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. |
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.) |
Search your library for a card with
or in its mana cost and reveal that card. Shuffle your library, then put the card on top of it.There is everything and there is nothing. There is no in-between.
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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 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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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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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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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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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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Flying
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.) 0/2
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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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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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Phase Invader
(rare)
Forgotten Charm
(uncommon)
Enlightened Presence
(uncommon)
Infinite Tutor
(uncommon)
Cave Hermit
(common)
Dream Sow
(common)
Hypnophobic Apparition
(common)
Disturbance in Force
(common)
Psychic Embryo
(common)
Dislocation
(common)
All-Seeing Eye
(common)
Pixie Meditators
(common)
Naïve Elempath
(common)
Lidless Gate
(common)
Forest
(basic)


or
in its mana cost and reveal that card. Shuffle your library, then put the card on top of it.
