Liberia

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 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
1 comment
2011-02-10 21:06:34 by Shiny_Umbreon
 R 
Creature – Kithkin Warrior
As long as Chaos Fighter is equipped, other creatures you control have protection from red.
In the Irecliff society, men are strong and valiant, born to fight for their people. Women put that passion under control.
2/3
1 comment
2011-02-10 21:07:59 by Shiny_Umbreon
 U 
Instant
Prevent all noncombat damage that would be dealt to you this turn. At the beginning of the end step, you may dig X for a white card, where X is the amount of damage prevented this way. (Look at the top X cards of your library. You may reveal a white card from among them and put it into your hand. Put the rest on the bottom in any order.)
 C 
Creature – Human Cleric
{t}: Prevent the next 1 damage target creature would deal this turn. If that creature is red, instead prevent the next 2 damage it would deal this turn.
Ladyhealers are the magical guardians of Forteplaza, carrying both their pride for their country and their will to help the others.
0/1
 C 
Enchantment
Flash (You may cast this spell any time you could cast an instant.)
When Exile Order enters the battlefield, exile target permanent.
When Exile Order leaves the battlefield, return the exiled card to the battlefield under its owner’s control.
 U 
Creature – Human Soldier
As long as Forteplazian Guard is equipped, it can block any number of creatures.
Whenever Forteplazian Guard blocks, you may dig 5 for an Equipment. (Look at the top five cards of your library. You may reveal an Equipment card from among them and put it into your hand. Put the rest on the bottom in any order.)
2/4
1 comment
2011-02-10 21:08:27 by Shiny_Umbreon
 C 
Creature – Human Soldier
Forteplazian Soldier has first strike and vigilance as long as you control another nonblack creature.
“Queen Cecilia’s soldiers are Forteplaza’s pride. Those who don’t work in group don’t contribute to the group at all.”
1/1
 U 
Instant
White creatures you control are indestructible this turn.
“When the rest of the world is a dangerous and sad place, the only things that remains at your side are friendship and trust.”
—Jody, kithkin chaos fighter
 R 
Enchantment – Aura
Enchant creature
Enchanted creature gets +3/+3 and has protection from creatures.
“The eyes of justice don’t distinguish friends and enemies, only right or wrong.”
—Cecilia, Queen of Forteplaza
 C 
Sorcery
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!”
 U 
Creature – Kithkin Warrior
Whenever Kithkin Watcher or another creature you control blocks a creature, you gain 1 life.
“Those dumb dwarves go hunting without thinking about guarding Irecliff. But we kithkin remain here, protecting our people, one thing nobody else is doing.”
1/2
 C 
Instant
Prevent all damage that would be dealt to nonblack creatures you control this turn.
By order of Queen Cecilia herself, the proud ladyhealers of Forteplaza don’t help soldiers that don’t work cooperatively.
 R 
Enchantment
Creatures you control get +1/+1.
{3}{w}{w}{w}: Masked Guardian becomes a 5/5 Angel creature with flying until end of turn.
“Our divine mother looks after us at every time, but we can only see her if fate decides our lives should be longer.” —Matteo the Pastor
2 comments
last 2011-02-11 01:23:28 by Shiny_Umbreon
 M 
Legendary Creature – Human Rebel
Other white creatures you control get +2/+2.
Whenever you cast a nonwhite spell, counter it. If that spell is countered this way, you may search your library for a white card and play it without paying its mana cost. If you do, shuffle your library.
“Take my hand and follow me to a paradise.”
0/7
1 comment
2011-02-10 01:42:38 by Shiny_Umbreon
 M 
Creature – Human Wizard Knight
Flying, first strike
Red creatures get -2/-0.
“With a well-placed authority, strong and weak can both live safely. That’s the promise we made to Queen Cecilia when she requested the group of the Moonknights.”
3/4
 U 
Enchantment
Whenever an Equipment enters the battlefield under your control, you may put a quest counter on Quest for the General.
Remove three quest counters from Quest for the General and sacrifice it: You may put a nonblack creature card from your hand onto the battlefield. Then attach all Equipment you control to it.
 U 
Creature – Human Rebel Knight
Vigilance
{t}: Dig 4 for a land. Activate this ability only if an opponent controls more lands than you. (To dig, look at the top four cards of your library. You may reveal a land card from among them and put it into your hand. Put the rest on the bottom in any order.)
2/2
 C 
Creature – Bird
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
 R 
Enchantment
Players can’t untap more than one land during their untap steps.
“This a cursed land. It has memories of war and hatred, yet there are no bodies to be found. Move on, sisters. These spirits can’t rest in peace, and we don’t want to enrage them.”
—Carla, Forteplazian ladyhealer
 R 
Instant
Search your library for up to three creature cards with converted mana cost 1 or less and put them onto the battlefield. Then shuffle your library.
Adapt—If a creature was put into your graveyard from the battlefield this turn, you may pay {2}{w}{w} rather than pay Skilled Diversion’s mana cost.
“Don’t look back, brother! Continue for our cause!" —Lorenzo, rebel soldier, to Matteo
2 comments
last 2011-02-11 00:43:19 by Shiny_Umbreon
 C 
Instant
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.
 C 
Creature – Kithkin Warrior
As long as Trained Kithkin is equipped, it gets +3/+3.
“Dwarves have learned about war only by experience, scars, blood, and defeat, all this time... This three months of training will show them that’s not the only choice!”
1/1
1 comment
2011-02-10 21:08:14 by Shiny_Umbreon
 U 
Instant
Counter target creature spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard. If it’s red, put it on top of its owner’s library instead.
“Each morning, we see captured criminals on our streets, unharmed, yet the authorities can’t see the lesson here. Forteplaza is worse than I thought.” —Phan, Veteran of Forteplaza
2 comments
last 2011-03-12 01:58:50 by Shiny_Umbreon
 C 
Creature – Rhino
Defender (This creature can’t attack.)
“I don’t like these places. One only sees all these sad, lazy animals, with no motivation whatsoever.”
—Carla, Forteplazian ladyhealer
4/5
2 comments
last 2011-02-11 18:38:50 by Shiny_Umbreon
 C 
Creature – Pegasus
Flying
When Wild Pegasus enters the battlefield, destroy target enchantment.
Some of Liberia’s winged horses were trained by Forteplaza for their Moonknights. But the rest dislikes what they see as an unjust city.
1/2
 R 
Creature – Faerie Wizard
Flying
Other creatures you control have flying and can’t be blocked by green creatures.
