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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Enchant player
If enchanted player would be dealt damage, prevent that damage. For each 1 damage prevented this way, that player exiles the top three cards of his or her library. “Is it better to sleep forever in a dream world, or to be obliged to witness an imperfect one?” —Valya, moonguided silencer
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Destroy target basic land.
Adapt—If Vitterfolk Plague targets a Forest, you may pay ![]() rather than pay its mana cost.The needs of Mertinia are never as important as the needs of the vitterfolk.
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If you would draw a card, instead dig 1 for a nonland card. (Look at the top card of your library. Reveal it’s a nonland card and put it into your hand or put it on the bottom.)
Liberia’s inhabitants seek treasure like mermaids, but they have known its sad land long enough not to care about it anymore.
2/2
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Whenever equipped creature is put into a graveyard, draw a card.
Equip ![]() “Helpless souls do not need their energy. It’d be a waste to let it go.”
—Paolo, King of Forteplaza |
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The dwarves of Irecliff are men of courage. Every day, they leave the village and seek for gold and treasure for their brothers, without caring about the danger of the wild.
2/2
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Target creature gets -3/-3 until end of turn.
Those found by Mertinia’s vitterfolk release their terror in one last gasp. Their spirits forget everything about that horrifying moment and move on.
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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
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Target creature can’t block this turn.
Draw a card. Adapt—If Heavenlake Misguide targets a blue creature, you may pay ![]() rather than pay its mana cost.Mermaids don’t know how to deal with strangers, so their only choice is to keep them away.
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, : Target creature gains swampwalk until end of turn.
, : Target creature gains forestwalk until end of turn.“The Vitterfolk hear the whisper of power. The Jötun hear the whisper of nature.”
—Nilvorg the Exterminator |
Mana Ring enters the battlefield tapped.
, : Add two mana of any one color to your mana pool.“Was it shining alone in such a desolate world before, or was it foreshadowing our arrival here?”
—Mermaid skylooker |
Enchant land
Enchanted land has “ : 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 |
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.
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Target creature gains swampwalk and forestwalk until end of turn.
Draw a card. Adapt—If Troll’s Trespassing targets a creature with power 3 or greater, you may pay rather than its mana cost. |
: Add one mana of any color to your mana pool.Soleils are faeries with an affinity for the Sun and the earth, through which they connect with their instinct much better than their Lune sisters.
1/3
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Flying
1/1
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Moonguided Sleep
(rare)
Vitterfolk Plague
(uncommon)
Treasure Stealer
(uncommon)
Reaper's Staff
(uncommon)
Sharp-axe Dwarf
(common)
Last Gasp
(common)
Forteplazian Soldier
(common)
Heavenlake Misguide
(common)
Relic of Trascendence
(common)
Mana Ring
(common)
Land Catalyst
(common)
Hinder
(common)
Troll's Trespassing
(common)
Soleil Leafcaller
(common)
Mountain
(basic)
Spirit
(token)




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: Target creature gains swampwalk until end of turn.
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