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Mercadian Masques

 Merkadische Masken  Masques de Mercadia  Maschere di Mercadia  Máscaras de Mercadia  Máscara de Mercádia

→ Checklist → Cards

1. Afterlife

Instant 2W (3) Mercadian Masques (Uncommon)
Destroy target creature. It can't be regenerated. Its controller puts a 1/1 white Spirit creature token with flying into play.

2. Alabaster Wall

Creature - Wall 0/4 2W (3) Mercadian Masques (Common)
(Walls can't attack.)
{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

3. Armistice

Enchantment 2W (3) Mercadian Masques (Rare)
{3}{W}{W}: You draw a card and target opponent gains 3 life.

4. Arrest

Enchant Creature 2W (3) Mercadian Masques (Uncommon)
Enchanted creature can't attack or block, and its activated Abilities can't be played.

5. Ballista Squad

Creature - Rebel 2/2 3W (4) Mercadian Masques (Uncommon)
{X}{W}, {T}: Ballista Squad deals X damage to target attacking or blocking creature.
  • Note - Prior to Ninth Edition and Oracle 2005/08/01, this card was of creature type Rebel and not Human Rebel.

6. Charm Peddler

Creature - Spellshaper 1/1 W (1) Mercadian Masques (Common)
{W}, {T}, Discard a card from your hand: The next time a source of your choice would deal damage to target creature this turn, prevent that damage.
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Human Spellshaper".

7. Charmed Griffin

Creature - Griffin 3/3 3W (4) Mercadian Masques (Uncommon)
Flying
When Charmed Griffin comes into play, each other player may put an artifact or enchantment card into play from his or her hand.

8. Cho-Arrim Alchemist

Creature - Spellshaper 1/1 W (1) Mercadian Masques (Rare)
{1}{W}{W}, {T}, Discard a card from your hand: The next time a source of your choice would deal damage to you this turn, prevent that damage and gain that much life.
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Human Spellshaper".

9. Cho-Arrim Bruiser

Creature - Rebel 3/4 5W (6) Mercadian Masques (Rare)
Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures.
  • Note - This card was creature type "Rebel" until Oracle 2007/10/01, when it became "Ogre Rebel".

10. Cho-Arrim Legate

Creature - Soldier 1/2 2W (3) Mercadian Masques (Uncommon)
Protection from black
If an opponent controls a swamp and you control a plains, you may play Cho-Arrim Legate without paying its mana cost.

11. Cho-Manno, Revolutionary

Creature - Rebel Legend 2/2 2WW (4) Mercadian Masques (Rare)
Prevent all damage that would be dealt to Cho-Manno, Revolutionary.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01 when it became "Rebel". It was changed again with Tenth Edition and Oracle 2007/07/13 to be "Human Rebel".

12. Cho-Manno's Blessing

Enchant Creature WW (2) Mercadian Masques (Common)
You may play Cho-Manno's Blessing any time you could play an instant.
As Cho-Manno's Blessing comes into play, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Cho-Manno's Blessing.

13. Common Cause

Enchantment 2W (3) Mercadian Masques (Rare)
Nonartifact creatures get +2/+2 as long as they all share a color.
  • The ability gives +2/+2 to all creatures which are not artifact creatures, as long as every one of those creatures is of the same color. They can have additional colors beyond the one they share, but they all have to share one color. If any creature is not of the shared color, the bonus is lost. [MM FAQ 1999/09/22]
  • It really does mean "all creatures", including your opponent's. [MM FAQ 1999/09/22]

14. Cornered Market

Enchantment 2W (3) Mercadian Masques (Rare)
Players can't play spells or nonbasic lands with the same name as a card in play.
  • This card only looks at cards in play, not ones on the stack. So it is possible to play two instances of a spell onto the stack. [MM FAQ 1999/09/22]
  • Does not prevent effects which "put into play" a card. It only stops people from playing (announcing). [MM FAQ 1999/09/22]

15. Crackdown

Enchantment 2W (3) Mercadian Masques (Rare)
Nonwhite creatures with power 3 or greater don't untap during their controllers' untap steps.

16. Crossbow Infantry

Creature - Soldier 1/1 1W (2) Mercadian Masques (Common)
{T}: Crossbow Infantry deals 1 damage to target attacking or blocking creature.
  • Note - This card was creature type "Soldier" until Ninth Edition and Oracle 2005/08/01, when it became "Human Soldier". Then with Oracle 2008/01/01 it became "Human Soldier Archer".

17. Devout Witness

Creature - Spellshaper 2/2 2W (3) Mercadian Masques (Common)
{1}{W}, {T}, Discard a card from your hand: Destroy target artifact or enchantment.
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Human Spellshaper".

18. Disenchant

Instant 1W (2) Mercadian Masques (Common)
Destroy target artifact or enchantment.
  • Artifact creatures can regenerate from destroy effects like this. [D'Angelo 1998/02/03]
  • This spell is not modal. If the target changes from an artifact to an enchantment or vice versa (as with Transmogrifying Licid), this spell still destroys it. [WotC Rules Team 1998/07/01]

19. Fountain Watch

Creature - Guardian 2/4 3WW (5) Mercadian Masques (Rare)
Artifacts and enchantments you control can't be the target of spells or abilities.

