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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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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Add two mana of any one color to your mana pool. Spend this mana only to cast spells from exile and to pay costs of exiled cards.
Until end of turn, you may play a card from exile this turn. (You still pay its costs. You can play a land this way only if you have an available land play remaining.) |
Creatures you control have dreamwalk. (They can't be blocked by untapped creatures. Tapped creatures can block them.)
"It is by no means an irrational fancy that, in a future existence, we shall look upon what we think our present existence, as a dream."
—Edgar Allan Poe |
: From Formless Matter becomes a X/X Aetherborn creature with awareness in addition to its other types until end of turn. (Spend any amount of mana for . Effects that say it can’t block another creature don’t apply. It’s still en enchantment.) |
Flying
Spells your opponents control that target other creatures you control cost more to cast.1/1
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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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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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: 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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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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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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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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Cast target face-up exiled nonland card with converted mana cost X or less without paying its mana cost.
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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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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 |
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Inescapable Spacetime
(rare)
Amber of the Voi
(uncommon)
Lucid Reality
(uncommon)
From Formless Matter
(uncommon)
Orb of Unveiled Sight
(common)
Aether Astrologist
(common)
Follower of Figments
(common)
Detachment
(common)
Naïve Elempath
(common)
Disturbance in Force
(common)
Dream Sow
(common)
Quantum Leap
(common)
Death During Life
(common)
Paradox History
(common)
Island
(basic)


: From Formless Matter becomes a X/X Aetherborn creature with awareness in addition to its other types until end of turn. (Spend any amount of mana for
: Look at the top card of each library.

