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.
, , Sacrifice a creature: Halfblood Deathbringer deals 1 damage to each creature. If the sacrificed creature was a Spirit, instead destroy all creatures.Most halfbloods are known for their strength. Others, for their madness.
2/3
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The next 3 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to target creature or player instead.
Adapt—If Just Arrow targets an attacking creature, you may pay ![]() rather than pay its mana cost. |
Cleaning Wind deals 1 damage to each creature with flying. You gain 1 life for each black creature put into a graveyard this way.
Jötuns like to think Mertinia doesn’t need the Warriors of Nature. The forest can defend itself quite well.
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Flying
: Moonknight Patrol gains first strike until end of turn.
![]() : Moonknight Patrol gets +1/+0 until end of turn.Moonknights patrol Forteplaza’s surroundings, protecting it from the dangers that inhabit Liberia.
2/1
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When Repelling Mermaid enters the battlefield, return another target creature to its owner’s hand. Its controller draws a card unless it was red.
Contrary to what one would think, mermaids tend not to like being close to strangers. They remain emotionally distant even to each other.
2/2
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Destroy target artifact or enchantment.
“Liberia’s old relics destroyed the last world, just like our old weapons destroyed ours. Mertinia now is giving us a message and we can’t do anything but follow it.”
—Naturalizing jötun |
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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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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Equipped creature gets +1/+2 and has vigilance.
Equip ( : Attach to target creature you control. Equip only as a sorcery.) |
Sacrifice Carrier of Hope: The next 1 damage that would be dealt to target creature this turn is instead dealt to another target creature.
“All the unnecessary violence will one day be punished, not by me, but by justice...”
1/1
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: Switch Sunset Mermaid’s power and toughness until end of turn.Only some mermaids realize the beauty of the land outside Heavenlake. But very few dream of following the sirens and actually exploring it.
1/3
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Flash (You may cast this spell any time you could cast an instant.)
: Moongrove Interceptor gains protection from green until end of turn.Moongrove can warn about danger, but only interceptors can hear it.
2/3
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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 player gains 1 life.
, : Target player loses 1 life.“Try to hurt me and I will get back up. Try to impose me and you will fall.”
—Cecilia, Queen of Forteplaza |
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Flying
1/1
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Halfblood Deathbringer
(rare)
Just Arrow
(uncommon)
Cleaning Wind
(uncommon)
Moonknight Patrol
(uncommon)
Repelling Mermaid
(common)
Naturalize
(common)
Vitterfolk Tactics
(common)
Carefree Soleil
(common)
Defender's Sword
(common)
Carrier of Hope
(common)
Sunset Mermaid
(common)
Moongrove Interceptor
(common)
Thought Renewal
(common)
Relic of Authority
(common)
Plains
(basic)
Spirit
(token)


, Sacrifice a creature: Halfblood Deathbringer deals 1 damage to each creature. If the sacrificed creature was a Spirit, instead destroy all creatures.
rather than pay its mana cost.

: Moonknight Patrol gets +1/+0 until end of turn.
: Switch Sunset Mermaid’s power and toughness until end of turn.
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