20. Fresh Volunteers

Creature - Rebel 2/2 1W (2) Mercadian Masques (Common)
  • Note - This card was creature type "Rebel" until Oracle 2007/10/01, when it became "Human Rebel".

21. Honor the Fallen

Instant 1W (2) Mercadian Masques (Rare)
Remove all creature cards in all graveyards from the game. You gain 1 life for each card removed this way.

22. Ignoble Soldier

Creature - Soldier 3/1 2W (3) Mercadian Masques (Uncommon)
Whenever Ignoble Soldier becomes blocked, prevent all combat damage that would be dealt by it this turn.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

23. Inviolability

Enchant Creature 1W (2) Mercadian Masques (Common)
Prevent all damage that would be dealt to enchanted creature.

24. Ivory Mask

Enchantment 2WW (4) Mercadian Masques (Rare)
You can't be the target of spells or abilities.

25. Jhovall Queen

Creature - Rebel 4/7 4WW (6) Mercadian Masques (Rare)
Attacking doesn't cause Jhovall Queen to tap.

26. Jhovall Rider

Creature - Rebel 3/3 4W (5) Mercadian Masques (Uncommon)
Trample

27. Last Breath

Instant 1W (2) Mercadian Masques (Uncommon)
Remove target creature with power 2 or less from the game. Its controller gains 4 life.

28. Moment of Silence

Instant W (1) Mercadian Masques (Common)
Target player skips his or her combat phase this turn.
  • The player skips their next combat phase this turn (if any). If they manage to have two combat phases (due to Relentless Assault or some similar effect), then only their next one combat phase is skipped. [MM FAQ 1999/09/22]
  • It must be used before the combat phase starts or it has no effect. [D'Angelo 1999/11/27]
  • If played on a player when it is not their turn, it has no effect. [DeLaney 2000/01/16]

29. Moonlit Wake

Enchantment 2W (3) Mercadian Masques (Uncommon)
Whenever a creature is put into a graveyard from play, you gain 1 life.

30. Muzzle

Enchant Creature 1W (2) Mercadian Masques (Common)
Prevent all damage that would be dealt by enchanted creature.

31. Nightwind Glider

Creature - Rebel 2/1 2W (3) Mercadian Masques (Common)
Flying, protection from black

32. Noble Purpose

Enchantment 3WW (5) Mercadian Masques (Uncommon)
Whenever a creature you control deals combat damage, you gain that much life.

33. Orim's Cure

Instant 1W (2) Mercadian Masques (Common)
If you control a plains, you may tap an untapped creature you control instead of paying the mana cost of Orim's Cure.
Prevent the next 4 damage that would be dealt to target creature or player this turn.

34. Pious Warrior

Creature - Rebel 2/3 3W (4) Mercadian Masques (Common)
Whenever Pious Warrior is dealt combat damage, you gain that much life.
  • Note - This card was creature type "Rebel" until Oracle 2007/10/01, when it became "Human Rebel Warrior".

35. Ramosian Captain

Creature - Rebel 2/2 1WW (3) Mercadian Masques (Uncommon)
First strike
{5}, {T}: Search your library for a Rebel card with converted mana cost 4 or less and put that card into play. Then shuffle your library.

36. Ramosian Commander

Creature - Rebel 2/4 2WW (4) Mercadian Masques (Uncommon)
{6}, {T}: Search your library for a Rebel card with converted mana cost 5 or less and put that card into play. Then shuffle your library.
  • You do not have to find a Rebel card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - Also see Converted Mana Cost, Rule G3.30.
  • Note - This card was creature type "Rebel" until Oracle 2007/10/01, when it became "Human Rebel".

37. Ramosian Lieutenant

Creature - Rebel 1/2 1W (2) Mercadian Masques (Common)
{4}, {T}: Search your library for a Rebel card with converted mana cost 3 or less and put that card into play. Then shuffle your library.
  • You do not have to find a Rebel card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - Also see Converted Mana Cost, Rule G3.30.
  • Note - This card was creature type "Rebel" until Oracle 2007/10/01, when it became "Human Rebel".

38. Ramosian Rally

Instant 3W (4) Mercadian Masques (Common)
If you control a plains, you may tap an untapped creature you control instead of paying Ramosian Rally's mana cost.
Creatures you control get +1/+1 until end of turn.

39. Ramosian Sergeant

Creature - Rebel 1/1 W (1) Mercadian Masques (Common)
{3}, {T}: Search your library for a Rebel card with converted mana cost 2 or less and put that card into play. Then shuffle your library.
  • You do not have to find a Rebel card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - Also see Converted Mana Cost, Rule G3.30.
  • Note - This card was creature type "Rebel" until Oracle 2007/10/01, when it became "Human Rebel".

