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 two creatures: Put target creature card in an opponent’s graveyard onto the battlefield under your control. Activate this ability only anytime you could cast a sorcery.“...The thick fog raised the people killed by them, each one with a thirst for revenge...” —Legend of the Entities, page 2
6/4
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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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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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Enchant creature
Enchanted creature has intimidate. Whenever enchanted creature deals damage to a player, you may discard a card at random. If you do, draw two cards. Gifted with emotion and passion, sirens hope to understand Liberia and adapt to its environment.
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Look at the top three cards of your library, then put them back in any order. You may shuffle your library.
Draw a card. “We receive tools through the kind nature of our Moon, but, in the end, aren’t we the ones responsible for its misuse?”
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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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Flying, lifelink
It stares at Fortplaza, the invaders of its old land, and envies them as they rebuild their home in this new world.
2/1
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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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Sacrifice Carrier of Death: Target creature gets -2/-2 until end of turn.
“Our impure spirits shall return someday, not for revenge, but to serve a bigger purpose in the afterlife.”
2/2
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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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Clear Marsh enters the battlefield tapped.
: Add to your mana pool.
, Shuffle Clear Marsh into its owner’s library: Add ![]() to your mana pool. |
Haste
Whenever Passionate Siren becomes blocked, you may dig 5 for an instant or sorcery. (Look at the top five cards of your library. You may reveal an instant or sorcery 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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Equipped creature gets +1/+2 and has vigilance.
Equip ( : Attach to target creature you control. Equip only as a sorcery.) |
: Patrol Siren gains flying until end of turn.
![]() : Patrol Siren gets +2/+0 and gains flying until end of turn.Siren patrols approach invaders based on both their previous careful study of the enemy’s actions, and their present rage and hatred for that kind in particular.
2/2
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Flying
1/1
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Fog Entity
(rare)
Inspired Dwarf
(uncommon)
Moonknight Patrol
(uncommon)
Face of the Siren
(uncommon)
Ponder
(common)
Swamp Dweller
(common)
Savage Owl
(common)
Forteplazian Honor
(common)
Carrier of Death
(common)
Spontaneous Rush
(common)
Clear Marsh
(common)
Passionate Siren
(common)
Defender's Sword
(common)
Patrol Siren
(common)
Swamp
(basic)
Spirit
(token)


, Sacrifice two creatures: Put target creature card in an opponent’s graveyard onto the battlefield under your control. Activate this ability only anytime you could cast a sorcery.

: Moonknight Patrol gains first strike until end of turn.


: Add