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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Enchant creature
Enchanted creature gets +3/+3 and has protection from creatures. “The eyes of justice don’t distinguish friends and enemies, only right or wrong.”
—Cecilia, Queen of Forteplaza |
As Rainbow Cloak enters the battlefield, choose a color.
Equipped creature has defender and protection from the chosen color. Equip ![]() |
As an additional cost to cast Nature’s Touch, tap X untapped green creatures you control.
Search your library for up to X creature cards, reveal them, shuffle your library, then put those cards on top of it. Nature helps those who will help her tomorrow.
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As long as Forteplazian Guard is equipped, it can block any number of creatures.
Whenever Forteplazian Guard blocks, you may dig 5 for an Equipment. (Look at the top five cards of your library. You may reveal an Equipment card from among them and put it into your hand. Put the rest on the bottom in any order.) 2/4
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Whenever Cliff Explorer attacks, you may dig 4 for a Dwarf. (Look at the top four cards of your library. You may reveal a Dwarf card from among them and put it into your hand. Put the rest on the bottom in any order.)
If needed, it takes only a few seconds for a dwarf to call an entire squad.
4/3
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When Charged Wanderer is put into a graveyard from the battlefield, add
to your mana pool.Liberia’s past inhabitants still hold the same power they’ve carrying for years, guarding them until death.
2/2
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Target nongreen creature gains intimidate until end of turn.
Draw a card. Vitterfolk of Mertinia keep the forest safe by not allowing intruders. They call themselves the Warriors of Nature.
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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. |
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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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Whenever Jötun Juniors becomes blocked by one or more black creature, it gets +2/+2 and gains trample until end of turn.
Young jötuns don’t think too much about moral, but they are already born with rejection for impure beings.
3/3
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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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“We do not know you yet, Liberia, but one day we will find your secrets. We haven’t conquered you yet, but later we will dominate the land. We are both young now, but time will tell which one of us will win over the other.”
1/2
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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 |
Flying, lifelink
It stares at Fortplaza, the invaders of its old land, and envies them as they rebuild their home in this new world.
2/1
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Flying
1/1
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Honorable Cause
(rare)
Rainbow Cloak
(uncommon)
Nature's Touch
(uncommon)
Forteplazian Guard
(uncommon)
Cliff Explorer
(common)
Charged Wanderer
(common)
Vitterfolk Tactics
(common)
Clear Trees
(common)
Halfblood Warrior
(common)
Jötun Juniors
(common)
Serpent of the Ancient Sea
(common)
Young Mermaid
(common)
Naturalize
(common)
Savage Owl
(common)
Mountain
(basic)
Spirit
(token)



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