40. Ramosian Sky Marshal

Creature - Rebel 3/3 3WW (5) Mercadian Masques (Rare)
Flying
{7}, {T}: Search your library for a Rebel card with converted mana cost 6 or less and put that card into play. Then shuffle your library.
  • You do not have to find a Rebel card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - Also see Converted Mana Cost, Rule G3.30.
  • Note - This card was creature type "Rebel" until Oracle 2007/10/01, when it became "Human Rebel".

41. Rappelling Scouts

Creature - Rebel 1/4 2WW (4) Mercadian Masques (Rare)
Flying. {2}{W}: Rappelling Scouts gains protection from the color of your choice until end of turn.

42. Renounce

Instant 1W (2) Mercadian Masques (Uncommon)
Sacrifice any number of permanents. You gain 2 life for each one sacrificed this way.
  • You choose what to sacrifice on resolution. [MM FAQ 1999/09/22]

43. Revered Elder

Creature - Cleric 1/2 2W (3) Mercadian Masques (Common)
{1}: Prevent the next 1 damage that would be dealt to Revered Elder this turn.
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric".

44. Reverent Mantra

Instant 3W (4) Mercadian Masques (Rare)
You may remove a white card in your hand from the game instead of paying Reverent Mantra's mana cost.
All creatures gain protection from the color of your choice until end of turn.

45. Righteous Aura

Enchantment 1W (2) Mercadian Masques (Uncommon)
{W}, Pay 2 life: The next time a source of your choice would deal damage to you this turn, prevent that damage.

46. Righteous Indignation

Enchantment 2W (3) Mercadian Masques (Uncommon)
Whenever a creature blocks a black or red creature, the blocking creature gets +1/+1 until end of turn.

47. Security Detail

Enchantment 3W (4) Mercadian Masques (Rare)
{W}{W}: Put a 1/1 white Soldier creature token into play. Play this ability only if you control no creatures and only once each turn.

48. Soothing Balm

Instant 1W (2) Mercadian Masques (Common)
Target player gains 5 life.

49. Spiritual Focus

Enchantment 1W (2) Mercadian Masques (Rare)
Whenever a spell or ability an opponent controls causes you to discard a card, you gain 2 life and you may draw a card.

50. Steadfast Guard

Creature - Rebel 2/2 WW (2) Mercadian Masques (Common)
Attacking doesn't cause Steadfast Guard to tap.

51. Story Circle

Enchantment 1WW (3) Mercadian Masques (Uncommon)
As Story Circle comes into play, choose a color.
{W}: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.

52. Task Force

Creature - Rebel 1/3 2W (3) Mercadian Masques (Common)
Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn.
  • The +0/+3 bonus is added as a triggered ability upon the playing/announcing of a spell or ability which targets this card. [D'Angelo 1999/11/12]
  • Note - This card was creature type "Rebel" until Oracle 2007/10/01, when it became "Human Rebel".

53. Thermal Glider

Creature - Rebel 2/1 2W (3) Mercadian Masques (Common)
Flying, protection from red

54. Tonic Peddler

Creature - Spellshaper 1/1 1W (2) Mercadian Masques (Uncommon)
{W}, {T}, Discard a card from your hand: Target player gains 3 life.
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Human Spellshaper".

55. Trap Runner

Creature - Soldier 2/3 2WW (4) Mercadian Masques (Uncommon)
{T}: Target attacking unblocked creature becomes blocked. (This ability works on unblockable creatures.)
  • If the ability is used on a creature with Trample, the damage still comes through. See Rule 502.9. [MM FAQ 1999/09/22]
  • This ability will trigger any creature's "whenever this becomes blocked" ability. [DeLaney 1999/10/17]
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

56. Wave of Reckoning

Sorcery 4W (5) Mercadian Masques (Rare)
Each creature deals to itself damage equal to its power.

57. Wishmonger

Creature - Monger 3/3 3W (4) Mercadian Masques (Uncommon)
{2}: Target creature gains protection from the color of its controller's choice until end of turn. Any player may play this ability.

58. Aerial Caravan

Creature - Soldier 4/3 4UU (6) Mercadian Masques (Rare)
Flying.
{1}{U}{U}: Remove the top card of your library from the game. Until end turn, you may play that card as though it were in your hand. (Reveal the card as you remove it from the game.).
  • If you do not play the card by end of turn, it stays removed from the game. If you play it, it goes wherever the spell would normally go when played. [MM FAQ 1999/09/22]
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

59. Balloon Peddler

Creature - Spellshaper 2/2 2U (3) Mercadian Masques (Common)
{U}, {T}, Discard a card from your hand: Target creature gains flying until end of turn.
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Human Spellshaper".

60. Blockade Runner

Creature - Merfolk 2/2 3U (4) Mercadian Masques (Common)
{U}: Blockade Runner is unblockable this turn.

61. Brainstorm

Instant U (1) Mercadian Masques (Common)
Draw three cards, then put two cards from your hand on top of your library in any order.
  • This is all one effect. You draw 3 and return 2 cards all in one resolution. Nothing may be used between the two. [D'Angelo 1999/10/12]
  • Vintage tournaments (see Rule 801) have restricted this card since 2008/06/20.