“By the time the dark of the night arrives, the beings used to the light of the sun will immediately seek the Moon’s help. But will they even realize they have not gained Her respect?”
2/2
 U 
Sorcery
Name a nonland card. Target player reveals his or her hand. That player discards a card with that name. If he or she can’t, you draw a card.
Mermaids are determined to learn every secret there is about Liberia. Lunes are determined to have some dangerous truths remain secret.
1 comment
2011-02-10 21:13:24 by Shiny_Umbreon
 U 
Sorcery
Shuffle any number of cards from your hand into your library, then draw that many cards.
Minds as patient as the mermaids’ don’t need to rush. They spend their time gathering information to tell when to execute their big ideas.
 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
1 comment
2011-02-10 21:06:46 by Shiny_Umbreon
 M 
Enchantment
As Cecaelia’s Order enters the battlefield, choose a color other than blue.
Whenever an opponent casts a spell of the chosen color, counter that spell unless that player pays {3}.
“Mermaids need not to be interrupted by the weak minds. We have acquired a defining role in this world, and we will fight to keep it that way.”
 C 
Enchantment – Aura
Enchant creature
Enchanted creature doesn’t untap during its controller’s untap step.
At the beginning of the upkeep of enchanted creature’s controller, if that creature isn’t red, that player may pay {4}. If he or she does, untap that creature.
 C 
Enchantment – Aura
Enchant creature
Enchanted creature has flying.
Whenever enchanted creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Gifted with curiosity, mermaids seek every piece of knowledge about Liberia to expand their home.
2 comments
last 2011-02-11 00:22:10 by Shiny_Umbreon
{1}{u}{u}
 
 C 
Instant
Counter target spell. If that spell is countered this way, put that card on the top or bottom of its owner’s library instead of into that player’s graveyard.
Unlike sirens, who attract their enemies and then attack them, mermaids fight to keep them away as long as possible.
1 comment
2011-02-10 21:14:00 by Shiny_Umbreon
 C 
Instant
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.)
“Are we listening to what She knows about the future or about what She wants it to be?”
1 comment
2011-02-10 21:11:40 by Shiny_Umbreon
 U 
Creature – Faerie Wizard
Flying
Lune Observant has protection from green during each other player’s turn.
“Why is it common for Soleils to think our magic may be dangerous? Are they jealous of what they can see but never touch?”
4/4
 R 
Instant
Counter target instant or sorcery spell. Tap all lands its controller controls and empty his or her mana pool.
Adapt—If Lune’s Mischief doesn’t target the first spell cast this turn, you may return two Islands you control to their owners’ hands rather than pay its mana cost.
 U 
Creature – Merfolk Wizard
Flying
{u}{u}: Counter target spell that targets Mermaid Skylooker.
Skylookers, though winged like the passion- driven sirens, are still mermaids, and so prefer not to act the same way as their aggresive counterparts.
1/6
 C 
Creature – Faerie Wizard
Flying
Whenever one or more green creatures attack you, untap Midnight Lune and it gets +1/+2 until end of turn.
At night, Soleils rest and Lunes wake up. Their improved night vision allows them to catch prey with ease during this time.
2/1
 R 
Instant
Name a nonland card, then dig 7 for the named card. (Look at the top seven cards of your library. You may reveal a card with that name from among them and put it into your hand. Put the rest on the bottom in any order.)
“One linear path is merely an opportunity for our brain to make it a wide-open space.”
—Brazeira, Queen of Sirens
 M 
Creature – Faerie Wizard
Flash, flying
Whenever an opponent casts a spell, put the top card of your library into your graveyard. If it shares a card type with that spell, counter it. If a green creature spell is countered this way, draw cards equal to its power. (The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery and tribal.)
4/2
 R 
Enchantment – Aura
Enchant player
If enchanted player would be dealt damage, prevent that damage. For each 1 damage prevented this way, that player exiles the top three cards of his or her library.
“Is it better to sleep forever in a dream world, or to be obliged to witness an imperfect one?” —Valya, moonguided silencer
{u}
 
 C 
Sorcery
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?”
1 comment
2011-02-10 21:14:38 by Shiny_Umbreon
 U 
Enchantment
Whenever you dig, you may put a quest counter on Quest for Ancient Wisdom.
Remove three quest counters from Quest for Ancient Wisdom and sacrifice it: Search your library for a nonred card, reveal it, and put it into your hand. Then shuffle your library.
 R 
Enchantment
Whenever you draw a card, you may put a quest counter on Quest for Sea Treasure.
Remove X quest counters from Quest for Sea Treasure and sacrifice it: Search your library for an artifact card with converted mana cost X or less and put into to the battlefield. Then shuffle your library.
 C 
Creature – Merfolk Wizard
When Repelling Mermaid enters the battlefield, return another target creature to its owner’s hand. Its controller draws a card unless it was red.
Contrary to what one would think, mermaids tend not to like being close to strangers. They remain emotionally distant even to each other.
2/2
 C 
Creature – Serpent
Serpent of the Ancient Sea can’t attack unless defending player controls an Island or you control five or more Islands.
{t}: 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
 C 
Instant
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.”
 U 
Creature – Fish
If you would draw a card, instead dig 1 for a nonland card. (Look at the top card of your library. Reveal it’s a nonland card and put it into your hand or put it on the bottom.)
Liberia’s inhabitants seek treasure like mermaids, but they have known its sad land long enough not to care about it anymore.
2/2
3 comments
last 2011-03-12 19:14:14 by Alex
 U 
Creature – Merfolk Scout
{1}{u}, {t}: Dig 4 for an artifact. (Look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom in any order.)
Hours of searching led her to a cave full of old objects: the first sign of history.
2/3
 C 
Creature – Merfolk Soldier
“We do not know you yet, Liberia, but one day we will find your secrets. We haven’t conquered you yet, but later we will dominate the land. We are both young now, but time will tell which one of us will win over the other.”
1/2
3 comments
last 2011-02-11 00:16:31 by Shiny_Umbreon
 R 
Sorcery
Search your library for a card and put that card into your hand. Then shuffle your library. You lose 2 life.
Adapt—If you have 10 or less life, you may pay {b} rather than pay Ancestral Tutor’s mana cost.
“The blood of the King’s niece is not to be kept by this body, but to be used in a more powerful way.” —Florencia, dark Moonknight
 U 
Creature – Bat
Flying
Discard a card: Bloodthirsty Bat gets -1/-0 and gains deathtouch until end of turn. Any player may activate this ability.
It flies through Mertinia disappointed with the ones who now control it: such weak and useless souls.
