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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Proud Cavalier gets +1/+0 and has haste as you control a Mountain.
Proud Cavalier gets +1/+0 and has lifelink as long as you control a Plains. Kithkin were the first to ride horses in Irecliff. Dwarves would soon pick up the habit later.
1/3
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As Rainbow Cloak enters the battlefield, choose a color.
Equipped creature has defender and protection from the chosen color. Equip ![]() |
Flying
: Moonknight Patrol gains first strike until end of turn.
![]() : Moonknight Patrol gets +1/+0 until end of turn.Moonknights patrol Forteplaza’s surroundings, protecting it from the dangers that inhabit Liberia.
2/1
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, Sacrifice Cursing Banshee: Counter target noncreature spell unless its controller has you gain 7 life.
Adapt—If an opponent has more life than you, you may pay ![]() rather than pay Cursing Banshee’s mana cost.3/2
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Switch target creature’s power and toughness until end of turn.
Draw a card. “Mermaids and sirens are as different as water and fire, yet they don’t understand they can share more ideas than they think.”
—Brazeira, Queen of Sirens |
When Repelling Mermaid enters the battlefield, return another target creature to its owner’s hand. Its controller draws a card unless it was red.
Contrary to what one would think, mermaids tend not to like being close to strangers. They remain emotionally distant even to each other.
2/2
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Defender (This creature can’t attack.)
“I don’t like these places. One only sees all these sad, lazy animals, with no motivation whatsoever.”
—Carla, Forteplazian ladyhealer 4/5
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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 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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Target creature gets -3/-3 until end of turn.
Those found by Mertinia’s vitterfolk release their terror in one last gasp. Their spirits forget everything about that horrifying moment and move on.
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Equipped creature gets +3/+0.
Equip ( : Attach to target creature you control. Equip only as a sorcery.) |
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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Regenerate target nonblue creature. That creature gets +3/+3 until end of turn.
“Lunes think wounds are imperfections. But I think different. If anything, wounds actually make you stronger.”
—Marcya, conservative Soleil |
Clear Hills enters the battlefield tapped.
: Add to your mana pool.
, Shuffle Clear Hills into its owner’s library: Add ![]() to your mana pool. |
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Flying
1/1
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Proud Cavalier
(rare)
Rainbow Cloak
(uncommon)
Moonknight Patrol
(uncommon)
Cursing Banshee
(uncommon)
Inside Out
(common)
Repelling Mermaid
(common)
Wandering Rhino
(common)
Carefree Soleil
(common)
Halfblood Warrior
(common)
Last Gasp
(common)
Brainsplitter
(common)
Vitterfolk Tactics
(common)
Sunguided Healing
(common)
Clear Hills
(common)
Mountain
(basic)
Spirit
(token)




: Moonknight Patrol gains first strike until end of turn.
: Moonknight Patrol gets +1/+0 until end of turn.

: Add
to your mana pool.