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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Irecliff Brute can’t attack or block unless you control a Kithkin or another Dwarf.
Irecliff Brute has trample and haste as long as you control a Kithkin and another Dwarf. “Giant beings are powerful. And power becomes irresponsible if left unattended.” —Brolly, Dwarf King
4/4
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Dig 6 for a green creature. Then you may put a green creature card from your hand onto the battlefield. (To dig, look at the top six cards of your library. You may reveal a green creature card from among them and put it into your hand. Put the rest on the bottom in any order.)
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You may choose new targets for target instant spell.
Adapt—If Hilarious Trick targets a spell that could only target a player, you may pay rather than pay its mana cost.Siren spells aren’t grouped by complexity, but by fun potential.
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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. |
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Flying
Discard a card: Bloodthirsty Bat gets -1/-0 and gains deathtouch until end of turn. Any player may activate this ability. It flies through Mertinia disappointed with the ones who now control it: such weak and useless souls.
2/1
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Flash (You may cast this spell any time you could cast an instant.)
When Exile Order enters the battlefield, exile target permanent. When Exile Order leaves the battlefield, return the exiled card to the battlefield under its owner’s control. |
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 |
Target player discards two cards. For each Plains or white card discarded this way, that player loses 1 life and you gain 1 life.
“Cecilia often forgets that priorizing the group often just means becoming more vulnerable.”
—Florencia, dark Moonknight |
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Creatures you control gain lifelink until end of turn.
Adapt—If one or more creatures are attacking you, you may pay ![]() rather than pay Forteplazian Honor’s mana cost.Forteplaza’s soldiers don’t fight for themselves or for their Queen, but for their entire country.
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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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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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Clear Marsh enters the battlefield tapped.
: Add to your mana pool.
, Shuffle Clear Marsh into its owner’s library: Add ![]() to your mana pool. |
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Defender, first strike
Milleniums may have passed, but it refuses to stop guarding its post.
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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Flying
1/1
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Irecliff Brute
(common, foil)
Forest Apparition
(rare)
Hilarious Trick
(uncommon)
Quest for Ancient Wisdom
(uncommon)
Bloodthirsty Bat
(uncommon)
Exile Order
(common)
Inside Out
(common)
Mind Tear
(common)
Forteplazian Honor
(common)
Face of the Mermaid
(common)
Carefree Soleil
(common)
Clear Marsh
(common)
Guardian Blade
(common)
Halfblood Warrior
(common)
Swamp
(basic)
Spirit
(token)






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