2/1
 R 
Sorcery
Target opponent reveals his or her hand. You choose two nonland cards from it. That player discards those cards, then digs 4 for a nonland card. (That player looks at the top four cards of his or her library. He or she may reveal a nonland card from among them and put it into his or her hand. The rest are put on the bottom in any order.)
 C 
Creature – Troll Shaman
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
1 comment
2011-02-10 21:06:59 by Shiny_Umbreon
 C 
Instant
Shuffle up to three target creature cards from your graveyard into your library. Then dig 3 for a creature. (Look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom in any order.)
Forteplaza’s soldiers never finish their duty.
 U 
Instant
Destroy target nongreen creature. Put a 1/1 black Spirit creature token with flying onto the battlefield.
“We understand Moongrove, its spirit, its natural order. But this place is different. This forest defends itself by its own of those who don’t understand it. Lucky it’s not us.” —Tamya, landreader Soleil
 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 – Troll Warrior
Double strike, swampwalk
Double-axe Warriors train themselves to be fast and sneaky, yet strong enough to each deal with a pair of invaders at least.
2/3
4 comments
last 2011-02-13 03:42:05 by Shiny_Umbreon
 M 
Legendary Creature – Human Wizard Knight
Double strike, deathtouch
{b}, Sacrifice a white creature: Florencia is indestructible this turn.
“The power of Cecilia protects the weak, but it will soon be nothing compared to mine. Then there will there be justice.”
2/3
1 comment
2011-02-10 01:50:24 by Shiny_Umbreon
 U 
Creature – Human Knight
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
 R 
Creature – Human Cleric Assassin
As Ladyhealer Persecutor enters the battlefield, name a card.
At the beginning of each player’s draw step, that player reveals his or her hand and discards all nonland cards with the chosen name.
“I know women are not allowed to use weapons, but I’m asking permission for one. With this blade, Florencia, I’ll save more lives than as a ladyhealer.”
2/1
 C 
Instant
Target creature gets -3/-3 until end of turn.
Those found by Mertinia’s vitterfolk release their terror in one last gasp. Their spirits forget everything about that horrifying moment and move on.
1 comment
2011-02-10 21:17:01 by Shiny_Umbreon
 C 
Creature – Human Soldier
Tap an untapped creature you control: Lonely Soldier gets +1/+1 until end of turn.
“It is true that I serve an entire nation, but soldiers that are better than others should be recognized. If the Queen or the Moonknights won’t notice my effort, I’ll at least make sure the rest of the army knows I fight alone.”
2/2
2 comments
last 2011-05-30 23:19:34 by Shiny_Umbreon
 R 
Creature – Specter
Flying
Whenever Midnight Specter deals damage to a player, that player reveals two cards at random from his or her hand, then discards each nonland card revealed this way.
It shares its lost and painful dreams with any doomed soul it can find at night.
2/2
3 comments
last 2011-02-11 18:29:21 by Shiny_Umbreon
 C 
Sorcery
Target player discards two cards. For each Plains or white card discarded this way, that player loses 1 life and you gain 1 life.
“Cecilia often forgets that priorizing the group often just means becoming more vulnerable.”
—Florencia, dark Moonknight
 C 
Sorcery
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.
1 comment
2011-02-10 21:18:00 by Shiny_Umbreon
 C 
Creature – Bird
Flying, haste
It stares at Forteplaza, its old home, and becomes angered when it sees how they are destroying their new land.
3/3
 M 
Creature – Human Soldier
Protection from white
At the beginning of your upkeep, you may dig 3 for a card. (Look at the top three cards of your library. You may reveal a card from among them and put it into your hand. Put the rest on the bottom in any order.)
Your maximum hand size is zero.
3/3
3 comments
last 2011-02-13 03:55:21 by Shiny_Umbreon
 U 
Enchantment
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.
 U 
Instant
Destroy target nonblack creature. It can’t be regenerated. You gain life equal to its toughness.
The look on the face of the Warriors of Nature is far scarier than their rituals.
1 comment
2011-02-10 21:18:27 by Shiny_Umbreon
 U 
Creature – Spirit
Haste
Whenever a white creature is put into a graveyard from the battlefield, return Shade of the Deep from your graveyard to the battlefield.
2/1
 T 
Creature – Spirit
Flying
1/1
 C 
Creature – Troll Warrior
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
 C 
Instant
Target creature gets +2/+0 and gains lifelink until end of turn.
“It’s hard not to lose your sanity when presented with a power so big.”
—Paolo, King of Forteplaza
 C 
Sorcery
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.
 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
1 comment
2011-02-10 21:18:53 by Shiny_Umbreon
 C 
Creature – Dwarf Warrior
First strike
Sacrifice Carrier of Scars: Carrier of Scars deals 2 damage to target creature or player.
“Winners aren’t those who wait, but those who fail at first, but try again and succeed.”
2/1
5 comments
last 2011-02-11 09:05:02 by Alex
 U 
Creature – Lizard Beast
Crushing Beast attacks each turn if able and can’t be blocked by white creatures.
It is bound to live in a now civilized and ordered Irecliff, but it still feels the chaos in its heart, burning with its memories.
5/5
 C 
Instant
Dance of Fire deals 2 damage divided as you choose among one or two target creatures.
Sirens trap their prey by attracting them with their bodies and magical dances. Once they get near, they are eaten by the winged predators, yet they die happily.
 R 
Enchantment
If an opponent would draw a card, that player chooses a number instead, then digs that much for a card. Delicious Offering deals that much damage to him or her. (To dig, that player looks at that many cards from the top of his or her library. He or she may reveal one from among them and put it into his or her hand. The rest are put on the bottom in any order.)
2 comments
last 2011-02-10 00:32:52 by Shiny_Umbreon
 C 
Creature – Siren Warrior
Eager Siren can’t attack alone unless defending player controls a blue permanent.
Sirens often explore in groups for safety, but they can leave freely as soon as they see there is no danger.
3/1
 U 
Instant
Erratic Thunder can’t be countered by white spells or abilities from white sources.
Erratic Thunder deals 5 damage to target creature or player. A white creature dealt damage this way can’t be regenerated. The damage can’t be prevented by white spells or abilities from white sources.
 U 
Enchantment – Aura
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.
6 comments
last 2011-05-30 23:23:19 by Shiny_Umbreon
{r}
 
 R 
Sorcery
Search your library for a card, put that card into your hand, discard a card at random, then shuffle your library.
The most greedy dwarves travel to the mountain caves to find gold. But if the sound of a dragon’s cry gets louder, not even they care if they drop the treasure while fleeing.
