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
Bewilderment’s power and toughness are each equal to the number of exiled cards. The thunder of its hooves beats despair into dreams.
*/*
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![]() : Exile target creature until end of turn. (It returns under its owner's control.)
![]() : Two target creatures exchange power until end of turn."This world is naught but a puppet show for bored gods."
2/2
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Target player reveals his or her hand. Choose a nonland card from it. That player puts it on the bottom of his or her library, then draws a card. (That player draws a card even if no card was chosen this way.)
"The verbosity of your mind is simply part of the basic chatter that goes on in the universe. Let them go through. Empty your mind."
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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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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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Turn a face-up card in exile face down,
: Add to your mana pool.The good news is that it can devour your nightmares. The bad news is that it is also likely to consume your hopes and dreams along with them.
2/1
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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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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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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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: 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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: 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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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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Flying
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.) 0/2
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Bewilderment
(mythic)
Dimensional Rift Master
(uncommon)
Effortless
(uncommon)
Guide on the Pathless Path
(uncommon)
Naïve Elempath
(common)
Dream Eater
(common)
Blindless Seer
(common)
Hypnophobic Apparition
(common)
Psychic Embryo
(common)
Aether Astrologist
(common)
Detachment
(common)
Death During Life
(common)
Dream Sow
(common)
Pixie Meditators
(common)
Mountain
(basic)





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