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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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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When Soil Entity enters the battlefield, put five 1/1 black Spirit creature tokens with flying onto the battlefield under target opponent’s control.
Creatures with flying can only block creatures with flying. “...Finally, the soil rose, returning life to the impure, but never forgiving their actions.” —Legend of the Entities, page 5
5/5
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Cleaning Wind deals 1 damage to each creature with flying. You gain 1 life for each black creature put into a graveyard this way.
Jötuns like to think Mertinia doesn’t need the Warriors of Nature. The forest can defend itself quite well.
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Dig 5 for a creature or land. Then reveal any number of Forest and/or green cards from your hand. You gain that much life. (To dig, look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom in any order.)
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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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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. |
Tap an untapped creature you control: Lonely Soldier gets +1/+1 until end of turn.
“It is true that I serve an entire nation, but soldiers that are better than others should be recognized. If the Queen or the Moonknights won’t notice my effort, I’ll at least make sure the rest of the army knows I fight alone.”
2/2
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Enchant land
Enchanted land has “ : Add two mana of any one color to your mana pool.”“I don’t order nature. It let it flow and take the path it wishes.”
—Tamya, landreader Soleil |
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Flash (You may cast this spell any time you could cast an instant.)
: Moongrove Interceptor gains protection from green until end of turn.Moongrove can warn about danger, but only interceptors can hear it.
2/3
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Veteran of Forteplaza gets +1/+1 as long as you control another white permanent.
Veteran of Forteplaza has first strike as long as you control another black permanent. “In the old days, we’d work together, as a nation. If Forteplaza continues with its internal problems, its end may not be that far from now.”
2/1
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Target nonwhite creature gains double strike until end of turn. Add
to your mana pool. (That creature deals both first-strike and regular combat damage.)“Combat is about surprising your enemy. One quick strike that leaves them open for the next.” —Tarv, Irecliff Expert
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Enchant creature
Enchanted creature has flying. Whenever enchanted creature deals combat damage to a player, you may draw two cards. If you do, discard a card. Gifted with curiosity, mermaids seek every piece of knowledge about Liberia to expand their home.
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Creatures you control get +1/+0 until end of turn.
Draw a card. Adapt—If you control three or more creatures, you may pay rather than pay Riding Together’s mana cost. |
Clear Marsh enters the battlefield tapped.
: Add to your mana pool.
, Shuffle Clear Marsh into its owner’s library: Add ![]() to your mana pool. |
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Flying
1/1
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Spirit of War
(uncommon, foil)
Soil Entity
(rare)
Cleaning Wind
(uncommon)
Biodiscovery
(uncommon)
Spirit of War
(uncommon)
Exile Order
(common)
Lonely Soldier1
(common)
Land Catalyst
(common)
Moongrove Interceptor
(common)
Veteran of Forteplaza
(common)
Spontaneous Rush
(common)
Face of the Mermaid
(common)
Riding Together
(common)
Clear Marsh
(common)
Plains
(basic)
Spirit
(token)




: Add two mana of any one color to your mana pool.”