1 comment
2011-02-10 21:20:01 by Shiny_Umbreon
 C 
Creature – Dwarf Berserker
Irecliff Brute can’t attack or block unless you control a Kithkin or another Dwarf.
Irecliff Brute has trample and haste as long as you control a Kithkin and another Dwarf.
“Giant beings are powerful. And power becomes irresponsible if left unattended.” —Brolly, Dwarf King
4/4
 R 
Creature – Dragon
Flying, trample
Whenever King of the Peaks becomes the target of a blue spell, if it’s on the battlefield or on the stack, it deals 6 damage to that spell’s controller.
Its huge strength is not close to a fair reward for the pain it feels in the inside.
6/6
 C 
Creature – Siren Scout
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
{1}{r}{r}
 
 C 
Sorcery
Destroy target artifact or land. It can’t be regenerated.
“This might have been a palace in the past, or maybe a sacred place, but, now, it’s just in our way.”
—Tarv, Irecliff expert
1 comment
2011-02-10 21:20:39 by Shiny_Umbreon
 R 
Sorcery
Rain of Ash deals X damage divided as you choose among any number of target creatures.
Adapt—If you spend only red mana to cast Rain of Ash, you may pay {x} rather than pay its mana cost.
Creation always finishes in destruction.
 C 
Creature – Dwarf Warrior
The dwarves of Irecliff are men of courage. Every day, they leave the village and seek for gold and treasure for their brothers, without caring about the danger of the wild.
2/2
3 comments
last 2011-02-11 00:12:16 by Shiny_Umbreon
 M 
Creature – Siren Warrior
Flying, haste
When Shrieking Hunter enters the battlefield, target opponent reveals a card at random from his or her hand. If it’s a creature card, put it onto the battlefield under your control with haste. At the beginning of the next end step, Shrieking Hunter and that creature to their owners’ hands.
5/3
 C 
Instant
Dig 3 for a nonland card. Siren Gaze deals damage to target creature equal to that card’s converted mana cost. (To dig, look at the top three cards of your library. You may reveal a nonland card from among them and put it into your hand. Put the rest on the bottom in any order.)
 U 
Enchantment – Aura
Enchant creature
Enchanted creature gets +3/-1 and has flying and haste.
When enchanted creature is put into a graveyard, it deals 3 damage to its controller.
A body as beautiful as a siren’s can drive a woman insane, wishing she were what she’s not.
 C 
Creature – Dwarf Berserker
{r}: Snowpeak Fighter gets +1/+0 until end of turn.
“I wouldn’t survive the cold of this mountain without the fire burning inside me.”
4/2
 U 
Creature – Elemental Spirit
Trample, haste
When Spirit of War enters the battlefield, attach target Equipment to it.
At the beginning of the end step, sacrifice Spirit of War.
It dreams of fighting a last war, but it is doomed to fight only a last battle.
3/1
3 comments
last 2011-03-06 02:38:57 by Shiny_Umbreon
 U 
Instant
Search your library for an instant card with converted mana cost 2 or less, reveal it, and put it into your hand. Then shuffle your library. Add {r}{r} to your mana pool.
Minds as short-sighted as the sirens’ prefer to save time by performing their ideas as soon as they begin to appear.
1 comment
2011-02-10 21:27:44 by Shiny_Umbreon
 M 
Sorcery
Each player sacrifices four lands. Spontaneous Eruption deals damage to each opponent equal to the number of Islands sacrificed this way. Add {r}{r}{r}{r} to your mana pool.
The volcano knows where to hurt.
1 comment
2011-02-10 21:26:48 by Shiny_Umbreon
 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
1 comment
2011-02-10 21:27:53 by Shiny_Umbreon
 R 
Instant
Untap target permanent and gain control of it until end of turn. It gains haste until end of turn. Add {r}{r}{r} 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
1 comment
2011-02-10 21:27:27 by Shiny_Umbreon
 C 
Creature – Siren Scout
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
 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 
Sorcery
Dig 5 for a creature or land. Then reveal any number of Forest and/or green cards from your hand. You gain that much life. (To dig, look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom in any order.)
 C 
Creature – Faerie Druid
Carefree Soleil can’t be blocked by more than one blue creature.
{1}{g}: Carefree Soleil gets +2/+2 until end of turn. Activate this ability only once each turn.
“We Lunes try hard to progress. How can Soleils be satisfied with what nature has given to them?”
—Valya, moonguided silencer
1/1
1 comment
2011-02-10 21:30:36 by Shiny_Umbreon
 C 
Creature – Faerie Druid
Sacrifice Carrier of Growth: Target creature gets +3/+3 until end of turn.
“I am not the one who’s helping you right now. It is the product of your unexplored inner strength.”
3/3
1 comment
2011-02-10 21:07:12 by Shiny_Umbreon
 U 
Creature – Giant Warrior
Trample
Charging Giant can’t be blocked by more than one creature.
“Vitterfolk are okay hiding and surprising enemies in group, but we jötun demand a fair fight, as nature intended for us.”
4/3
1 comment
2011-02-10 21:31:02 by Shiny_Umbreon
 U 
Instant
Cleaning Wind deals 1 damage to each creature with flying. You gain 1 life for each black creature put into a graveyard this way.
Jötuns like to think Mertinia doesn’t need the Warriors of Nature. The forest can defend itself quite well.
 R 
Creature – Faerie Shaman
Reach, vigilance
You can’t spend nongreen mana in your mana pool.
“This forest has a great potential, but the Lunes see it as a tool only. Those who don’t understand it shouldn’t really be part of it.”
4/5
4 comments
last 2011-06-16 02:57:06 by Shiny_Umbreon
 R 
Creature – Beast
Enormous Charger and each other creature you control can’t be blocked by more than one creature.
Adapt—If you control four or more creatures, you may pay {4}{g}{g} rather than pay Enormous Charger’s mana cost.
“Immense” isn’t enough for one foot.
7/7
1 comment
2011-02-10 21:30:52 by Shiny_Umbreon
 R 
Sorcery
Dig 6 for a green creature. Then you may put a green creature card from your hand onto the battlefield. (To dig, look at the top six cards of your library. You may reveal a green creature card from among them and put it into your hand. Put the rest on the bottom in any order.)
 R 
Enchantment – Aura
Flash
Form of the Stag can’t be countered.
Enchanted creature gets +1/+1 and has protection from blue and from black.
“The beauty and power of Soleils can be only be explained as the reflection of our pureness.” —Marcya, conservative Soleil
6 comments
last 2011-05-03 05:55:17 by jmgariepy
 C 
Instant
Target creature gets +1/+1 until end of turn for each creature you control.
