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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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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As Royal Decision enters the battlefield, choose white or black.
Creatures of the chosen color you control get +1/+1 and first strike. “It is very clear we have different goals in mind. From now on, I’ll do what I need to do. You do what you want to. I don’t care.”
—Cecilia, to King Paolo |
Flying
![]() : Target player reveals the top four cards of his or her library, then puts two of those at random on the bottom of his or her library.With wings, it flies freely. With fins, it dives cautiously. With both emotion and logic at its side, it has abilities very few ever get.
3/1
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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. |
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Reach
Sunguided Faerie can’t be the target of blue spells. Nobody can see the Moon while the Sun remains shining.
2/3
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Dig 5 for an artifact or enchantment. (Look at the top five cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom in any order.)
“One day, people, you’ll be free from this prison they call a country, and from the Queen’s tyranny! We promise it’ll be soon enough!”
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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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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, haste
“Mermaids stay and watch the world to learn about it. But we go out to explore it. A new land can be known only by living in it, and that’s what Queen Brazeira wants us to do.”
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 |
Defender, first strike
Milleniums may have passed, but it refuses to stop guarding its post.
1/2
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, : Untap target creature.
, : Tap target creature.“The sun’s light guides to safety. The moon’s light tricks into danger.”
—Icya, Princess of the Fae |
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When Shore Mermaid enters the battlefield, you may dig 3 for an instant or blue sorcery. (Look at the top three cards of your library. You may reveal an instant or blue 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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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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Flying
1/1
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Savage Owl
(common, foil)
Royal Decision
(rare)
Aquatic Siren
(uncommon)
Quest for the Eternal Curse
(uncommon)
Sunguided Faerie
(uncommon)
Hope for Change
(common)
Halfblood Warrior
(common)
Swamp Vitterfolk
(common)
Travelling Siren
(common)
Land Catalyst
(common)
Guardian Blade
(common)
Relic of Respect
(common)
Shore Mermaid
(common)
Thought Renewal
(common)
Plains
(basic)
Spirit
(token)






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