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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If Dreamermind would deal damage to a player, exile that many cards from the top of that player’s library face down instead. You may look at, play, and spend mana as though it were mana of any color to cast those cards for as long as they remain exiled and Dreamermind remains on the battlefield.
Awareness, dreamwalk 8/4
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At the beginning of each end step, if a card was exiled this turn, you may put a +1/+1 counter on Dementigor.
It is the lack of sense that makes it tick.
1/1
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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. |
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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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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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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: 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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Flying
Spells your opponents control that target other creatures you control cost more to cast.1/1
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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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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 |
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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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Awareness (Effects that say this creature can’t block another creature don’t apply.)
Hypnophobic Apparition gets -1/-1 for each creature card in your graveyard. The soul afraid of dying never learns to live.
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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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Cast target face-up exiled nonland card with converted mana cost X or less without paying its mana cost.
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Dreamermind
(mythic)
Dementigor
(uncommon)
Emptiness
(uncommon)
Guide on the Pathless Path
(uncommon)
Dream Sow
(common)
Deepest Lore
(common)
Aether Astrologist
(common)
Orb of Unveiled Sight
(common)
Blindless Seer
(common)
Paradox History
(common)
Lucid Sleepwalkers
(common)
Hypnophobic Apparition
(common)
Dislocation
(common)
Quantum Leap
(common)
Forest
(basic)

: Enchanted creature has base power and toughness X/X until end of turn. X can’t be 0.

: Look at the top card of each library.
