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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Untap target permanent and gain control of it until end of turn. It gains haste until end of turn. Add
![]() ![]() to your mana pool.“Thoughts and decisions are a lie. We are and have always been only the manifestation of our selfish emotions.” —Brazeira, Queen of Sirens
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Shuffle up to three target cards from a single graveyard into their owner’s library, then dig 1 for a creature. (Look at the top card of your library. Reveal it’s a creature card and put it into your hand or put it on the bottom.)
Adapt—If Sunguided Reclamation targets only creature cards, you may pay rather than pay its mana cost. |
Whenever an Equipment enters the battlefield under your control, you may put a quest counter on Quest for the General.
Remove three quest counters from Quest for the General and sacrifice it: You may put a nonblack creature card from your hand onto the battlefield. Then attach all Equipment you control to it. |
Whenever equipped creature is put into a graveyard, draw a card.
Equip ![]() “Helpless souls do not need their energy. It’d be a waste to let it go.”
—Paolo, King of Forteplaza |
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Lifelink
When you gain life, return Restless Cadet from your graveyard to your hand. Cadets at Forteplaza are often told to fight for their people until death. But sometimes their wish for justice goes beyond the orders.
2/1
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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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As long as Trained Kithkin is equipped, it gets +3/+3.
“Dwarves have learned about war only by experience, scars, blood, and defeat, all this time... This three months of training will show them that’s not the only choice!”
1/1
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Target creature can’t block this turn.
Draw a card. Adapt—If Heavenlake Misguide targets a blue creature, you may pay ![]() rather than pay its mana cost.Mermaids don’t know how to deal with strangers, so their only choice is to keep them away.
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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 becomes 4/4 until end of turn.
Adapt—If Lune’s Teachings targets a creature with flying, you may pay rather than pay its mana cost.Soleils often think the difficulty for those unexperienced with lunar magic is on purpose.
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Eager Siren can’t attack alone unless defending player controls a blue permanent.
Sirens often explore in groups for safety, but they can leave freely as soon as they see there is no danger.
3/1
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Trample
It is angered by the corruption of its forests, and attacks those that seem responsible for it. Yet, it wishes it were that easy to solve.
5/5
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Clear Hills enters the battlefield tapped.
: Add to your mana pool.
, Shuffle Clear Hills into its owner’s library: Add ![]() to your mana pool. |
You draw two cards and lose 2 life.
Vitterfolk don’t listen to nature the way their Jötun brothers do. They only have ears for the voice of power.
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Flying
1/1
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Spontaneous Treason
(rare)
Sunguided Reclamation
(uncommon)
Quest for the General
(uncommon)
Reaper's Staff
(uncommon)
Restless Cadet
(common)
Serpent of the Ancient Sea
(common)
Trained Kithkin
(common)
Heavenlake Misguide
(common)
Irecliff Expert
(common)
Lune's Teachings
(common)
Eager Siren
(common)
Giant Warthog
(common)
Clear Hills
(common)
Night's Whisper
(common)
Plains
(basic)
Spirit
(token)


rather than pay its mana cost.


: 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.)
