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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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. |
: Until end of turn, target creature you control has base power and toughness of X/X.Between every conceivable object and particle lies a space of untold magnitude, a living void with no opposite from which all forms come out of.
1/1
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Delusion 8 (When this enters the battlefield, you gain eight life until it leaves the battlefield.)
Enchanted creature has awareness and base power and toughness 0/8. (Effects that say it can’t block another creature don’t apply.) |
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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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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Flying
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.) 0/2
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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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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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Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.)
The secret of the universe lies within energy. Through frequency and vibration, everything is connected.
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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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When Disturbance in Force enters the battlefield, spells your opponents cast cost
more to cast until your next turn.The natural state of matter is stillness.
4/2
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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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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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Inescapable Spacetime
(rare)
Emptiness
(uncommon)
Infinomancer
(uncommon)
Enlightened Presence
(uncommon)
Octarine Evocation
(common)
Dislocation
(common)
Pixie Meditators
(common)
Follower of Figments
(common)
Death During Life
(common)
Flowing Form
(common)
All-Seeing Eye
(common)
Disturbance in Force
(common)
Singularity Vortex
(common)
Lucid Sleepwalkers
(common)
Plains
(basic)


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