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 opponent reveals his or her hand. You choose two nonland cards from it. That player discards those cards, then digs 4 for a nonland card. (That player looks at the top four cards of his or her library. He or she may reveal a nonland card from among them and put it into his or her hand. The rest are put on the bottom in any order.)
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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 |
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 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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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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Sacrifice Carrier of Death: Target creature gets -2/-2 until end of turn.
“Our impure spirits shall return someday, not for revenge, but to serve a bigger purpose in the afterlife.”
2/2
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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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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
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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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Carefree Soleil can’t be blocked by more than one blue creature.
![]() : Carefree Soleil gets +2/+2 until end of turn. Activate this ability only once each turn.“We Lunes try hard to progress. How can Soleils be satisfied with what nature has given to them?”
—Valya, moonguided silencer 1/1
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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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, : Target creature gets -1/-0 until end of turn.
, : Target creature gets +1/+0 until end of turn.“The water repels those who cross. The fire terminates those who invade.”
—Brazeira, Queen of Sirens |
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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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Flying
When Wild Pegasus enters the battlefield, destroy target enchantment. Some of Liberia’s winged horses were trained by Forteplaza for their Moonknights. But the rest dislikes what they see as an unjust city.
1/2
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Flying
1/1
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Broken Wishes
(rare)
Heart's Shield
(uncommon)
Sunguided Reclamation
(uncommon)
Reaper's Staff
(uncommon)
Forteplazian Soldier
(common)
Carrier of Death
(common)
Restless Cadet
(common)
Dwarf Watcher
(common)
Swamp Dweller
(common)
Carefree Soleil
(common)
Cliff Explorer
(common)
Relic of Imagination
(common)
Sharp-axe Dwarf
(common)
Wild Pegasus
(common)
Mountain
(basic)
Spirit
(token)



rather than pay its mana cost.

,
: Target creature gets -1/-0 until end of turn.
,