Liberia: Virtual Booster
| Liberia: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| 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.
|
Flying
Whenever Midnight Specter deals damage to a player, that player reveals two cards at random from his or her hand, then discards each nonland card revealed this way. It shares its lost and painful dreams with any doomed soul it can find at night.
2/2
|
Enchant creature
![]() : Put a +1/+1 counter on enchanted creature.
: Enchanted creature gets +1/+1 until end of turn.The power of mere weapons can’t be compared to the power of the spirit.
|
Equipped creature gets +2/+2 and has trample.
As long as Troll War Drum is attached to a creature, other creatures you control have trample. Equip ![]() |
Prevent all noncombat damage that would be dealt to you this turn. At the beginning of the end step, you may dig X for a white card, where X is the amount of damage prevented this way. (Look at the top X cards of your library. You may reveal a white card from among them and put it into your hand. Put the rest on the bottom in any order.)
|
|
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.
|
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
|
Reach
When Landreader Soleil enters the battlefield, you may dig 2 for a basic land. (Look at the top two cards of your library. You may reveal a basic land card from among them and put it into your hand. Put the other one on the bottom.) 1/2
|
First strike
The fact that dwarves are guided by greed and thirst for combat doesn’t mean they don’t make good guards. In fact, they are often good at surprising attackers.
1/1
|
|
Flying
Whenever one or more green creatures attack you, untap Midnight Lune and it gets +1/+2 until end of turn. At night, Soleils rest and Lunes wake up. Their improved night vision allows them to catch prey with ease during this time.
2/1
|
, : Relic of Inspiration deals 1 damage to target creature.
, : Prevent the next 1 damage that would be dealt to target creature this turn.“The top of the mountain feels angry. The lower hills feel guilty.”
—Brolly, Dwarf King |
Flying, haste
It stares at Forteplaza, its old home, and becomes angered when it sees how they are destroying their new land.
3/3
|
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
|
: 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
|
Flash (You may cast this spell any time you could cast an instant.)
When Exile Order enters the battlefield, exile target permanent. When Exile Order leaves the battlefield, return the exiled card to the battlefield under its owner’s control. |
|
Flying
1/1
|
Midnight Specter
(rare)
Shade's Power
(uncommon)
Troll War Drum
(uncommon)
Cool the Fire
(uncommon)
Vitterfolk Tactics
(common)
Shore Mermaid
(common)
Landreader Soleil
(common)
Dwarf Watcher
(common)
Midnight Lune
(common)
Relic of Inspiration
(common)
Nocturnal Stalker
(common)
Halfblood Warrior
(common)
Snowpeak Fighter
(common)
Exile Order
(common)
Swamp
(basic)
Spirit
(token)



: Put a +1/+1 counter on enchanted creature.
,
: Relic of Inspiration deals 1 damage to target creature.
,