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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Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
: Exile Eldritch Escapist until end of turn. Activate this ability only if a card was exiled this turn. (It returns under its owner's control.)4/2
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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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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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(Spend any amount of mana for
.)
Spells cost more to cast this turn. (For example, if you spend ![]() ![]() on , spells cost an additional to cast this turn. Spells cast before this resolves are unaffected.) |
“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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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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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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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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Flying
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.) 0/2
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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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: 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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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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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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Eldritch Escapist
(rare)
Master the Wheel
(uncommon)
Effortless
(uncommon)
Matrix Mist
(uncommon)
Cave Hermit
(common)
Orb of Unveiled Sight
(common)
Follower of Figments
(common)
Dislocation
(common)
Dream Eater
(common)
Pixie Meditators
(common)
Naïve Elempath
(common)
Aether Astrologist
(common)
Dream Sow
(common)
Psychic Embryo
(common)
Forest
(basic)


: Exile Eldritch Escapist until end of turn. Activate this ability only if a card was exiled this turn. (It returns under its owner's control.)
in its costs, X is 5.
: Add