The Sixth Color: Virtual Booster

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Mechanics
Printable
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.
 M 
Sorcery
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.
 U 
Sorcery
Search your graveyard, hand, and/or library for a card and exile it. If you search your library this way, shuffle it.
Draw the bottom card of your library.
The only thing the old man had learned from the weird creatures was that on the tip of the tongue is still far beyond.
 U 
Sorcery
You may pay {0} rather than pay the mana cost of the next nonland card you cast this turn. If that spell contains {x} in its costs, X is 5.
To go beyond the wheel is to go beyond its limitations.
 U 
Sorcery
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."
 C 
Creature – Faerie
Flying
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.)
0/2
 C 
Enchantment
Return Octarine Evocation to its owner’s hand: Add {2} to your mana pool.
Drawn from the fires of reality itself, true colorless mana burns with the color outside of vision, octarine.
 C 
Creature – Aetherborn
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
 C 
Instant
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.
 C 
Creature – Spirit
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
 C 
Creature – Horror
Turn a face-up card in exile face down, {t}: Add {1} 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
 C 
Enchantment
Focus (At the beginning of your upkeep, target creature gets +1/+1 until end of turn.)
The secret of the universe lies within energy. Through frequency and vibration, everything is connected.
 C 
Creature – Elf Mystic
{t}: 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
 C 
Instant
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.
 C 
Instant
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."
Swamp
 
 B 
Basic Land – Swamp

Dreamecdote (mythic)
Demented Tutor (uncommon)
Master the Wheel (uncommon)
Effortless (uncommon)
Pixie Meditators (common)
Octarine Evocation (common)
Follower of Figments (common)
Mental Block (common)
Psychic Embryo (common)
Dream Eater (common)
Flowing Form (common)
Aether Astrologist (common)
Deepest Lore (common)
Death During Life (common)
Swamp (basic)