62. Bribery

Sorcery 3UU (5) Mercadian Masques (Rare)
Search target opponent's library for a creature card and put that card into play under your control. That player then shuffles his or her library.
  • You put the creature into play, so you control it and any "comes into play" abilities it has. [MM FAQ 1999/09/22]
  • You do not have to find a creature card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

63. Buoyancy

Enchant Creature 1U (2) Mercadian Masques (Common)
You may play Buoyancy any time you could play an instant.
Enchanted creature has flying.

64. Chambered Nautilus

Creature - Beast 2/2 2U (3) Mercadian Masques (Uncommon)
Whenever Chambered Nautilus becomes blocked, you may draw a card.
  • Note - This card was creature type "Beast" until Oracle 2007/10/01, when it became "Nautilus Beast".

65. Chameleon Spirit

Creature - Illusion X/X 3U (4) Mercadian Masques (Uncommon)
As Chameleon Spirit comes into play, choose a color.
Chameleon Spirit's power and toughness are each equal to the number of permanents of the chosen color your opponents control.
  • Note - This card was creature type "Illusion" until Oracle 2007/10/01, when it became "Illusion Spirit".

66. Charisma

Enchant Creature UUU (3) Mercadian Masques (Rare)
Whenever enchanted creature deals damage to a creature, you control that creature as long as Charisma remains in play.

67. Cloud Sprite

Creature - Faerie 1/1 U (1) Mercadian Masques (Common)
Flying
Cloud Sprite may block only creatures with flying.

68. Coastal Piracy

Enchantment 2UU (4) Mercadian Masques (Uncommon)
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
  • You draw one card per creature, not one per point of damage. [MM FAQ 1999/09/22]

69. Counterspell

Instant UU (2) Mercadian Masques (Common)
Counter target spell.
  • Note - In Fifth Edition (and before) this was an Interrupt. All such spells are now Instants.

70. Cowardice

Enchantment 3UU (5) Mercadian Masques (Rare)
Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand.

71. Customs Depot

Enchantment 1U (2) Mercadian Masques (Uncommon)
Whenever you play a creature spell, you may pay {1}. If you do, draw a card, then discard a card from your hand.

72. Darting Merfolk

Creature - Merfolk 1/1 1U (2) Mercadian Masques (Common)
{U}: Return Darting Merfolk to its owner's hand.

73. Dehydration

Enchant Creature 3U (4) Mercadian Masques (Common)
Enchanted creature doesn't untap during its controller's untap step.
  • Note - Also see Aura, Rule G1.30.
  • Note - Prior to Ninth Edition and Oracle 2005/08/01, this card was of type Enchant Creature.

74. Diplomatic Escort

Creature - Spellshaper 1/1 1U (2) Mercadian Masques (Uncommon)
{U}, {T}, Discard a card from your hand: Counter target spell or ability that targets a creature.
  • It means a spell that targets a creature or an ability that targets a creature. [D'Angelo 2006/01/01]
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Human Spellshaper".

75. Diplomatic Immunity

Enchant Creature 1U (2) Mercadian Masques (Common)
Enchanted creature can't be the target of spells or abilities.
Diplomatic Immunity can't be the target of spells or abilities.
  • Yes, this card has shroud for itself and gives it to the enchanted creature. [D'Angelo 2007/05/15]
  • The text does not apply until after it is in play, so it can be the target of a spell while it is on the stack. [D'Angelo 2001/08/15]
  • Any Auras already on the enchanted creature remain there. [D'Angelo 2002/07/21]
  • Note - Also see Aura, Rule G1.30.
  • Note - Also see Shroud, Rule 502.36.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

76. Drake Hatchling

Creature - Drake 1/3 2U (3) Mercadian Masques (Common)
Flying
{U}: Drake Hatchling gets +1/+0 until end of turn. Play this ability only once each turn.

77. Embargo

Enchantment 3U (4) Mercadian Masques (Rare)
Nonland permanents don't untap during their controllers' untap steps.
At the beginning of your upkeep, you lose 2 life.

78. Energy Flux

Enchantment 2U (3) Mercadian Masques (Uncommon)
All artifacts gain ''At the beginning of your upkeep, sacrifice this artifact unless you pay {2}.''

79. Extravagant Spirit

Creature - Spirit 4/4 3U (4) Mercadian Masques (Rare)
Flying
At the beginning of your upkeep, sacrifice Extravagant Spirit unless you pay {1} for each card in your hand.

80. False Demise

Enchant Creature 2U (3) Mercadian Masques (Uncommon)
When enchanted creature is put into a graveyard, return that creature to play under your control.
  • Since False Demise's effect follows the standard timing rules for triggered abilities, if both players have False Demise on the same creature, then the player whose turn it is when the creature goes to the graveyard will not get it. The other False Demise effect will fail since the creature will no longer be in the graveyard. [D'Angelo 1999/08/01]
  • Token creatures are removed from the game prior to False Demise's triggered ability resolving. [Duelist Magazine #12, Page 32] The continuous effect of removing tokens is "faster" than triggered abilities.
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

81. Glowing Anemone

Creature - Beast 1/3 3U (4) Mercadian Masques (Uncommon)
When Glowing Anemone comes into play, you may return target land to its owner's hand.
  • Note - This card was creature type "Beast" until Oracle 2007/10/01, when it became "Anemone Beast". Then with Oracle 2008/01/01 it became "Jellyfish Beast".

