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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Whenever Tombeating Wurm deals combat damage to a player, that player exiles that many cards from his or her graveyard. For each card exiled this way, put a +1/+1 counter on Tombeating Wurm.
It knows eating the dead won’t recover its memories yet it can’t do anything but try.
2/2
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(
: Add to your mana pool.)
Forteplazian Grounds enters the battlefield tapped. , : Tap target creature unless its controller pays 1 life. |
Regenerate target creature. Put two +1/+1 counters on it.
Adapt—If Strong Blood targets a creature that is the target of another spell, you may pay rather than pay its mana cost. |
: Regenerate Mertinian Healer.
![]() , : Regenerate target creature.Mertinians are taught both the jötun and the vitterfolk way of healing. The former consider theirs much more noble and caring. The latter do not really care.
2/2
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White creatures you control are indestructible this turn.
“When the rest of the world is a dangerous and sad place, the only things that remains at your side are friendship and trust.”
—Jody, kithkin chaos fighter |
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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Whenever Jötun Juniors becomes blocked by one or more black creature, it gets +2/+2 and gains trample until end of turn.
Young jötuns don’t think too much about moral, but they are already born with rejection for impure beings.
3/3
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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.”
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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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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 |
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. |
, Discard a card: Dig 4 for a land. (Look at the top four cards of your library. You may reveal a land card from among them and put it into your hand. Put the rest on the bottom in any order.)
: You may put a land card from your hand onto the battlefield tapped.1/1
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Flying
When Wild Pegasus enters the battlefield, destroy target enchantment. Some of Liberia’s winged horses were trained by Forteplaza for their Moonknights. But the rest dislikes what they see as an unjust city.
1/2
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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
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Flying
1/1
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Tombeating Wurm
(uncommon, foil)
Forteplazian Grounds
(rare)
Strong Blood
(uncommon)
Mertinian Healer
(uncommon)
Heart's Shield
(uncommon)
Night's Whisper
(common)
Jötun Juniors
(common)
Thought Renewal
(common)
Spontaneous Rush
(common)
Inside Out
(common)
Riding Together
(common)
Landscanner
(common)
Wild Pegasus
(common)
Earthtouching Troll
(common)
Island
(basic)
Spirit
(token)


: Add
to your mana pool.)
, 
rather than pay its mana cost.