Liberia: Virtual Booster
| Liberia: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| Mechanics | Flavor |
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.
|
Target opponent reveals his or her hand. You choose two nonland cards from it. That player discards those cards, then digs 4 for a nonland card. (That player looks at the top four cards of his or her library. He or she may reveal a nonland card from among them and put it into his or her hand. The rest are put on the bottom in any order.)
|
Whenever Kithkin Watcher or another creature you control blocks a creature, you gain 1 life.
“Those dumb dwarves go hunting without thinking about guarding Irecliff. But we kithkin remain here, protecting our people, one thing nobody else is doing.”
1/2
|
Reach
Sunguided Faerie can’t be the target of blue spells. Nobody can see the Moon while the Sun remains shining.
2/3
|
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
|
|
Target player discards two cards. For each Plains or white card discarded this way, that player loses 1 life and you gain 1 life.
“Cecilia often forgets that priorizing the group often just means becoming more vulnerable.”
—Florencia, dark Moonknight |
Eager Siren can’t attack alone unless defending player controls a blue permanent.
Sirens often explore in groups for safety, but they can leave freely as soon as they see there is no danger.
3/1
|
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.
|
When Shore Mermaid enters the battlefield, you may dig 3 for an instant or blue sorcery. (Look at the top three cards of your library. You may reveal an instant or blue sorcery card from among them and put it into your hand. Put the rest on the bottom in any order.)
2/2
|
|
Equipped creature gets +3/+0.
Equip ( : Attach to target creature you control. Equip only as a sorcery.) |
Enchant creature
Enchanted creature has vigilance as long as it’s green. : Untap enchanted creature.The faeries from Moongrove came to Liberia without knowing the world or its dangers. Together they discovered lunar and solar magic.
|
: 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
|
Forteplazian Soldier has first strike and vigilance as long as you control another nonblack creature.
“Queen Cecilia’s soldiers are Forteplaza’s pride. Those who don’t work in group don’t contribute to the group at all.”
1/1
|
|
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.
|
, : Target creature gets -1/-0 until end of turn.
, : Target creature gets +1/+0 until end of turn.“The water repels those who cross. The fire terminates those who invade.”
—Brazeira, Queen of Sirens |
|
Flying
1/1
|
Broken Wishes
(rare)
Kithkin Watcher
(uncommon)
Sunguided Faerie
(uncommon)
Double-Axe Warrior
(uncommon)
Mind Tear
(common)
Eager Siren
(common)
Face of the Mermaid
(common)
Shore Mermaid
(common)
Brainsplitter
(common)
Astrohealing
(common)
Snowpeak Fighter
(common)
Forteplazian Soldier
(common)
Forteplazian Honor
(common)
Relic of Imagination
(common)
Mountain
(basic)
Spirit
(token)






,
: Target creature gets -1/-0 until end of turn.
,