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.
: Scout of the Deep gains islandwalk until end of turn.
Whenever Scout of the Deep deals combat damage to a player, you may draw three cards. If you do, discard three cards at the beginning of the next end step. Some secrets should never reach the surface.
3/4
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Flying
![]() : Target player reveals the top four cards of his or her library, then puts two of those at random on the bottom of his or her library.With wings, it flies freely. With fins, it dives cautiously. With both emotion and logic at its side, it has abilities very few ever get.
3/1
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Flying
Discard a card: Bloodthirsty Bat gets -1/-0 and gains deathtouch until end of turn. Any player may activate this ability. It flies through Mertinia disappointed with the ones who now control it: such weak and useless souls.
2/1
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Haste
Whenever a white creature is put into a graveyard from the battlefield, return Shade of the Deep from your graveyard to the battlefield. 2/1
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Dance of Fire deals 2 damage divided as you choose among one or two target creatures.
Sirens trap their prey by attracting them with their bodies and magical dances. Once they get near, they are eaten by the winged predators, yet they die happily.
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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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Whenever Cliff Explorer attacks, you may dig 4 for a Dwarf. (Look at the top four cards of your library. You may reveal a Dwarf card from among them and put it into your hand. Put the rest on the bottom in any order.)
If needed, it takes only a few seconds for a dwarf to call an entire squad.
4/3
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Lifelink
To become a Moonknight, one must first swear loyalty to justice and order. Those who doubt are not welcome to such a high position.
2/4
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Target creature becomes 4/4 until end of turn.
Adapt—If Lune’s Teachings targets a creature with flying, you may pay rather than pay its mana cost.Soleils often think the difficulty for those unexperienced with lunar magic is on purpose.
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You draw two cards and lose 2 life.
Vitterfolk don’t listen to nature the way their Jötun brothers do. They only have ears for the voice of power.
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, : Untap target creature.
, : Tap target creature.“The sun’s light guides to safety. The moon’s light tricks into danger.”
—Icya, Princess of the Fae |
Defender, first strike
Milleniums may have passed, but it refuses to stop guarding its post.
1/2
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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.
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Sacrifice Carrier of Truth: Target creature gets -3/-0 until end of turn.
“It is not I the one who will reject your insolence, but the waters themselves.”
1/2
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Flying
1/1
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Scout of the Deep
(rare)
Aquatic Siren
(uncommon)
Bloodthirsty Bat
(uncommon)
Shade of the Deep
(uncommon)
Dance of Fire
(common)
Spontaneous Rush
(common)
Cliff Explorer
(common)
Moonknight Recruit
(common)
Lune's Teachings
(common)
Night's Whisper
(common)
Relic of Respect
(common)
Guardian Blade
(common)
Strength of the Group
(common)
Carrier of Truth
(common)
Island
(basic)
Spirit
(token)


: Scout of the Deep gains islandwalk until end of turn.


,
: Untap target creature.
,