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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For the rest of the game, if you would draw a card, you may skip that draw instead.
Exile all the cards in your library, hand, and graveyard. Only thing more terrifying than searching for spiritual enlightenment is finding it.
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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.) |
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. |
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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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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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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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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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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Flying
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.) 0/2
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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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Return Octarine Evocation to its owner’s hand: Add
to your mana pool.Drawn from the fires of reality itself, true colorless mana burns with the color outside of vision, octarine.
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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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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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Crossing the Abyss
(mythic)
Outer Rim Hecatoncheire
(uncommon)
Relativity Charm
(uncommon)
Forgotten Charm
(uncommon)
Dislocation
(common)
All-Seeing Eye
(common)
Psychic Embryo
(common)
Blindless Seer
(common)
Energy Adept
(common)
Pixie Meditators
(common)
Deepest Lore
(common)
Octarine Evocation
(common)
Follower of Figments
(common)
Lucid Sleepwalkers
(common)
Forest
(basic)

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

