Liberia: Virtual Booster
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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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(T: Add
to your mana pool.)
Heavenlake Waters enters the battlefield tapped. , : Reveal the top three cards of your library. Target opponent puts one of them on the bottom of your library. Then you put one of them on the bottom of your library. |
Prevent all combat damage that would be dealt by nongreen creatures this turn.
“The forest can show
how to heal the pain, but if blind you are born, then blind you’ll remain.” —Jötun poem |
Enchant creature
![]() : Put a +1/+1 counter on enchanted creature.
: Enchanted creature gets +1/+1 until end of turn.The power of mere weapons can’t be compared to the power of the spirit.
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Enchant creature
Enchanted creature has intimidate. Whenever enchanted creature deals damage to a player, you may discard a card at random. If you do, draw two cards. Gifted with emotion and passion, sirens hope to understand Liberia and adapt to its environment.
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When Repelling Mermaid enters the battlefield, return another target creature to its owner’s hand. Its controller draws a card unless it was red.
Contrary to what one would think, mermaids tend not to like being close to strangers. They remain emotionally distant even to each other.
2/2
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Clear Trees enters the battlefield tapped.
: Add to your mana pool.
, Shuffle Clear Trees into its owner’s library: Add ![]() to your mana pool. |
Intimidate
Swamp Vitterfolk can’t block green creatures. For jötuns, being nature’s defender requires responsibility, integrity, and respect for the forest. For vitterfolk, it requires passion, lack of mercy, and a pair of good weapons.
3/1
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Destroy target artifact or enchantment.
“Liberia’s old relics destroyed the last world, just like our old weapons destroyed ours. Mertinia now is giving us a message and we can’t do anything but follow it.”
—Naturalizing jötun |
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Whenever Halfblood Warrior attacks, it gets +3/+0 until end of turn.
Halfbloods are the most appreciated race among Mertinia. Being vitterfolk-jötun hybrids, they possess great skill packed with greater strength.
2/5
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Mana Ring enters the battlefield tapped.
, : Add two mana of any one color to your mana pool.“Was it shining alone in such a desolate world before, or was it foreshadowing our arrival here?”
—Mermaid skylooker |
Irecliff Brute can’t attack or block unless you control a Kithkin or another Dwarf.
Irecliff Brute has trample and haste as long as you control a Kithkin and another Dwarf. “Giant beings are powerful. And power becomes irresponsible if left unattended.” —Brolly, Dwarf King
4/4
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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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Defender (This creature can’t attack.)
“I don’t like these places. One only sees all these sad, lazy animals, with no motivation whatsoever.”
—Carla, Forteplazian ladyhealer 4/5
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Dig 3 for a nonland card. Siren Gaze deals damage to target creature equal to that card’s converted mana cost. (To dig, look at the top three cards of your library. You may reveal a nonland card from among them and put it into your hand. Put the rest on the bottom in any order.)
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Flying
1/1
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Heavenlake Waters
(rare)
Mertinian Fog
(uncommon)
Shade's Power
(uncommon)
Face of the Siren
(uncommon)
Repelling Mermaid
(common)
Clear Trees
(common)
Swamp Vitterfolk
(common)
Naturalize
(common)
Halfblood Warrior
(common)
Mana Ring
(common)
Irecliff Brute
(common)
Heavenlake Joy
(common)
Wandering Rhino
(common)
Siren Gaze
(common)
Swamp
(basic)
Spirit
(token)
to your mana pool.)
,
: Reveal the top three cards of your library. Target opponent puts one of them on the bottom of your library. Then you put one of them on the bottom of your library.

: Put a +1/+1 counter on enchanted creature.
: Enchanted creature gets +1/+1 until end of turn.