“My body will never grow with the support of my friends only, but I’m sure my soul is bigger every day.”
—Tamya, landreader Soleil
1 comment
2011-02-10 21:31:25 by Shiny_Umbreon
 C 
Creature – Boar Beast
Trample
It is angered by the corruption of its forests, and attacks those that seem responsible for it. Yet, it wishes it were that easy to solve.
5/5
5 comments
last 2012-01-19 06:27:43 by Shiny_Umbreon
 M 
Enchantment – Aura
Enchant green creature
Enchanted creature gets +3/+3, has trample, and is indestructible.
“Many worship the creatures for their seize, but that’s wrong. The strength isn’t reflected in your size, but in your trascendence.”
—Naturalizing jötun
 C 
Creature – Giant Scout
Whenever Jötun Juniors becomes blocked by one or more black creature, it gets +2/+2 and gains trample until end of turn.
Young jötuns don’t think too much about moral, but they are already born with rejection for impure beings.
3/3
 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 
Creature – Faerie Druid
Reach
When Landreader Soleil enters the battlefield, you may dig 2 for a basic land. (Look at the top two cards of your library. You may reveal a basic land card from among them and put it into your hand. Put the other one on the bottom.)
1/2
 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 
Instant
Destroy target artifact or enchantment.
“Liberia’s old relics destroyed the last world, just like our old weapons destroyed ours. Mertinia now is giving us a message and we can’t do anything but follow it.”
—Naturalizing jötun
1 comment
2011-02-10 21:32:50 by Shiny_Umbreon
 M 
Creature – Giant Druid
Swamps don’t untap during their controllers’ untap steps.
At the beginning of each player’s upkeep, that player may choose any number of tapped Swamps he or she controls and pay 1 life for each land chosen this way. If that player does, untap those lands.
4/3
 U 
Instant
As an additional cost to cast Nature’s Touch, tap X untapped green creatures you control.
Search your library for up to X creature cards, reveal them, shuffle your library, then put those cards on top of it.
Nature helps those who will help her tomorrow.
 C 
Sorcery
Draw a card. Then search your library for a land card, reveal it, shuffle your library and put it on top of it.
Jötuns think that naure has left a message in each part of the world, and that it is their role to recover them.
 U 
Creature – Faerie Druid
Flash, reach
Soleil Defender can block any number of creatures if they all have flying.
Moongrove isn’t strongly disciplined, but Soleils are always happy to serve nature.
1/4
 C 
Creature – Faerie Druid
{g}: Add one mana of any color to your mana pool.
Soleils are faeries with an affinity for the Sun and the earth, through which they connect with their instinct much better than their Lune sisters.
1/3
 U 
Creature – Faerie Druid
Reach
Sunguided Faerie can’t be the target of blue spells.
Nobody can see the Moon while the Sun remains shining.
2/3
 C 
Instant
Regenerate target nonblue creature. That creature gets +3/+3 until end of turn.
“Lunes think wounds are imperfections. But I think different. If anything, wounds actually make you stronger.”
—Marcya, conservative Soleil
 R 
Creature – Giant Scout
Trample
Whenever Wandering Jötun deals combat damage to a player, you may dig 3 for a creature. (Look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom in any order.)
4/4
 R 
Creature – Pegasus Nightmare
Flying
At the beginning of each opponent’s end step, if you didn’t lose life this turn, you gain 4 life. Otherwise, you lose 4 life.
“...Soon the sunrise arrived to have the poor souls be reborn and the evil bodies destroyed...”
—Legend of the Entities, page 4
2/6
 R 
Creature – Turtle Nightmare
Each creature assigns combat damage with its converted mana cost rather than its power.
“...That’s when the waves made them realize how weak they had actually been in the inside...”
—Legend of the Entities, page 3
0/4
 R 
Creature – Spider Nightmare
{2}, 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
 R 
Creature – Elemental Nightmare
Mountainwalk
When Blizzard Entity enters the battlefield, search your library for three Mountain cards and put them onto the battlefield under an opponent’s control, then shuffle it. Sacrifice Blizzard Entity unless three Mountains were put onto the battlefield this way.
“First, the snow showed them their sins and woke up their guilt...” —Legend of the Entities, page 1
5/4
 R 
Creature – Treefolk Nightmare
When Soil Entity enters the battlefield, put five 1/1 black Spirit creature tokens with flying onto the battlefield under target opponent’s control.
Creatures with flying can only block creatures with flying.
“...Finally, the soil rose, returning life to the impure, but never forgiving their actions.” —Legend of the Entities, page 5
5/5
 M 
Creature – Human Knight
If a permanent would be put into an opponent’s graveyard, exile it instead.
{1}{w}{b}, {t}: Destroy target creature. Its controller puts a 1/1 black Spirit creature token with flying onto the battlefield.
He represents the values of Forteplaza: an unstoppable ambition for justice.
4/4
 R 
Sorcery
Destroy all creatures.
Adapt—If you control no creatures, you may pay {2}{w}{w} rather than pay Last Verdict’s mana cost, or if you control three or more creatures, you may pay {b}{b} instead.
“Above everything else, I will have order.”
—Cecilia, Queen of Forteplaza
 U 
Creature – Spirit
{1}, Sacrifice Cursing Banshee: Counter target noncreature spell unless its controller has you gain 7 life.
Adapt—If an opponent has more life than you, you may pay {1}{w} rather than pay Cursing Banshee’s mana cost.
3/2
 C 
Instant
Creatures you control gain lifelink until end of turn.
Adapt—If one or more creatures are attacking you, you may pay {1}{w} 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.
 C 
Instant
Exile target card in a graveyard. Put a 1/1 black Spirit creature token with flying onto the battlefield.
The death of Queen Cecilia’s soldiers is never in vain.
1 comment
2011-02-10 21:33:20 by Shiny_Umbreon
 C 
Sorcery
Destroy target tapped creature.
Adapt—If Just Execution targets a creature with power 4 or greater, you may pay {b} rather than pay its mana cost.
“Dangerous people must be exiled. But anarquists must be terminated.”
—Cecilia, Queen of Forteplaza
 R 
Creature – Human Wizard Knight
Flying
{w/b}: The next 1 damage that would be dealt to Moonknight Bishop is dealt to target creature blocking or blocked by it instead.
“We have been given an enormous power by the blessing of Queen Cecilia, and we swear to use it for justice.”
2/2
 U 
Creature – Human Wizard Knight
Flying
{w}: Moonknight Patrol gains first strike until end of turn.