82. Gush

Instant 4U (5) Mercadian Masques (Common)
You may return two islands you control to their owner's hand instead of paying Gush's mana cost.
Draw two cards.
  • Vintage tournaments (see Rule 801) restricted this card from 2003/07/01 to 2007/06/20, and it has been restricted again since 2008/06/20.
  • Legacy tournaments (see Rule 802) have banned this card since 2003/07/01.

83. High Seas

Enchantment 2U (3) Mercadian Masques (Uncommon)
Red creature spells and green creature spells cost {1} more to play.

84. Hoodwink

Instant 1U (2) Mercadian Masques (Common)
Return target artifact, enchantment, or land to its owner's hand.

85. Indentured Djinn

Creature - Djinn 4/4 1UU (3) Mercadian Masques (Uncommon)
Flying
When Indentured Djinn comes into play, each other player may draw up to three cards.

86. Karn's Touch

Instant UU (2) Mercadian Masques (Rare)
Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (It retains its abilities.)

87. Misdirection

Instant 3UU (5) Mercadian Masques (Rare)
You may remove a blue card in your hand from the game instead of paying Misdirection's mana cost.
Target spell with a single target targets another target instead.
  • You choose the spell to target on announcement, but you pick the new target for that spell on resolution. [bethmo 1999/11/30]
  • If there is no other legal target for the spell, Misdirection does not change the target. [D'Angelo 2000/07/24]
  • Misdirection does not check if the current target is legal. It just checks if the spell has a single target. [DeLaney 2001/02/15]
  • Note - Also see Deflection for related rulings.

88. Misstep

Sorcery 1U (2) Mercadian Masques (Common)
Creatures target player controls don't untap during that player's next untap step.
  • It affects the creatures the player controls when this resolves. Those creatures don't untap during the player's next untap. [DeLaney 2001/05/06]
  • The creatures are only prevented from untapping during the targeted player's next untap step. They can still can untap during other player's untap steps. [Jackson 1999/10/25]

89. Overtaker

Creature - Spellshaper 1/1 1U (2) Mercadian Masques (Rare)
{3}{U}, {T}, Discard a card from your hand: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. (It may attack and {T} the turn it comes under your control.)
  • Note - Also see Haste, Rule 502.5.
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Human Spellshaper". Then with Oracle 2008/01/01 it became "Merfolk Spellshaper".

90. Port Inspector

Creature - Townsfolk 1/2 1U (2) Mercadian Masques (Common)
Whenever Port Inspector becomes blocked, you may look at defending player's hand.
  • Note - This card was creature type "Townsfolk" until Oracle 2007/10/01, when it became "Human".

91. Rishadan Airship

Creature - Pirate 3/1 2U (3) Mercadian Masques (Common)
Flying
Rishadan Airship may block only creatures with flying.
  • Note - This card was creature type "Pirate" until Oracle 2007/10/01, when it became "Human Pirate".

92. Rishadan Brigand

Creature - Pirate 3/2 4U (5) Mercadian Masques (Rare)
Flying
When Rishadan Brigand comes into play, each opponent sacrifices a permanent unless he or she pays {3}.
Rishadan Brigand may block only creatures with flying.
  • Note - This card was creature type "Pirate" until Oracle 2007/10/01, when it became "Human Pirate".

93. Rishadan Cutpurse

Creature - Pirate 1/1 2U (3) Mercadian Masques (Common)
When Rishadan Cutpurse comes into play, each opponent sacrifices a permanent unless he or she pays {1}.
  • Note - This card was creature type "Pirate" until Oracle 2007/10/01, when it became "Human Pirate".

94. Rishadan Footpad

Creature - Pirate 2/2 3U (4) Mercadian Masques (Uncommon)
When Rishadan Footpad comes into play, each opponent sacrifices a permanent unless he or she pays {2}.
  • Note - This card was creature type "Pirate" until Oracle 2007/10/01, when it became "Human Pirate".

95. Sailmonger

Creature - Monger 3/3 3U (4) Mercadian Masques (Uncommon)
{2}: Target creature gains flying until end of turn. Any player may play this ability.
  • Note - This card was creature type "Monger" until Oracle 2007/10/01, when it became "Human Monger".

96. Sand Squid

Creature - Beast 2/2 3U (4) Mercadian Masques (Rare)
Islandwalk (This creature is unblockable as long as defending player controls an island.)
You may choose not to untap Sand Squid during your untap step.
{T}: Tap target creature. That creature does not untap during its controller's untap step as long as Sand Squid remains tapped.

