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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Focus, focus, focus (At the beginning of your upkeep, target creature you control gets +1/+1 until end of turn. If a creature has multiple instances of focus, each triggers separately.)
Haste When Phase Invader enters the battlefield, if it's your turn, take an additional upkeep step after this phase. 0/1
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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. |
, : Target creature gains dreamwalk until end of turn. (It can't be blocked by untapped creatures. Tapped creatures can block it.)"You’re waiting for a ship . . ."
1/1
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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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Defender
When Lidless Gate enters the battlefield, look at the top three cards of target player’s library. (Put them back in the same order.) "To see without looking. To hear without listening. To dream without sleeping."
—Gate inscription 0/3
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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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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 |
Flying
Spells your opponents control that target other creatures you control cost more to cast.1/1
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“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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: 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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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.)
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.) 1/4
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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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Phase Invader
(rare)
Forgotten Charm
(uncommon)
Man Within a Dream
(uncommon)
Guide on the Pathless Path
(uncommon)
Lidless Gate
(common)
Singularity Vortex
(common)
Paradox History
(common)
Orb of Unveiled Sight
(common)
Cave Hermit
(common)
Detachment
(common)
Energy Adept
(common)
Lucid Sleepwalkers
(common)
Blindless Seer
(common)
Dream Sow
(common)
Mountain
(basic)

: Target creature gains dreamwalk until end of turn. (It can't be blocked by untapped creatures. Tapped creatures can block it.)