{1}{b}: Moonknight Patrol gets +1/+0 until end of turn.
Moonknights patrol Forteplaza’s surroundings, protecting it from the dangers that inhabit Liberia.
2/1
 C 
Creature – Human Knight
Lifelink
To become a Moonknight, one must first swear loyalty to justice and order. Those who doubt are not welcome to such a high position.
2/4
 U 
Sorcery
Return target creature card from your graveyard to the battlefield.
Adapt—If Necromantic Skill targets the only creature card in your graveyard, you may pay {1}{b} and X life rather than pay its mana cost, where X is equal to that card’s converted mana cost.
 C 
Creature – Spirit Soldier
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
 R 
Enchantment
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
 U 
Enchantment – Aura
Enchant creature
{1}{w}: Put a +1/+1 counter on enchanted creature.
{b}: Enchanted creature gets +1/+1 until end of turn.
The power of mere weapons can’t be compared to the power of the spirit.
2 comments
last 2011-05-30 23:18:09 by Shiny_Umbreon
 C 
Creature – Human Knight
Veteran of Forteplaza gets +1/+1 as long as you control another white permanent.
Veteran of Forteplaza has first strike as long as you control another black permanent.
“In the old days, we’d work together, as a nation. If Forteplaza continues with its internal problems, its end may not be that far from now.”
2/1
4 comments
last 2011-10-14 15:00:28 by Alex
 C 
Sorcery
Return up to two target creature and/or land cards from your graveyard to your hand.
Adapt—If Earth’s Souls targets only land cards, you may pay {g} rather than pay its mana cost.
Vitterfolk act for themselves, but Jötuns act only for the forest.
 C 
Creature – Troll Shaman
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
 R 
Enchantment
Whenever a nontoken creature you control is put into a graveyard from the battlefield, put a 1/1 black Spirit creature token with flying onto the battlefield.
{b/g}, Sacrifice a creature: Target creature gets +1/+1 until end of turn.
 R 
Creature – Troll Giant Shaman
{b/g}, {t}, Sacrifice a creature: Halfblood Deathbringer deals 1 damage to each creature. If the sacrificed creature was a Spirit, instead destroy all creatures.
Most halfbloods are known for their strength. Others, for their madness.
2/3
 C 
Creature – Troll Giant Warrior
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
 U 
Creature – Giant Shaman
{b}: Regenerate Mertinian Healer.
{1}{g}, {t}: Regenerate target creature.
Mertinians are taught both the jötun and the vitterfolk way of healing. The former consider theirs much more noble and caring. The latter do not really care.
2/2
 M 
Legendary Creature – Troll Shaman
Deathtouch
When Nilvorg the Exterminator enters the battlefield, destroy all lands of the type of your choice. You lose 1 life for each land put into a graveyard this way.
Permanents can’t be regenerated.
3/5
 R 
Instant
Put two 1/1 black Spirit creature tokens with flying onto the battlefield. They gain deathtouch until end of turn.
Adapt—If no opponent controls a black creature, you may pay {1}{b}{b} rather than pay Spiritual Evening’s mana cost, or if an opponent controls two or more creatures with flying, you may pay {1}{g}{g} instead.
 U 
Instant
Regenerate target creature. Put two +1/+1 counters on it.
Adapt—If Strong Blood targets a creature that is the target of another spell, you may pay {g} rather than pay its mana cost.
 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
3 comments
last 2011-02-11 00:14:20 by Shiny_Umbreon
 U 
Creature – Wurm
Whenever Tombeating Wurm deals combat damage to a player, that player exiles that many cards from his or her graveyard. For each card exiled this way, put a +1/+1 counter on Tombeating Wurm.
It knows eating the dead won’t recover its memories yet it can’t do anything but try.
2/2
 C 
Sorcery
Target creature gains swampwalk and forestwalk until end of turn.
Draw a card.
Adapt—If Troll’s Trespassing targets a creature with power 3 or greater, you may pay {b} rather than its mana cost.
 C 
Creature – Giant Warrior
Underground Jötun can’t attack unless a black creature also attacks.
Underground Jötun can’t block unless a green creature also blocks.
It may not like hunting alone, but staying alone isn’t an option either.
5/4
 U 
Sorcery
Destroy target basic land.
Adapt—If Vitterfolk Plague targets a Forest, you may pay {b}{b} rather than pay its mana cost.
The needs of Mertinia are never as important as the needs of the vitterfolk.
2 comments
last 2011-03-02 01:50:26 by Alex
 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 
Creature – Faerie Druid
{t}: Untap target Forest.
Whenever you cast a blue spell, untap Astromagic Student.
“Young faeries seem to think lunar and solar magic can work well together. I just hope they don’t go the wrong way when they grow up.”
—Valya, moonguided silencer
1/1
 R 
Instant
Target player draws X cards.
Adapt—You may sacrifice a creature with power X and pay {2}{g}{g} rather than pay Eternal Legacy’s mana cost, or you may discard X cards and pay {2}{u} instead.
The Sun protects those loyal to nature. The Moon rewards those devoted to study.
 R 
Instant
Choose one — Target spell or permanent becomes the color or colors of your choice; or change the text of target spell or permanent by replacing all instances of one color word or basic land type with another.
Draw a card.
 M 
Creature – Faerie Wizard
{2}{g/u}{g/u}: Draw a card.
If you would draw a card, you may choose a color, then dig 3 for a card of that color. Otherwise, draw a card. (To dig, look at the top three cards of your library. You may reveal a card of the chosen color and put it into your hand. Put the rest on the bottom in any order.)
3/3
 R 
Legendary Creature – Faerie Druid
Each creature has flying during its controller’s turn.
“Moonguided magic corrupts this new and beautiful world. Its absurd need to control everything almost didn’t let me see the perfection nature already is. And I don’t want anyone else to suffer the same.”
1/3
 C 
Instant
Target creature becomes 4/4 until end of turn.
Adapt—If Lune’s Teachings targets a creature with flying, you may pay {u} rather than pay its mana cost.
Soleils often think the difficulty for those unexperienced with lunar magic is on purpose.
 U 
Creature – Faerie Wizard
{t}: Target land you control becomes the basic land type of your choice until end of turn.
{g}, {t}: Target land you control becomes the basic land type of your choice for as long as Master Landreader remains on the battlefield.
“Young landreaders understand the land. Master landreaders make the land understand them.”
2/2
 C 
Creature – Faerie Druid
Flash (You may cast this spell any time you could cast an instant.)
{g}: Moongrove Interceptor gains protection from green until end of turn.
