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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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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: Exile the top card of target player’s library. If it’s a creature card, put a +1/+1 counter Starflexion. Otherwise, you may exile Starflexion until end of turn. (Reveal the card as you exile it.)
Counters remain on Starflexion as it moves to a player's exile zone. 3/3
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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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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. |
: Spells cost more to cast this turn. (Spells cast before this ability resolves are unaffected.)1/2
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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
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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Awareness (Effects that say this creature can’t block another creature don’t apply.)
Hypnophobic Apparition gets -1/-1 for each creature card in your graveyard. The soul afraid of dying never learns to live.
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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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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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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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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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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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Guide on the Pathless Path
(uncommon, foil)
Starflexion
(rare)
Outer Rim Hecatoncheire
(uncommon)
Forgotten Charm
(uncommon)
Gravity Bender
(uncommon)
Energy Adept
(common)
Orb of Unveiled Sight
(common)
Cave Hermit
(common)
Hypnophobic Apparition
(common)
Blindless Seer
(common)
Dislocation
(common)
Psychic Embryo
(common)
Lucid Sleepwalkers
(common)
Naïve Elempath
(common)
Swamp
(basic)



: Spells cost 