97. Saprazzan Bailiff

Creature - Merfolk 2/2 3UU (5) Mercadian Masques (Rare)
When Saprazzan Bailiff comes into play, remove all artifact and enchantment cards in all graveyards from the game.
When Saprazzan Bailiff leaves play, return all artifact and enchantment cards from all graveyards to their owners' hands.

98. Saprazzan Breaker

Creature - Beast 3/3 4U (5) Mercadian Masques (Uncommon)
{U}: Put the top card of your library into your graveyard. If that card is a land card, Saprazzan Breaker is unblockable this turn.

99. Saprazzan Heir

Creature - Merfolk 1/1 1U (2) Mercadian Masques (Rare)
Whenever Saprazzan Heir becomes blocked, you may draw three cards.
  • It triggers only once even if blocked by more than one creature. [MM FAQ 1999/09/22]

100. Saprazzan Legate

Creature - Soldier 1/3 3U (4) Mercadian Masques (Uncommon)
Flying
If an opponent controls a mountain and you control an island, you may play Saprazzan Legate without paying its mana cost.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Merfolk Soldier".

101. Saprazzan Outrigger

Creature - Ship 5/5 3U (4) Mercadian Masques (Common)
When Saprazzan Outrigger attacks or blocks, put it on top of its owner's library at end of combat.
  • Note - This card was creature type "Ship" until Oracle 2007/10/01, when it became "Merfolk".

102. Saprazzan Raider

Creature - Merfolk 1/2 2U (3) Mercadian Masques (Common)
When Saprazzan Raider becomes blocked, return it to its owner's hand.
  • It returns as soon as it is blocked. It does not remain in play long enough to deal damage. [MM FAQ 1999/09/22]

103. Shoving Match

Instant 2U (3) Mercadian Masques (Uncommon)
Until end of turn, all creatures gain ''{T}: Tap target creature.''.

104. Soothsaying

Enchantment U (1) Mercadian Masques (Uncommon)
{3}{U}{U}: Shuffle your library.
{X}: Look at the top X cards of your library and put them back in any order.

105. Squeeze

Enchantment 3U (4) Mercadian Masques (Rare)
Sorcery spells cost {3} more to play.

106. Statecraft

Enchantment 3U (4) Mercadian Masques (Rare)
Prevent all combat damage that would be dealt to and dealt by creatures you control.

107. Stinging Barrier

Creature - Wall 0/4 2UU (4) Mercadian Masques (Common)
(Walls can't attack.)
{U}, {T}: Stinging Barrier deals 1 damage to target creature or player.

108. Thwart

Instant 2UU (4) Mercadian Masques (Uncommon)
You may return three islands you control to their owner's hand instead of paying Thwart's mana cost.
Counter target spell.

109. Tidal Bore

Instant 1U (2) Mercadian Masques (Common)
You may return an island you control to its owner's hand instead of paying Tidal Bore's mana cost.
Tap or untap target creature.

110. Tidal Kraken

Creature - Monster 6/6 5UUU (8) Mercadian Masques (Rare)
Tidal Kraken is unblockable.
  • Note - This card was of creature type "Monster" and not "Kraken" until Ninth Edition and Oracle 2005/08/01.

111. Timid Drake

Creature - Drake 3/3 2U (3) Mercadian Masques (Uncommon)
Flying
Whenever another creature comes into play, return Timid Drake to its owner's hand.
  • Since the unsummoning of this card is a triggered ability on another creature coming into play, it is placed on the stack with in the standard triggered ability order. This means that if your opponent does something like cast Nekrataal, the active player's (their) triggered abilities are placed on the stack before yours and the Drake is a valid target for the Nekrataal triggered ability. But since your ability is placed on the stack last, the Drake will go to your hand instead of being destroyed. [D'Angelo 1999/07/01]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.

112. Trade Routes

Enchantment 1U (2) Mercadian Masques (Rare)
{1}: Return target land you control to its owner's hand.
{1}, Discard a land card from your hand: Draw a card.

113. War Tax

Enchantment 2U (3) Mercadian Masques (Uncommon)
{X}{U}: Creatures can't attack this turn unless their controller pays {X} for each attacking creature.
  • The opponent pays the cost as blockers are declared. [D'Angelo 2007/02/04]
  • The ability only applies to attackers declared after it resolves. It will not add costs to any attackers already announced. [DeLaney 1999/10/17]
  • You can choose X=0. This doesn't have an effect most of the time, but it does mean that creatures cannot attack unless the controller chooses to pay the cost (a cost of zero is not automatically paid). You can use this to make your Juggernaut unable to attack. [DeLaney 1999/10/17]

114. Waterfront Bouncer

Creature - Spellshaper 1/1 1U (2) Mercadian Masques (Common)
{U}, {T}, Discard a card from your hand: Return target creature to its owner's hand.
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Merfolk Spellshaper".

115. Alley Grifters

Creature - Mercenary 2/2 1BB (3) Mercadian Masques (Common)
Whenever Alley Grifters becomes blocked, defending player discards a card from his or her hand.
  • It triggers only once even if blocked by more than one creature. [MM FAQ 1999/09/22]
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Human Mercenary".

