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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Flying
Spells your opponents control that target other creatures you control cost more to cast.1/1
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Exile target permanent face down.
Draw a card. Skip your next turn. It will be as though it never existed.
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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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You may pay
rather than pay the mana cost of the next nonland card you cast this turn. If that spell contains in its costs, X is 5.To go beyond the wheel is to go beyond its limitations.
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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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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 |
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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: 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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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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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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: Look at the top card of each library.
: Exchange the top and bottom card of your library.“Those with the courage to explore the weave and structure of the Cosmos, even where it differs profoundly from their wishes and prejudices, will penetrate its deepest mysteries.”
—Carl Sagan 1/1
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Return Octarine Evocation to its owner’s hand: Add
to your mana pool.Drawn from the fires of reality itself, true colorless mana burns with the color outside of vision, octarine.
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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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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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Orb of Unveiled Sight
(common, foil)
Cast into Aeons
(mythic)
Outer Rim Hecatoncheire
(uncommon)
Master the Wheel
(uncommon)
Infinomancer
(uncommon)
Paradox History
(common)
Psychic Embryo
(common)
Detachment
(common)
Deepest Lore
(common)
Mental Block
(common)
Aether Astrologist
(common)
Octarine Evocation
(common)
Dream Sow
(common)
Follower of Figments
(common)
Island
(basic)



rather than pay the mana cost of the next nonland card you cast this turn. If that spell contains
in its costs, X is 5.
: Each player puts an artifact or enchantment he or she controls on the bottom of its owner’s library.