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.
: Scout of the Deep gains islandwalk until end of turn.
Whenever Scout of the Deep deals combat damage to a player, you may draw three cards. If you do, discard three cards at the beginning of the next end step. Some secrets should never reach the surface.
3/4
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The next 3 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to target creature or player instead.
Adapt—If Just Arrow targets an attacking creature, you may pay ![]() rather than pay its mana cost. |
Haste
Whenever a white creature is put into a graveyard from the battlefield, return Shade of the Deep from your graveyard to the battlefield. 2/1
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Destroy target nonblack creature. It can’t be regenerated. You gain life equal to its toughness.
The look on the face of the Warriors of Nature is far scarier than their rituals.
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Exile target card in a graveyard. Put a 1/1 black Spirit creature token with flying onto the battlefield.
The death of Queen Cecilia’s soldiers is never in vain.
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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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Target creature gets +2/+0 and gains lifelink until end of turn.
“It’s hard not to lose your sanity when presented with a power so big.”
—Paolo, King of Forteplaza |
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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Clear Lake enters the battlefield tapped.
: Add to your mana pool.
, Shuffle Clear Lake into its owner’s library: Add ![]() to your mana pool. |
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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: Regenerate Walking Dead.He’d been the king of his world. He had power, money, respect. Thousands of years have passed, but he continues to wander through Liberia, never accepting he’s lost everything.
1/1
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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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Forteplazian Soldier has first strike and vigilance as long as you control another nonblack creature.
“Queen Cecilia’s soldiers are Forteplaza’s pride. Those who don’t work in group don’t contribute to the group at all.”
1/1
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Equipped creature gets +1/+2 and has vigilance.
Equip ( : Attach to target creature you control. Equip only as a sorcery.) |
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Flying
1/1
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Scout of the Deep
(rare)
Just Arrow
(uncommon)
Shade of the Deep
(uncommon)
Sever Soul
(uncommon)
Ghost Beckoning
(common)
Patrol Siren
(common)
Uncontrollable Thirst
(common)
Serpent of the Ancient Sea
(common)
Clear Lake
(common)
Halfblood Warrior
(common)
Walking Dead
(common)
Spontaneous Rush
(common)
Forteplazian Soldier
(common)
Defender's Sword
(common)
Mountain
(basic)
Spirit
(token)


: Scout of the Deep gains islandwalk until end of turn.

rather than pay its mana cost.

: Patrol Siren gets +2/+0 and gains flying until end of turn.
: 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.)