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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Each creature assigns combat damage with its converted mana cost rather than its power.
“...That’s when the waves made them realize how weak they had actually been in the inside...”
—Legend of the Entities, page 3 0/4
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Whenever a player gains life, you may put a quest counter on Quest for the Eternal Curse.
Remove three quest counters from Quest for the Eternal Curse and sacrifice it: Target player’s life total becomes 10. |
Enchant creature
![]() : Put a +1/+1 counter on enchanted creature.
: Enchanted creature gets +1/+1 until end of turn.The power of mere weapons can’t be compared to the power of the spirit.
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Dig 5 for a creature or land. Then reveal any number of Forest and/or green cards from your hand. You gain that much life. (To dig, look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom in any order.)
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Destroy target artifact or land. It can’t be regenerated.
“This might have been a palace in the past, or maybe a sacred place, but, now, it’s just in our way.”
—Tarv, Irecliff expert |
: 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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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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Swampwalk
Each day, it tries to get out of Mertinia and look for a better future. But it finds itself unable to leave, trapped in the same familiar swamp it’s been seeing for years.
1/1
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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 |
: 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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Clear Marsh enters the battlefield tapped.
: Add to your mana pool.
, Shuffle Clear Marsh into its owner’s library: Add ![]() to your mana pool. |
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. |
, Discard a card: Dig 4 for a land. (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.)
: You may put a land card from your hand onto the battlefield tapped.1/1
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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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Flying
1/1
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Wave Entity
(rare)
Quest for the Eternal Curse
(uncommon)
Shade's Power
(uncommon)
Biodiscovery
(uncommon)
Pillage
(common)
Sunset Mermaid
(common)
Thought Renewal
(common)
Swamp Dweller
(common)
Land Catalyst
(common)
Soleil Leafcaller
(common)
Clear Marsh
(common)
Exile Order
(common)
Landscanner
(common)
Swamp Vitterfolk
(common)
Swamp
(basic)
Spirit
(token)



: Put a +1/+1 counter on enchanted creature.

: Add two mana of any one color to your mana pool.”