Liberia: Virtual Booster

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Mechanics | Flavor
Printable
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.
 U 
Enchantment – Aura
Enchant creature
Enchanted creature has intimidate.
Whenever enchanted creature deals damage to a player, you may discard a card at random. If you do, draw two cards.
Gifted with emotion and passion, sirens hope to understand Liberia and adapt to its environment.
 
 R 
Enchantment
Players can’t untap more than one land during their untap steps.
“This a cursed land. It has memories of war and hatred, yet there are no bodies to be found. Move on, sisters. These spirits can’t rest in peace, and we don’t want to enrage them.”
—Carla, Forteplazian ladyhealer
 U 
Instant
Attach target Equipment to target creature. That creature gets +2/+2 until end of turn.
Adapt—If Dwarf’s Treasure targets two permanents with different controllers, you may pay {r} rather than pay its mana cost.
The larger the weapon, the more rewarding it feels to steal it.
 U 
Creature – Troll Warrior
Double strike, swampwalk
Double-axe Warriors train themselves to be fast and sneaky, yet strong enough to each deal with a pair of invaders at least.
2/3
 U 
Artifact
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 {3}
 C 
Creature – Kithkin Warrior
As long as Trained Kithkin is equipped, it gets +3/+3.
“Dwarves have learned about war only by experience, scars, blood, and defeat, all this time... This three months of training will show them that’s not the only choice!”
1/1
 C 
Creature – Zombie
{b}: Regenerate Walking Dead.
He’d been the king of his world. He had power, money, respect. Thousands of years have passed, but he continues to wander through Liberia, never accepting he’s lost everything.
1/1
 C 
Enchantment – Aura
Enchant land
Enchanted land has “{t}: 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
 C 
Artifact – Equipment
Equipped creature gets +1/+2 and has vigilance.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
 C 
Creature – Siren Scout
Haste
Whenever Passionate Siren becomes blocked, you may dig 5 for an instant or sorcery. (Look at the top five cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom in any order.)
2/2
 C 
Sorcery
Return up to two target creature and/or land cards from your graveyard to your hand.
Adapt—If Earth’s Souls targets only land cards, you may pay {g} rather than pay its mana cost.
Vitterfolk act for themselves, but Jötuns act only for the forest.
 C 
Instant
Each player may dig 4 for a blue card. (That player looks at the top five cards of his or her library. He or she may reveal a blue card from among them and put it into his or her hand. The rest are put on the bottom in any order.)
“We mermaids see the future as an infinite number of paths. But sirens see nothing.”
 C 
Land
Clear Trees enters the battlefield tapped.
{t}: Add {g} to your mana pool.
{t}, Shuffle Clear Trees into its owner’s library: Add {g}{g} to your mana pool.
 C 
Instant
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
Forest
 
 B 
Basic Land – Forest
 T 
Creature – Spirit
Flying
1/1

Face of the Siren (uncommon, foil)
Sealed Wishes (rare)
Dwarf's Treasure (uncommon)
Double-Axe Warrior (uncommon)
Troll War Drum (uncommon)
Trained Kithkin (common)
Walking Dead (common)
Land Catalyst (common)
Defender's Sword (common)
Passionate Siren (common)
Earth's Souls (common)
Thought Renewal (common)
Clear Trees (common)
Inside Out (common)
Forest (basic)
Spirit (token)