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.
![]() ![]() : Draw a card.
If you would draw a card, you may choose a color, then dig 3 for a card of that color. Otherwise, draw a card. (To dig, look at the top three cards of your library. You may reveal a card of the chosen color and put it into your hand. Put the rest on the bottom in any order.) 3/3
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Trample, haste
When Spirit of War enters the battlefield, attach target Equipment to it. At the beginning of the end step, sacrifice Spirit of War. It dreams of fighting a last war, but it is doomed to fight only a last battle.
3/1
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As Rainbow Cloak enters the battlefield, choose a color.
Equipped creature has defender and protection from the chosen color. Equip ![]() |
Enchant creature
Enchanted creature gets +3/-1 and has flying and haste. When enchanted creature is put into a graveyard, it deals 3 damage to its controller. A body as beautiful as a siren’s can drive a woman insane, wishing she were what she’s not.
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Target creature gets +2/+0 and gains lifelink until end of turn.
“It’s hard not to lose your sanity when presented with a power so big.”
—Paolo, King of Forteplaza |
: Prevent the next 1 damage target creature would deal this turn. If that creature is red, instead prevent the next 2 damage it would deal this turn.Ladyhealers are the magical guardians of Forteplaza, carrying both their pride for their country and their will to help the others.
0/1
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Creatures you control gain lifelink until end of turn.
Adapt—If one or more creatures are attacking you, you may pay ![]() rather than pay Forteplazian Honor’s mana cost.Forteplaza’s soldiers don’t fight for themselves or for their Queen, but for their entire country.
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Flying, haste
It stares at Forteplaza, its old home, and becomes angered when it sees how they are destroying their new land.
3/3
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: 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
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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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, : Target player gains 1 life.
, : Target player loses 1 life.“Try to hurt me and I will get back up. Try to impose me and you will fall.”
—Cecilia, Queen of Forteplaza |
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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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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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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Flying
1/1
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Faerie of Endless Dreams
(mythic)
Spirit of War
(uncommon)
Rainbow Cloak
(uncommon)
Siren's Mirror
(uncommon)
Uncontrollable Thirst
(common)
Dedicated Ladyhealer
(common)
Forteplazian Honor
(common)
Nocturnal Stalker
(common)
Snowpeak Fighter
(common)
Heavenlake Misguide
(common)
Relic of Authority
(common)
Charged Wanderer
(common)
Swamp Dweller
(common)
Serpent of the Ancient Sea
(common)
Mountain
(basic)
Spirit
(token)



: Prevent the next 1 damage target creature would deal this turn. If that creature is red, instead prevent the next 2 damage it would deal this turn.

rather than pay its mana cost.
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