Moongrove can warn about danger, but only interceptors can hear it.
2/3
 U 
Sorcery
Put target noncreature permanent on top of its owner’s library. If it’s an artifact, you may put it on the bottom of that player’s library instead.
“The fire of the forest doesn’t burn the living. It only recognizes what can hurt nature.”
—Marcya, conservative Soleil
3 comments
last 2011-02-11 01:08:49 by Camruth
 U 
Sorcery
If a creature you control dealt combat damage to a player this turn, you draw two cards.
Adapt—If a creature with flying you control dealt combat damage to a player this turn, you may pay {u}{u} rather than pay Moonguided Knowledge’s mana cost.
 C 
Creature – Faerie Wizard
Moonserving Faerie gets +2/+2 as long as you control another green creature.
Moonserving Faerie has flying as long as you control another blue creature.
“Isn’t the Sun’s strength just a tool for the Moon to use?”
3/3
 C 
Instant
Creatures you control gain shroud until end of turn.
Adapt—If you control only green creatures, you may pay {g} rather than pay Natural Resistance’s mana cost.
“Sunguided magic, or nature itself, will never be understood by the Lunes’ ‘knowledge’.”
 U 
Instant
Shuffle up to three target cards from a single graveyard into their owner’s library, then dig 1 for a creature. (Look at the top card of your library. Reveal it’s a creature card and put it into your hand or put it on the bottom.)
Adapt—If Sunguided Reclamation targets only creature cards, you may pay {g} rather than pay its mana cost.
 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
 M 
Legendary Creature – Siren Wizard
Other blue creatures get +0/+1 and have defender.
Other red creatures get +1/+0 and have trample, haste and “At the beginning of the end step, sacrifice this creature.”
“This world is free to move as I want it to.”
5/3
4 comments
last 2012-01-19 06:25:51 by Shiny_Umbreon
 R 
Creature – Elemental
Flying
As Cutting Breeze enters the battlefield, choose a color
Your opponents play with their hands revealed.
Whenever a card of the chosen color is put into an opponent’s hand from anywhere, Cutting Breeze deals 2 damage to that player.
4/4
 R 
Instant
Copy target instant or sorcery spell. You may choose new targets for the copy.
Adapt—If Double Emphasis targets an instant spell you don’t control, you may pay {u}{u} rather than pay its mana cost, or if it targets a sorcery spell you control, you may pay {r}{r} instead.
 C 
Instant
Target creature gains haste until end of turn and attacks you this turn if able.
Adapt—If Heavenlake Joy targets a red creature, you may pay {r} rather than pay its mana cost.
Sirens seek the appropiate emotion in their victims to lure them, but are pleased to find some are already prepared.
 C 
Sorcery
Target creature can’t block this turn.
Draw a card.
Adapt—If Heavenlake Misguide targets a blue creature, you may pay {1}{u} rather than pay its mana cost.
Mermaids don’t know how to deal with strangers, so their only choice is to keep them away.
 U 
Creature – Siren Wizard
{u}: Heavenlake Watcher gains flying until end of turn.
Whenever a spell or ability targets Heavenlake Watcher, flip a coin. If you win the flip, you may change the target of that spell or ability.
4/3
 U 
Instant
You may choose new targets for target instant spell.
Adapt—If Hilarious Trick targets a spell that could only target a player, you may pay {r} rather than pay its mana cost.
Siren spells aren’t grouped by complexity, but by fun potential.
 C 
Instant
Switch target creature’s power and toughness until end of turn.
Draw a card.
“Mermaids and sirens are as different as water and fire, yet they don’t understand they can share more ideas than they think.”
—Brazeira, Queen of Sirens
1 comment
2011-02-10 21:34:16 by Shiny_Umbreon
 C 
Creature – Siren Scout
{u}: Patrol Siren gains flying until end of turn.
{2}{r}: 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
 R 
Creature – Merfolk Warrior Scout
{u}: 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.
Some secrets should never reach the surface.
3/4
 C 
Creature – Merfolk Scout
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
 U 
Instant
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 {1}{u} rather than pay its mana cost.
“What was once yours is forever yours.”
 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
 R 
Legendary Creature – Dwarf Warrior
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.
“The richest dwarf gathers his coins not through greed but through respect.”
3/3
 C 
Creature – Dwarf Warrior
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
 C 
Creature – Dwarf
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
 C 
Creature – Dwarf Warrior
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
1 comment
2011-02-10 21:34:52 by Shiny_Umbreon
 U 
Instant
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 {r} rather than pay its mana cost.
The larger the weapon, the more rewarding it feels to steal it.
 R 
Sorcery
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 {1}{r}{r} rather than pay Heart for Combat’s mana cost, or if exactly one creature attacked, you may pay {w}{w} instead.
 U 
Creature – Dwarf Warrior
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
 C 
Creature – Dwarf Warrior
{r}: 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.)
2/3
 M 
Creature – Dwarf Warrior
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.)
2/3
 U 
Instant
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 {1}{w} rather than pay its mana cost.
 C 
Instant
Target creature gets +3/+0 and gains first strike until end of turn.
Adapt—If Passionate Skill targets an unblocked creature, you may pay {r} rather than pay its mana cost.
“Discipline made me a great warrior. My passion for combat makes me even better.”
4 comments
last 2011-02-13 12:34:06 by Alex
 R 
Creature – Kithkin Knight
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.
Kithkin were the first to ride horses in Irecliff. Dwarves would soon pick up the habit later.
1/3
 C 
Instant
Creatures you control get +1/+0 until end of turn.
Draw a card.
Adapt—If you control three or more creatures, you may pay {w} rather than pay Riding Together’s mana cost.
 U 
Instant
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.
“We cornered you! Surrender now or die.”
—Kithkin Cavalier
 C 
Artifact – Equipment
Equipped creature gets +3/+0.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
3 comments
last 2011-02-13 03:39:45 by Shiny_Umbreon
 C 
Artifact Creature – Construct
When Charged Wanderer is put into a graveyard from the battlefield, add {2} to your mana pool.
Liberia’s past inhabitants still hold the same power they’ve carrying for years, guarding them until death.
2/2
 C 
Artifact – Equipment
Equipped creature gets +1/+2 and has vigilance.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
2 comments
last 2011-09-30 00:54:03 by Shiny_Umbreon
 C 
Artifact Creature – Spirit
Defender, first strike
Milleniums may have passed, but it refuses to stop guarding its post.
1/2
 C 
Artifact Creature – Construct
{1}, Discard a card: Dig 4 for a land. (Look at the top four cards of your library. You may reveal a land card from among them and put it into your hand. Put the rest on the bottom in any order.)
