
Outer Rim Hecatoncheire
(uncommon)
Relativity Charm
(uncommon)
Cave Hermit
(common)
Orb of Unveiled Sight
(common)
Pixie Meditators
(common)
Energy Adept
(common)
Aether Astrologist
(common)
Dislocation
(common)
Psychic Embryo
(common)
Lidless Gate
(common)
Dream Eater
(common)
Mental Block
(common)
Plains
(basic)



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

: Look at the top card of each library.