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.)
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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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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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, 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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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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Cast target face-up exiled nonland card with converted mana cost X or less without paying its mana cost.
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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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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 |
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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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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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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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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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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“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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Follower of Figments
(common, foil)
Inescapable Spacetime
(rare)
Dark Star
(uncommon)
Infinomancer
(uncommon)
Guide on the Pathless Path
(uncommon)
Quantum Leap
(common)
Energy Adept
(common)
Paradox History
(common)
Blindless Seer
(common)
Dislocation
(common)
Lucid Sleepwalkers
(common)
Dream Eater
(common)
Naïve Elempath
(common)
Cave Hermit
(common)
Swamp
(basic)


: Until end of turn, target creature you control has base power and toughness of X/X.
: Add