116. Black Market

Enchantment 3BB (5) Mercadian Masques (Rare)
Whenever a creature is put into a graveyard from play, put a charge counter on Black Market.
At the beginning of your precombat main phase, add {B} to your mana pool for each charge counter on Black Market.
  • Getting the mana is not optional. [MM FAQ 1999/09/22]

117. Bog Smugglers

Creature - Mercenary 2/2 1BB (3) Mercadian Masques (Common)
Swampwalk (This creature is unblockable as long as defending player controls a swamp.)

118. Bog Witch

Creature - Spellshaper 1/1 2B (3) Mercadian Masques (Common)
{B}, {T}, Discard a card from your hand: Add {B}{B}{B} to your mana pool.
  • The ability is a mana ability. [MM FAQ 1999/09/22]
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Human Spellshaper".

119. Cackling Witch

Creature - Spellshaper 1/1 1B (2) Mercadian Masques (Uncommon)
{X}{B}, {T}, Discard a card from your hand: Target creature gets +X/+0 until end of turn.
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Human Spellshaper".

120. Cateran Brute

Creature - Mercenary 2/2 2B (3) Mercadian Masques (Common)
{2}, {T}: Search your library for a Mercenary card with converted mana cost 2 or less and put that card into play. Then shuffle your library.
  • You do not have to find a Mercenary card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - Also see Converted Mana Cost, Rule G3.30.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Horror Mercenary".

121. Cateran Enforcer

Creature - Mercenary 4/3 3BB (5) Mercadian Masques (Uncommon)
Cateran Enforcer can't be blocked except by artifact creatures and black creatures.
{4}, {T}: Search your library for a Mercenary card with converted mana cost 4 or less and put that card into play. Then shuffle your library.

122. Cateran Kidnappers

Creature - Mercenary 4/2 2BB (4) Mercadian Masques (Uncommon)
{3}, {T}: Search your library for a Mercenary card with converted mana cost 3 or less and put that card into play. Then shuffle your library.
  • You do not have to find a Mercenary card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - Also see Converted Mana Cost, Rule G3.30.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Horror Mercenary".

123. Cateran Overlord

Creature - Mercenary 7/5 4BBB (7) Mercadian Masques (Rare)
Sacrifice a creature: Regenerate Cateran Overlord.
{6}, {T}: Search your library for a Mercenary card with converted mana cost 6 or less and put that card into play. Then shuffle your library.
  • You do not have to find a Mercenary card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - Also see Converted Mana Cost, Rule G3.30.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Horror Mercenary".

124. Cateran Persuader

Creature - Mercenary 2/1 BB (2) Mercadian Masques (Common)
{1}, {T}: Search your library for a Mercenary card with converted mana cost 1 or less and put that card into play. Then shuffle your library.
  • You do not have to find a Mercenary card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - Also see Converted Mana Cost, Rule G3.30.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Horror Mercenary".

125. Cateran Slaver

Creature - Mercenary 5/5 4BB (6) Mercadian Masques (Rare)
Swampwalk (This creature is unblockable as long as defending player controls a swamp.)
{5}, {T}: Search your library for a Mercenary card with converted mana cost 5 or less and put that card into play. Then shuffle your library.

126. Cateran Summons

Sorcery B (1) Mercadian Masques (Uncommon)
Search your library for a Mercenary card, reveal that card, and put it into your hand. Then shuffle your library.
  • You do not have to find a Mercenary card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

127. Conspiracy

Enchantment 3BB (5) Mercadian Masques (Rare)
As Conspiracy comes into play, choose a creature type.
Creatures you control and creature cards in your graveyard, hand, and library are of the chosen type.
  • This replaces all creature types on those cards for as long as it is in play. [MM FAQ 1999/09/22]
  • Choosing Legend as the creature type does not make creature legendary. [D'Angelo 2005/10/01]
  • Choosing Wall as the creature type does not give the creatures Defender or make them unable to attack. [D'Angelo 2005/10/01]
  • This can grant a creature type to animated lands and artifacts that would otherwise have no creature type. [D'Angelo 2000/10/08]
  • It does not replace any use of creature types in card text. For example, it will not change Mercenary Informer to be able to pull a different creature type. [D'Angelo 2000/09/07]
  • Note - Also see Rule 212.1e for details on choosing creature types.

128. Corrupt Official

Creature - Minion 3/1 4B (5) Mercadian Masques (Rare)
{2}{B}: Regenerate Corrupt Official.
Whenever Corrupt Official becomes blocked, defending player discards a card at random from his or her hand.
  • It triggers only once even if blocked by more than one creature. [MM FAQ 1999/09/22]
  • Note - This card was creature type "Minion" until Oracle 2007/10/01, when it became "Human Minion".

