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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Enchant land
Enchanted land has “ : Add two mana of any one color to your mana pool.”“I don’t order nature. It let it flow and take the path it wishes.”
—Tamya, landreader Soleil |
Double strike, deathtouch
, Sacrifice a white creature: Florencia is indestructible this turn.“The power of Cecilia protects the weak, but it will soon be nothing compared to mine. Then there will there be justice.”
2/3
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: Regenerate Mertinian Healer.
![]() , : Regenerate target creature.Mertinians are taught both the jötun and the vitterfolk way of healing. The former consider theirs much more noble and caring. The latter do not really care.
2/2
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Destroy target nongreen creature. Put a 1/1 black Spirit creature token with flying onto the battlefield.
“We understand Moongrove, its spirit, its natural order. But this place is different. This forest defends itself by its own of those who don’t understand it. Lucky it’s not us.” —Tamya, landreader Soleil
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White creatures you control are indestructible this turn.
“When the rest of the world is a dangerous and sad place, the only things that remains at your side are friendship and trust.”
—Jody, kithkin chaos fighter |
Creatures you control get +1/+0 until end of turn.
Draw a card. Adapt—If you control three or more creatures, you may pay rather than pay Riding Together’s mana cost. |
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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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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Each creature you control gets +X/+X until end of turn, where X is the number of creatures you control.
Soldiers in Forteplaza are trained to help each other in battle, not to be strong warriors. Those who believe themselves to be superior are often amazed by their ability as a team.
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, : Untap target creature.
, : Tap target creature.“The sun’s light guides to safety. The moon’s light tricks into danger.”
—Icya, Princess of the Fae |
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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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 |
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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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Each player may dig 4 for a blue card. (That player looks at the top five cards of his or her library. He or she may reveal a blue card from among them and put it into his or her hand. The rest are put on the bottom in any order.)
“We mermaids see the future as an infinite number of paths. But sirens see nothing.”
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Flying
1/1
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Land Catalyst
(common, foil)
Florencia, Dark Moonknight
(mythic)
Mertinian Healer
(uncommon)
Corrupt the Heart
(uncommon)
Heart's Shield
(uncommon)
Riding Together
(common)
Spontaneous Rush
(common)
Naturalize
(common)
Strength of the Group
(common)
Relic of Respect
(common)
Halfblood Warrior
(common)
Uncontrollable Thirst
(common)
Heavenlake Joy
(common)
Thought Renewal
(common)
Island
(basic)
Spirit
(token)

: Add two mana of any one color to your mana pool.”


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