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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(
: Add to your mana pool.)
Moongrove Meadow enters the battlefield tapped. , : Target opponent may have him or her and you each draw a card. |
Trample
Charging Giant can’t be blocked by more than one creature. “Vitterfolk are okay hiding and surprising enemies in group, but we jötun demand a fair fight, as nature intended for us.”
4/3
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Cleaning Wind deals 1 damage to each creature with flying. You gain 1 life for each black creature put into a graveyard this way.
Jötuns like to think Mertinia doesn’t need the Warriors of Nature. The forest can defend itself quite well.
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![]() , : Dig 4 for an artifact. (Look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom in any order.)Hours of searching led her to a cave full of old objects: the first sign of history.
2/3
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Serpent of the Ancient Sea can’t attack unless defending player controls an Island or you control five or more Islands.
: Target player digs 5 for an Island. (That player looks at the top five cards of his or her library. He or she may reveal an Island card from among them and put it into his or her hand. The rest are put on the bottom in any order.)6/6
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As long as Trained Kithkin is equipped, it gets +3/+3.
“Dwarves have learned about war only by experience, scars, blood, and defeat, all this time... This three months of training will show them that’s not the only choice!”
1/1
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Equipped creature gets +3/+0.
Equip ( : Attach to target creature you control. Equip only as a sorcery.) |
Target nonwhite creature gains double strike until end of turn. Add
to your mana pool. (That creature deals both first-strike and regular combat damage.)“Combat is about surprising your enemy. One quick strike that leaves them open for the next.” —Tarv, Irecliff Expert
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You draw two cards and lose 2 life.
Vitterfolk don’t listen to nature the way their Jötun brothers do. They only have ears for the voice of power.
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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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Draw a card. Then search your library for a land card, reveal it, shuffle your library and put it on top of it.
Jötuns think that naure has left a message in each part of the world, and that it is their role to recover them.
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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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: Patrol Siren gains flying until end of turn.
![]() : Patrol Siren gets +2/+0 and gains flying until end of turn.Siren patrols approach invaders based on both their previous careful study of the enemy’s actions, and their present rage and hatred for that kind in particular.
2/2
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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. |
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Flying
1/1
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Moongrove Meadow
(rare)
Charging Giant
(uncommon)
Cleaning Wind
(uncommon)
Underwater Explorer
(uncommon)
Serpent of the Ancient Sea
(common)
Trained Kithkin
(common)
Brainsplitter
(common)
Spontaneous Rush
(common)
Night's Whisper
(common)
Swamp Dweller
(common)
Seeds of Exploration
(common)
Eager Siren
(common)
Patrol Siren
(common)
Clear Hills
(common)
Plains
(basic)
Spirit
(token)
: Add
to your mana pool.)
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