{t}: You may put a land card from your hand onto the battlefield tapped.
1/1
 R 
Legendary Artifact
If a creature you control would deal combat damage to a player while Legend of the Entities is untapped, prevent that damage and draw a card.
{2}, {t}: Look at the top three cards of your library, then put them back in any order.
Those who understand the story it tells own the key to an incomparable power.
 C 
Artifact
Mana Ring enters the battlefield tapped.
{1}, {t}: Add two mana of any one color to your mana pool.
“Was it shining alone in such a desolate world before, or was it foreshadowing our arrival here?”
—Mermaid skylooker
 U 
Artifact Creature – Construct
Whenever you cast a monocolored spell, untap Purificator.
{2}, {t}, Discard a card: Dig 4 for a monocolored card. (Look at the top four cards of your library. You may reveal a monocolored card from among them and put it into your hand. Put the rest on the bottom in any order.)
2/2
 U 
Artifact – Equipment
As Rainbow Cloak enters the battlefield, choose a color.
Equipped creature has defender and protection from the chosen color.
Equip {1}
 U 
Artifact – Equipment
Whenever equipped creature is put into a graveyard, draw a card.
Equip {1}
“Helpless souls do not need their energy. It’d be a waste to let it go.”
—Paolo, King of Forteplaza
1 comment
2011-02-12 14:53:26 by Shiny_Umbreon
 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
1 comment
2011-02-11 00:45:22 by Shiny_Umbreon
 C 
Artifact
{2/u}, {t}: Target creature gets -1/-0 until end of turn.
{2/r}, {t}: Target creature gets +1/+0 until end of turn.
“The water repels those who cross. The fire terminates those who invade.”
—Brazeira, Queen of Sirens
1 comment
2011-02-11 00:46:09 by Shiny_Umbreon
 C 
Artifact
{2/r}, {t}: Relic of Inspiration deals 1 damage to target creature.
{2/w}, {t}: Prevent the next 1 damage that would be dealt to target creature this turn.
“The top of the mountain feels angry. The lower hills feel guilty.”
—Brolly, Dwarf King
1 comment
2011-02-11 00:46:21 by Shiny_Umbreon
 C 
Artifact
{2/g}, {t}: Untap target creature.
{2/u}, {t}: Tap target creature.
“The sun’s light guides to safety. The moon’s light tricks into danger.”
—Icya, Princess of the Fae
1 comment
2011-02-11 00:45:49 by Shiny_Umbreon
 C 
Artifact
{2/b}, {t}: Target creature gains swampwalk until end of turn.
{2/g}, {t}: Target creature gains forestwalk until end of turn.
“The Vitterfolk hear the whisper of power. The Jötun hear the whisper of nature.”
—Nilvorg the Exterminator
4 comments
last 2011-02-11 09:06:39 by Alex
 U 
Artifact
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 {3}
2 comments
last 2011-08-16 23:11:52 by Shiny_Umbreon
 R 
Artifact Creature – Construct
Trample
As Unloyal Exterminator enters the battlefield, an opponent choses a color.
You can’t cast spells of the chosen color.
As the new groups fight to heal Liberia, some old friends fight to recover the anarchy.
6/3
3 comments
last 2011-02-13 03:53:13 by Shiny_Umbreon
 C 
Land
Clear Field enters the battlefield tapped.
{t}: Add {w} to your mana pool.
{t}, Shuffle Clear Field into its owner’s library: Add {w}{w} to your mana pool.
3 comments
last 2011-02-11 00:51:16 by Shiny_Umbreon
 C 
Land
Clear Hills enters the battlefield tapped.
{t}: Add {r} to your mana pool.
{t}, Shuffle Clear Hills into its owner’s library: Add {r}{r} to your mana pool.
1 comment
2011-02-11 00:47:26 by Shiny_Umbreon
 C 
Land
Clear Lake enters the battlefield tapped.
{t}: Add {u} to your mana pool.
{t}, Shuffle Clear Lake into its owner’s library: Add {u}{u} to your mana pool.
1 comment
2011-02-11 00:47:11 by Shiny_Umbreon
 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.
1 comment
2011-02-11 00:47:18 by Shiny_Umbreon
 C 
Land
Clear Trees enters the battlefield tapped.
{t}: Add {g} to your mana pool.
{t}, Shuffle Clear Trees into its owner’s library: Add {g}{g} to your mana pool.
1 comment
2011-02-11 00:47:33 by Shiny_Umbreon
 U 
Land
Clouded Landscape enters the battlefield tapped.
{t}: Add {1} to your mana pool.
{1}, {t}: Add two mana of any one color to your mana pool.
The beauty of Liberia is able to please only one eye at a time.
5 comments
last 2011-02-13 17:07:01 by Shiny_Umbreon
 R 
Land
{t}, Pay 1 life, Sacrifice Endless Horizon: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
{1}, Discard a land card: Return Endless Horizon from your graveyard to your hand.
Abandoned a long time ago, but never forgotten.
 R 
Land – Plains
({t}: Add {w} to your mana pool.)
Forteplazian Grounds enters the battlefield tapped.
{b}, {t}: Tap target creature unless its controller pays 1 life.
5 comments
last 2011-02-11 01:31:12 by Shiny_Umbreon
 R 
Land – Island
(T: Add {u} to your mana pool.)
Heavenlake Waters enters the battlefield tapped.
{r}, {t}: Reveal the top three cards of your library. Target opponent puts one of them on the bottom of your library. Then you put one of them on the bottom of your library.
2 comments
last 2011-02-11 01:19:37 by Shiny_Umbreon
 R 
Land – Mountain
({t}: Add {r} to your mana pool.)
Irecliff Mountain enters the battlefield tapped.
{w}, {t}: Target opponent may have Irecliff Mountain deal 1 damage to him or her. If he or she doesn’t, you gain 2 life.
3 comments
last 2011-02-11 01:17:34 by Shiny_Umbreon
 R 
Land – Swamp
({t}: Add {b} to your mana pool.)
Mertinian Bog enters the battlefield tapped.
{g}, {t}: Target opponent chooses a card in your graveyard. Put that card on the top or bottom of your library.
4 comments
last 2011-03-02 12:04:51 by Alex
 R 
Land – Forest
({t}: Add {g} to your mana pool.)
Moongrove Meadow enters the battlefield tapped.
{u}, {t}: Target opponent may have him or her and you each draw a card.
5 comments
last 2011-05-30 23:20:46 by Shiny_Umbreon

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