Liberia: Virtual Booster
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| Mechanics | Flavor |
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land, 1 token.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
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Put two 1/1 black Spirit creature tokens with flying onto the battlefield. They gain deathtouch until end of turn.
Adapt—If no opponent controls a black creature, you may pay ![]() ![]() rather than pay Spiritual Evening’s mana cost, or if an opponent controls two or more creatures with flying, you may pay ![]() ![]() instead. |
First strike
At the beginning of your upkeep, dig 1 for a black card. (Look at the top card of your library. Reveal it’s a black card and put it into your hand or put it on the bottom.) Great powers come only from great masters.
2/2
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Name a nonland card. Target player reveals his or her hand. That player discards a card with that name. If he or she can’t, you draw a card.
Mermaids are determined to learn every secret there is about Liberia. Lunes are determined to have some dangerous truths remain secret.
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, Sacrifice Cursing Banshee: Counter target noncreature spell unless its controller has you gain 7 life.
Adapt—If an opponent has more life than you, you may pay ![]() rather than pay Cursing Banshee’s mana cost.3/2
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First strike
The fact that dwarves are guided by greed and thirst for combat doesn’t mean they don’t make good guards. In fact, they are often good at surprising attackers.
1/1
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: Add one mana of any color to your mana pool.Soleils are faeries with an affinity for the Sun and the earth, through which they connect with their instinct much better than their Lune sisters.
1/3
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Clear Hills enters the battlefield tapped.
: Add to your mana pool.
, Shuffle Clear Hills into its owner’s library: Add ![]() to your mana pool. |
Whenever Jötun Juniors becomes blocked by one or more black creature, it gets +2/+2 and gains trample until end of turn.
Young jötuns don’t think too much about moral, but they are already born with rejection for impure beings.
3/3
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Target creature gains haste until end of turn and attacks you this turn if able.
Adapt—If Heavenlake Joy targets a red creature, you may pay rather than pay its mana cost.Sirens seek the appropiate emotion in their victims to lure them, but are pleased to find some are already prepared.
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Eager Siren can’t attack alone unless defending player controls a blue permanent.
Sirens often explore in groups for safety, but they can leave freely as soon as they see there is no danger.
3/1
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“We do not know you yet, Liberia, but one day we will find your secrets. We haven’t conquered you yet, but later we will dominate the land. We are both young now, but time will tell which one of us will win over the other.”
1/2
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Swampwalk
Each day, it tries to get out of Mertinia and look for a better future. But it finds itself unable to leave, trapped in the same familiar swamp it’s been seeing for years.
1/1
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Sacrifice Carrier of Hope: The next 1 damage that would be dealt to target creature this turn is instead dealt to another target creature.
“All the unnecessary violence will one day be punished, not by me, but by justice...”
1/1
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Enchant creature
Enchanted creature has flying. Whenever enchanted creature deals combat damage to a player, you may draw two cards. If you do, discard a card. Gifted with curiosity, mermaids seek every piece of knowledge about Liberia to expand their home.
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Flying
1/1
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Spiritual Evening
(rare)
Forteplazian Lancer
(uncommon)
Banned Knowledge
(uncommon)
Cursing Banshee
(uncommon)
Dwarf Watcher
(common)
Soleil Leafcaller
(common)
Clear Hills
(common)
Jötun Juniors
(common)
Heavenlake Joy
(common)
Eager Siren
(common)
Young Mermaid
(common)
Swamp Dweller
(common)
Carrier of Hope
(common)
Face of the Mermaid
(common)
Forest
(basic)
Spirit
(token)






rather than pay Cursing Banshee’s mana cost.
: Add
to your mana pool.