Liberia
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Showing 20 of 70 Hybrid cards
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Show rarities: C U R M
: Patrol Siren gains flying until end of turn.
: Patrol Siren gets +2/+0 and 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
: Scout of the Deep gains islandwalk until end of turn.
Whenever Scout of the Deep deals combat damage to a player, you may draw three cards. If you do, discard three cards at the beginning of the next end step.
Whenever Scout of the Deep deals combat damage to a player, you may draw three cards. If you do, discard three cards at the beginning of the next end step.
Some secrets should never reach the surface.
3/4
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
Return target instant or sorcery card from your graveyard to your hand.
Adapt—If Siren’s Rebirth targets a card you cast from your hand this turn, you may pay rather than pay its mana cost.
Adapt—If Siren’s Rebirth targets a card you cast from your hand this turn, you may pay rather than pay its mana cost.
“What was once yours is forever yours.”
: 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
Kithkin creatures you control and other Dwarf creatures you control get +1/+1.
Damage that would reduce your life total to less than 1 reduces it to 1 instead.
Damage that would reduce your life total to less than 1 reduces it to 1 instead.
“The richest dwarf gathers his coins not through greed but through respect.”
3/3
Whenever Cliff Explorer attacks, you may dig 4 for a Dwarf. (Look at the top four cards of your library. You may reveal a Dwarf card from among them and put it into your hand. Put the rest on the bottom in any order.)
If needed, it takes only a few seconds for a dwarf to call an entire squad.
4/3
Whenever Dwarf Miner attacks, you may dig 1 for a Dwarf. (Look at the top card of your library. You may reveal it’s a Dwarf card and put it into your hand or put it on the bottom.)
As soon as a dwarf discovers any treasure, it excitedly calls the rest of the group’s attention.
1/1
First strike
The fact that dwarves are guided by greed and thirst for combat doesn’t mean they don’t make good guards. In fact, they are often good at surprising attackers.
1/1
Attach target Equipment to target creature. That creature gets +2/+2 until end of turn.
Adapt—If Dwarf’s Treasure targets two permanents with different controllers, you may pay rather than pay its mana cost.
Adapt—If Dwarf’s Treasure targets two permanents with different controllers, you may pay rather than pay its mana cost.
The larger the weapon, the more rewarding it feels to steal it.
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Adapt—If only Dwarf creatures attacked this turn, you may pay rather than pay Heart for Combat’s mana cost, or if exactly one creature attacked, you may pay instead.
Adapt—If only Dwarf creatures attacked this turn, you may pay rather than pay Heart for Combat’s mana cost, or if exactly one creature attacked, you may pay instead.
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.)
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
: Irecliff Expert gets +1/+0 until end of turn.
Whenever Irecliff Expert attacks, you may dig X for a Dwarf, where X is Irecliff Expert’s power. (Look at the top X cards of your library. You may reveal a Dwarf card from among them. Put it into your hand and the rest on the bottom.)
Whenever Irecliff Expert attacks, you may dig X for a Dwarf, where X is Irecliff Expert’s power. (Look at the top X cards of your library. You may reveal a Dwarf card from among them. Put it into your hand and the rest on the bottom.)
2/3
Double strike
At the beginning of your end step, dig X for a Dwarf, where X is the amount of damage dealt to your opponents this turn. (Look at the top X cards of your library. You may reveal a Dwarf card from among them. Put it into your hand and the rest on the bottom in any order.)
At the beginning of your end step, dig X for a Dwarf, where X is the amount of damage dealt to your opponents this turn. (Look at the top X cards of your library. You may reveal a Dwarf card from among them. Put it into your hand and the rest on the bottom in any order.)
2/3
The next 3 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to target creature or player instead.
Adapt—If Just Arrow targets an attacking creature, you may pay rather than pay its mana cost.
Adapt—If Just Arrow targets an attacking creature, you may pay rather than pay its mana cost.
Target creature gets +3/+0 and gains first strike until end of turn.
Adapt—If Passionate Skill targets an unblocked creature, you may pay rather than pay its mana cost.
Adapt—If Passionate Skill targets an unblocked creature, you may pay rather than pay its mana cost.
“Discipline made me a great warrior. My passion for combat makes me even better.”
Proud Cavalier gets +1/+0 and has haste as you control a Mountain.
Proud Cavalier gets +1/+0 and has lifelink as long as you control a Plains.
Proud Cavalier gets +1/+0 and has lifelink as long as you control a Plains.
Kithkin were the first to ride horses in Irecliff. Dwarves would soon pick up the habit later.
1/3
Creatures you control get +1/+0 until end of turn.
Draw a card.
Adapt—If you control three or more creatures, you may pay rather than pay Riding Together’s mana cost.
Draw a card.
Adapt—If you control three or more creatures, you may pay rather than pay Riding Together’s mana cost.
Cast Warned Assault only before attackers are declared.
Choose target creature. At the beginning of the end step, destroy that creature if it attacked this turn.
Choose target creature. At the beginning of the end step, destroy that creature if it attacked this turn.
“We cornered you! Surrender now or die.”
—Kithkin Cavalier
—Kithkin Cavalier
Go to section: White (25) Blue (25) Black (26) Red (25) Green (25) Multicolour (5) Hybrid (70) Artifact (17) Land (12)
Show rarities: C U R M
Liberia: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Flavor |
Draw a card.
—Brazeira, Queen of Sirens
2011-02-10 21:34:16 by Shiny_Umbreon