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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Target player draws X cards.
Adapt—You may sacrifice a creature with power X and pay ![]() ![]() rather than pay Eternal Legacy’s mana cost, or you may discard X cards and pay ![]() instead.The Sun protects those loyal to nature. The Moon rewards those devoted to study.
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Whenever a player gains life, you may put a quest counter on Quest for the Eternal Curse.
Remove three quest counters from Quest for the Eternal Curse and sacrifice it: Target player’s life total becomes 10. |
Regenerate target creature. Put two +1/+1 counters on it.
Adapt—If Strong Blood targets a creature that is the target of another spell, you may pay rather than pay its mana cost. |
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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: Snowpeak Fighter gets +1/+0 until end of turn.“I wouldn’t survive the cold of this mountain without the fire burning inside me.”
4/2
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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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: 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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The dwarves of Irecliff are men of courage. Every day, they leave the village and seek for gold and treasure for their brothers, without caring about the danger of the wild.
2/2
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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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Counter target spell. If that spell is countered this way, put that card on the top or bottom of its owner’s library instead of into that player’s graveyard.
Unlike sirens, who attract their enemies and then attack them, mermaids fight to keep them away as long as possible.
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When Shore Mermaid enters the battlefield, you may dig 3 for an instant or blue sorcery. (Look at the top three cards of your library. You may reveal an instant or blue sorcery card from among them and put it into your hand. Put the rest on the bottom in any order.)
2/2
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: Irecliff Expert gets +1/+0 until end of turn.
Whenever Irecliff Expert attacks, you may dig X for a Dwarf, where X is Irecliff Expert’s power. (Look at the top X cards of your library. You may reveal a Dwarf card from among them. Put it into your hand and the rest on the bottom.) 2/3
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, : Target creature gains swampwalk until end of turn.
, : Target creature gains forestwalk until end of turn.“The Vitterfolk hear the whisper of power. The Jötun hear the whisper of nature.”
—Nilvorg the Exterminator |
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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Flying
1/1
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Eternal Legacy
(rare)
Quest for the Eternal Curse
(uncommon)
Strong Blood
(uncommon)
Cleaning Wind
(uncommon)
Snowpeak Fighter
(common)
Swamp Vitterfolk
(common)
Soleil Leafcaller
(common)
Sharp-axe Dwarf
(common)
Swamp Dweller
(common)
Hinder
(common)
Shore Mermaid
(common)
Irecliff Expert
(common)
Relic of Trascendence
(common)
Forteplazian Soldier
(common)
Plains
(basic)
Spirit
(token)




instead.


,
: Target creature gains swampwalk until end of turn.
,