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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Reverse the turn order.
You take the next turn. (You take one extra turn after this one.) There is a belief that the Vith have no time of their own. They just take what other have forgotten—their dreams.
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You may pay
rather than pay the mana cost of the next nonland card you cast this turn. If that spell contains in its costs, X is 5.To go beyond the wheel is to go beyond its limitations.
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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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Spells that target Dark Star cost
less to cast.
Spells that target other creatures cost 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
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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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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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(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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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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Flying
Spells your opponents control that target other creatures you control cost more to cast.1/1
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: 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."
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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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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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Flying
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.) 0/2
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Dreamecdote
(mythic)
Master the Wheel
(uncommon)
Guide on the Pathless Path
(uncommon)
Dark Star
(uncommon)
Death During Life
(common)
Dream Eater
(common)
Singularity Vortex
(common)
Hypnophobic Apparition
(common)
Orb of Unveiled Sight
(common)
Detachment
(common)
Energy Adept
(common)
Aether Astrologist
(common)
Lucid Sleepwalkers
(common)
Pixie Meditators
(common)
Island
(basic)


rather than pay the mana cost of the next nonland card you cast this turn. If that spell contains
in its costs, X is 5.
: Add 