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.
 C 
Artifact
{2/w}, {t}: Target player gains 1 life.
{2/b}, {t}: Target player loses 1 life.
“Try to hurt me and I will get back up. Try to impose me and you will fall.”
—Cecilia, Queen of Forteplaza
 
 R 
Enchantment
At the beginning of your upkeep, you lose 2 life and dig 2 for a card. (Look at the top two cards of your library. You may reveal one from among them and put it into your hand. Put the other one on the bottom.)
History has taught that those who choose to perform it end up as either slaves or kings.
 U 
Creature – Siren Scout
Flying
{u/r}{u/r}: 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
 U 
Creature – Siren Shaman
Flying
{t}: Winged Sparkmage deals 2 damage to target blue creature.
“Those that call themselves ‘intelligent’ can only hide behind their words.”
2/1
 U 
Instant
Prevent all combat damage that would be dealt by nongreen creatures this turn.
“The forest can show
how to heal the pain,
but if blind you are born,
then blind you’ll remain.”
—Jötun poem
 C 
Creature – Zombie
{b}: 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
 C 
Enchantment – Aura
Enchant creature
Enchanted creature has vigilance as long as it’s green.
{u}: Untap enchanted creature.
The faeries from Moongrove came to Liberia without knowing the world or its dangers. Together they discovered lunar and solar magic.
 C 
Enchantment – Aura
Enchant land
Enchanted land has “{t}: 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
 C 
Sorcery
Target nonwhite creature gains double strike until end of turn. Add {r} 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
 C 
Creature – Lizard
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
 C 
Creature – Merfolk Scout
Sacrifice Carrier of Truth: Target creature gets -3/-0 until end of turn.
“It is not I the one who will reject your insolence, but the waters themselves.”
1/2
 C 
Creature – Merfolk Scout
{r}: 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
 C 
Creature – Human Rebel
Sacrifice Carrier of Hope: The next 1 damage that would be dealt to target creature this turn is instead dealt to another target creature.
“All the unnecessary violence will one day be punished, not by me, but by justice...”
1/1
 C 
Land
Clear Marsh enters the battlefield tapped.
{t}: Add {b} to your mana pool.
{t}, Shuffle Clear Marsh into its owner’s library: Add {b}{b} to your mana pool.
Island
 
 B 
Basic Land – Island
 T 
Creature – Spirit
Flying
1/1

Relic of Authority (common, foil)
Cursed Ritual (rare)
Aquatic Siren (uncommon)
Winged Sparkmage (uncommon)
Mertinian Fog (uncommon)
Walking Dead (common)
Astrohealing (common)
Land Catalyst (common)
Spontaneous Rush (common)
Swamp Dweller (common)
Carrier of Truth (common)
Sunset Mermaid (common)
Carrier of Hope (common)
Clear Marsh (common)
Island (basic)
Spirit (token)