Liberia: Virtual Booster
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.
Untap target permanent and gain control of it until end of turn. It gains haste until end of turn. Add to your mana pool.
“Thoughts and decisions are a lie. We are and have always been only the manifestation of our selfish emotions.” —Brazeira, Queen of Sirens
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First strike
At the beginning of your upkeep, dig 1 for a black card. (Look at the top card of your library. Reveal it’s a black card and put it into your hand or put it on the bottom.) Great powers come only from great masters.
2/2
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Equipped creature gets +2/+2 and has trample.
As long as Troll War Drum is attached to a creature, other creatures you control have trample. Equip |
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. |
Whenever a Swamp enters the battlefield, target player loses 1 life.
Whenever a Forest enters the battlefield, target player gains 1 life. “The land tells us far more about its inhabitants than their words do.”
1/1
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Clear Trees enters the battlefield tapped.
: Add to your mana pool. , Shuffle Clear Trees into its owner’s library: Add to your mana pool. |
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
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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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You draw two cards and lose 2 life.
Vitterfolk don’t listen to nature the way their Jötun brothers do. They only have ears for the voice of power.
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Serpent of the Ancient Sea can’t attack unless defending player controls an Island or you control five or more Islands.
: Target player digs 5 for an Island. (That player looks at the top five cards of his or her library. He or she may reveal an Island card from among them and put it into his or her hand. The rest are put on the bottom in any order.) 6/6
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Lifelink
When you gain life, return Restless Cadet from your graveyard to your hand. Cadets at Forteplaza are often told to fight for their people until death. But sometimes their wish for justice goes beyond the orders.
2/1
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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. “Discipline made me a great warrior. My passion for combat makes me even better.”
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Each creature you control gets +X/+X until end of turn, where X is the number of creatures you control.
Soldiers in Forteplaza are trained to help each other in battle, not to be strong warriors. Those who believe themselves to be superior are often amazed by their ability as a team.
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Target nongreen creature gains intimidate until end of turn.
Draw a card. Vitterfolk of Mertinia keep the forest safe by not allowing intruders. They call themselves the Warriors of Nature.
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Flying
1/1
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Spontaneous Treason
(rare)
Forteplazian Lancer
(uncommon)
Troll War Drum
(uncommon)
Just Arrow
(uncommon)
Earthtouching Troll
(common)
Clear Trees
(common)
Dwarf Miner
(common)
Travelling Siren
(common)
Night's Whisper
(common)
Serpent of the Ancient Sea
(common)
Restless Cadet
(common)
Passionate Skill
(common)
Strength of the Group
(common)
Vitterfolk Tactics
(common)
Island
(basic)
Spirit
(token)