Liberia: Virtual Booster

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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.
 M 
Creature – Faerie Wizard
Flash, flying
Whenever an opponent casts a spell, put the top card of your library into your graveyard. If it shares a card type with that spell, counter it. If a green creature spell is countered this way, draw cards equal to its power. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery and tribal.)
4/2
 U 
Instant
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.
 U 
Creature – Spirit
{1}, 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 {1}{w} rather than pay Cursing Banshee’s mana cost.
3/2
 U 
Instant
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 {g} rather than pay its mana cost.
{1}{u}{u}
 
 C 
Instant
Counter target spell. If that spell is countered this way, put that card on the top or bottom of its owner’s library instead of into that player’s graveyard.
Unlike sirens, who attract their enemies and then attack them, mermaids fight to keep them away as long as possible.
 C 
Creature – Troll Warrior
Intimidate
Swamp Vitterfolk can’t block green creatures.
For jötuns, being nature’s defender requires responsibility, integrity, and respect for the forest. For vitterfolk, it requires passion, lack of mercy, and a pair of good weapons.
3/1
 C 
Sorcery
Target nonwhite creature gains double strike until end of turn. Add {r} 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
 C 
Creature – Dwarf Warrior
First strike
Sacrifice Carrier of Scars: Carrier of Scars deals 2 damage to target creature or player.
“Winners aren’t those who wait, but those who fail at first, but try again and succeed.”
2/1
 C 
Land
Clear Hills enters the battlefield tapped.
{t}: Add {r} to your mana pool.
{t}, Shuffle Clear Hills into its owner’s library: Add {r}{r} to your mana pool.
 C 
Instant
Exile target card in a graveyard. Put a 1/1 black Spirit creature token with flying onto the battlefield.
The death of Queen Cecilia’s soldiers is never in vain.
 C 
Instant
Each creature you control gets +X/+X until end of turn, where X is the number of creatures you control.
Soldiers in Forteplaza are trained to help each other in battle, not to be strong warriors. Those who believe themselves to be superior are often amazed by their ability as a team.
 C 
Sorcery
Target creature can’t block this turn.
Draw a card.
Adapt—If Heavenlake Misguide targets a blue creature, you may pay {1}{u} rather than pay its mana cost.
Mermaids don’t know how to deal with strangers, so their only choice is to keep them away.
 C 
Creature – Dwarf Warrior
{r}: Irecliff Expert gets +1/+0 until end of turn.
Whenever Irecliff Expert attacks, you may dig X for a Dwarf, where X is Irecliff Expert’s power. (Look at the top X cards of your library. You may reveal a Dwarf card from among them. Put it into your hand and the rest on the bottom.)
2/3
 C 
Creature – Troll Shaman
Whenever a Swamp enters the battlefield, target player loses 1 life.
Whenever a Forest enters the battlefield, target player gains 1 life.
“The land tells us far more about its inhabitants than their words do.”
1/1
Mountain
 
 B 
Basic Land – Mountain
 T 
Creature – Spirit
Flying
1/1

Moonguided Silencer (mythic)
Cleaning Wind (uncommon)
Cursing Banshee (uncommon)
Sunguided Reclamation (uncommon)
Hinder (common)
Swamp Vitterfolk (common)
Spontaneous Rush (common)
Carrier of Scars (common)
Clear Hills (common)
Ghost Beckoning (common)
Strength of the Group (common)
Heavenlake Misguide (common)
Irecliff Expert (common)
Earthtouching Troll (common)
Mountain (basic)
Spirit (token)