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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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.)
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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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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. |
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 rather than pay its mana cost. |
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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 Halfblood Warrior attacks, it gets +3/+0 until end of turn.
Halfbloods are the most appreciated race among Mertinia. Being vitterfolk-jötun hybrids, they possess great skill packed with greater strength.
2/5
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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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Carefree Soleil can’t be blocked by more than one blue creature.
![]() : Carefree Soleil gets +2/+2 until end of turn. Activate this ability only once each turn.“We Lunes try hard to progress. How can Soleils be satisfied with what nature has given to them?”
—Valya, moonguided silencer 1/1
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Lifelink
When you gain life, return Restless Cadet from your graveyard to your hand. Cadets at Forteplaza are often told to fight for their people until death. But sometimes their wish for justice goes beyond the orders.
2/1
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Target nongreen creature gains intimidate until end of turn.
Draw a card. Vitterfolk of Mertinia keep the forest safe by not allowing intruders. They call themselves the Warriors of Nature.
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First strike
The fact that dwarves are guided by greed and thirst for combat doesn’t mean they don’t make good guards. In fact, they are often good at surprising attackers.
1/1
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Clear Lake enters the battlefield tapped.
: Add to your mana pool.
, Shuffle Clear Lake into its owner’s library: Add ![]() to your mana pool. |
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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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Prevent all damage that would be dealt to nonblack creatures you control this turn.
By order of Queen Cecilia herself, the proud ladyhealers of Forteplaza don’t help soldiers that don’t work cooperatively.
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Flying
1/1
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Broken Wishes
(rare)
Shade of the Deep
(uncommon)
Strong Blood
(uncommon)
Sunguided Reclamation
(uncommon)
Wild Pegasus
(common)
Halfblood Warrior
(common)
Last Gasp
(common)
Carefree Soleil
(common)
Restless Cadet
(common)
Vitterfolk Tactics
(common)
Dwarf Watcher
(common)
Clear Lake
(common)
Heavenlake Misguide
(common)
Ladyhealer's Support
(common)
Plains
(basic)
Spirit
(token)


rather than pay its mana cost.


: Add
to your mana pool.