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Liberty Prime, Recharged

Liberty Prime, Recharged

Legendary Artifact Creature — Robot

Liberty Prime wants a deck that saves up energy and spends it on stronger effects. It also suits a deck that fills the table with artifacts that make mana and draw cards.

  • Mana cost2 genericblueredwhite
  • White, Blue, Red ()
  • Power / toughness8 / 8
  • RarityMythic

Vigilance, trample, haste

Whenever Liberty Prime attacks or blocks, sacrifice it unless you pay energyenergy (two energy counters).

2 generic, tap, Sacrifice an artifact: You get energyenergy and draw a card.

Build a deck with Liberty Prime Find it in the app

Themes

Cards That Fit Liberty Prime, Recharged

Picked for what they do in Liberty Prime's deck. When two cards do the same job, the one with the lower comes first. All of them fit Liberty Prime's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Similar Commanders

Commanders that share the most with Liberty Prime, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWURPlayers write colors as letters: W for white, U for blue, R for red. Blue is U because B was already taken by black.EnergyEnergy decks collect energy counters, a resource you save up across turns, then spend them on stronger effects. Energy belongs to you, not to any card, so losing your cards does not take it away.Open the Energy pageEnergy ResourceUses energy, a resource written {E} that you collect and spend. Energy sits with you rather than on any one permanent, so it survives anything that destroys your board. Aether Hub, Guide of SoulsOpen the Energy Resource pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageStax/TaxMakes the game more expensive or more restrictive for everyone: taxing spells and attacks, or stopping permanents from untapping. Propaganda, Ghostly Prison. Many groups dislike playing against it, so check what your table expects first.Open the Stax/Tax pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pageArtifactsAn artifacts deck fills the battlefield with artifacts, cards like Sol Ring that stay in play and keep working turn after turn. Played together, they give you extra mana and extra cards. A handful of keywords turn up on artifacts again and again. Equip means you pay a cost to attach an Equipment such as Swiftfoot Boots to one of your creatures. If that creature dies, the Equipment does not go to your graveyard with it. It stays on the battlefield, and you can pay the cost again to attach it to another creature. Crew means you tap your own creatures with enough total power between them to turn a Vehicle such as Smuggler's Copter into a creature until the end of the turn. A Treasure is a token you can sacrifice (put into your graveyard on purpose) for one mana of any color. A token is a game piece that a card makes, not a card from your deck, and Pitiless Plunderer is one card that makes Treasures. Affinity makes a spell like Frogmite cheaper for each artifact you control. Unearth brings a card like Combat Courier back from your graveyard for one turn, and then it is exiled. Modular creatures like Arcbound Ravager enter with +1/+1 counters and pass them to another artifact creature when they die.Open the Artifacts pageArtifact PayoffRewards you for having artifacts: counting them, triggering off them, or getting cheaper as you play more. Urza's Saga, Mox OpalOpen the Artifact Payoff pageSacrifice OutletA permanent that lets you sacrifice your own creatures or artifacts whenever you want, usually for free. Every Aristocrats deck needs one, because cards that reward a creature dying only help if you choose when it dies. Ashnod's Altar, Viscera SeerOpen the Sacrifice Outlet pageAristocratsAristocrats decks sacrifice their own creatures on purpose and profit every time one dies, often by draining life from each opponent. A sacrifice outlet, a card that lets you sacrifice whenever you like, decides when that happens.Open the Aristocrats page