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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Target player exiles the top two cards of his or her library. For each card exiled this way, draw the bottom card of your library.
In the most ancient of places linger the seeds which have grown into secrets of known life.
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Reverse the turn order.
You take the next turn. (You take one extra turn after this one.) There is a belief that the Vith have no time of their own. They just take what other have forgotten—their dreams.
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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.) |
: 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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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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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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: 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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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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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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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.)
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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Flying
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.) 0/2
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If you would be dealt damage this turn, instead exile that many cards from the top of your library. (Reveal the cards as you exile them.)
What’s true in our minds is true, whether some people know it or not.
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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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Deepest Lore
(common, foil)
Dreamecdote
(mythic)
Enlightened Presence
(uncommon)
Infinomancer
(uncommon)
Infinite Tutor
(uncommon)
Energy Adept
(common)
Detachment
(common)
Death During Life
(common)
Blindless Seer
(common)
Lucid Sleepwalkers
(common)
Hypnophobic Apparition
(common)
Pixie Meditators
(common)
Mental Block
(common)
Psychic Embryo
(common)
Plains
(basic)




: Until end of turn, target creature you control has base power and toughness of X/X.
or
: Each player puts an artifact or enchantment he or she controls on the bottom of its owner’s library.