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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(
: Add to your mana pool.)
Forteplazian Grounds enters the battlefield tapped. , : Tap target creature unless its controller pays 1 life. |
Whenever you dig, you may put a quest counter on Quest for Ancient Wisdom.
Remove three quest counters from Quest for Ancient Wisdom and sacrifice it: Search your library for a nonred card, reveal it, and put it into your hand. Then shuffle your library. |
First strike
Whenever Inspired Dwarf attacks, you may dig 2 for a Dwarf. (Look at the top two cards of your library. You may reveal a Dwarf card from among them and put it into your hand. Put the other one on the bottom.) 2/2
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Vigilance
: Dig 4 for a land. Activate this ability only if an opponent controls more lands than you. (To dig, 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.)2/2
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Clear Field enters the battlefield tapped.
: Add to your mana pool.
, Shuffle Clear Field into its owner’s library: Add ![]() to your mana pool. |
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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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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Intimidate
Swamp Vitterfolk can’t block green creatures. For jötuns, being nature’s defender requires responsibility, integrity, and respect for the forest. For vitterfolk, it requires passion, lack of mercy, and a pair of good weapons.
3/1
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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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Equipped creature gets +1/+2 and has vigilance.
Equip ( : Attach to target creature you control. Equip only as a sorcery.) |
Enchant creature
Enchanted creature has flying. Whenever enchanted creature deals combat damage to a player, you may draw two cards. If you do, discard a card. Gifted with curiosity, mermaids seek every piece of knowledge about Liberia to expand their home.
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: Regenerate Walking Dead.He’d been the king of his world. He had power, money, respect. Thousands of years have passed, but he continues to wander through Liberia, never accepting he’s lost everything.
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 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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Flying
1/1
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Forteplazian Grounds
(rare)
Quest for Ancient Wisdom
(uncommon)
Inspired Dwarf
(uncommon)
Rebel Avenger
(uncommon)
Clear Field
(common)
Moonknight Recruit
(common)
Wild Pegasus
(common)
Swamp Vitterfolk
(common)
Halfblood Warrior
(common)
Defender's Sword
(common)
Face of the Mermaid
(common)
Walking Dead
(common)
Heavenlake Misguide
(common)
Spontaneous Rush
(common)
Forest
(basic)
Spirit
(token)
: Add
to your mana pool.)
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