129. Dark Ritual

Instant B (1) Mercadian Masques (Common)
Add {B}{B}{B} to your mana pool.
  • This card, as with all instants cards, goes to the graveyard when it resolves. It does not stay in play. [D'Angelo 1999/05/01]
  • Extended tournaments (see Rule 803) have banned this card since 2000/04/01.
  • Note - In Mirage, Fifth Edition, Tempest, and Urza's Saga, this spell was of type Mana Source. In Ice Age, Fourth Edition (and before), it was of type Interrupt. It is now of type Instant.

130. Deathgazer

Creature - Lizard 2/2 3B (4) Mercadian Masques (Uncommon)
Whenever Deathgazer blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat.

131. Deepwood Ghoul

Creature - Zombie 2/1 2B (3) Mercadian Masques (Common)
Pay 2 life: Regenerate Deepwood Ghoul.

132. Deepwood Legate

Creature - Shade 1/1 3B (4) Mercadian Masques (Uncommon)
If an opponent controls a forest and you control a swamp, you may play Deepwood Legate without paying its mana cost.
{B}: Deepwood Legate gets +1/+1 until end of turn.

133. Delraich

Creature - Horror 6/6 6B (7) Mercadian Masques (Rare)
Trample
You may sacrifice three black creatures instead of paying Delraich's mana cost.

134. Enslaved Horror

Creature - Horror 4/4 3B (4) Mercadian Masques (Uncommon)
When Enslaved Horror comes into play, each other player may return a creature card from his or her graveyard to play.

135. Extortion

Sorcery 3BB (5) Mercadian Masques (Rare)
Look at target player's hand and choose up to two cards from it. That player discards those cards.

136. Forced March

Sorcery XBBB (3) Mercadian Masques (Rare)
Destroy all creatures with converted mana cost X or less.

137. Ghoul's Feast

Instant 1B (2) Mercadian Masques (Uncommon)
Target creature gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard.

138. Haunted Crossroads

Enchantment 2B (3) Mercadian Masques (Uncommon)
{B}: Put target creature card from your graveyard on top of your library.

139. Highway Robber

Creature - Mercenary 2/2 2BB (4) Mercadian Masques (Common)
When Highway Robber comes into play, you gain 2 life and target opponent loses 2 life.
  • Note - This card was of creature type "Mercenary", until Ninth Edition and Oracle 2005/08/01 when it became "Human Mercenary". Then with Oracle 2007/10/01 it became "Human Rogue Mercenary".

140. Instigator

Creature - Spellshaper 1/1 1B (2) Mercadian Masques (Rare)
{1}{B}{B}, {T}, Discard a card from your hand: Creatures target player controls attack this turn if able.
  • There is no penalty if the creatures are unable to attack. [MM FAQ 1999/09/22]
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Human Spellshaper".

141. Insubordination

Enchant Creature BB (2) Mercadian Masques (Common)
At the end of the turn of enchanted creature's controller, Insubordination deals 2 damage to that player unless enchanted creature attacked this turn.

142. Intimidation

Enchantment 2BBB (5) Mercadian Masques (Uncommon)
Creatures you control can't be blocked except by artifact creatures and black creatures.

143. Larceny

Enchantment 3BB (5) Mercadian Masques (Uncommon)
Whenever a creature you control deals combat damage to a player, that player discards a card from his or her hand.
  • Triggers once per creature, not once per point of damage. [MM FAQ 1999/09/22]

144. Liability

Enchantment 1BB (3) Mercadian Masques (Rare)
Whenever a card is put into a player's graveyard from play, that player loses 1 life.

145. Maggot Therapy

Enchant Creature 2B (3) Mercadian Masques (Common)
You may play Maggot Therapy any time you could play an instant.
Enchanted creature gets +2/-2.

146. Midnight Ritual

Sorcery X2B (3) Mercadian Masques (Rare)
Remove X target creature cards in your graveyard from the game. For each creature card removed this way, put a black 2/2 Zombie creature token into play.

147. Misshapen Fiend

Creature - Mercenary 1/1 1B (2) Mercadian Masques (Common)
Flying
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Horror Mercenary".

148. Molting Harpy

Creature - Mercenary 2/1 B (1) Mercadian Masques (Uncommon)
Flying
At the beginning of your upkeep, sacrifice Molting Harpy unless you pay {2}.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Harpy Mercenary".

149. Nether Spirit

Creature - Spirit 2/2 1BB (3) Mercadian Masques (Rare)
At the beginning of your upkeep, if Nether Spirit is the only creature card in your graveyard, you may return Nether Spirit to play.

150. Notorious Assassin

Creature - Spellshaper 2/2 3B (4) Mercadian Masques (Rare)
{2}{B}, {T}, Discard a card from your hand: Destroy target nonblack creature. It can't be regenerated.
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Human Spellshaper Assassin".

151. Pretender's Claim

Enchant Creature 1B (2) Mercadian Masques (Uncommon)
Whenever enchanted creature becomes blocked, tap all lands defending player controls.

152. Primeval Shambler

Creature - Mercenary 3/3 4B (5) Mercadian Masques (Uncommon)
{B}: Primeval Shambler gets +1/+1 until end of turn.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Horror Mercenary".

153. Putrefaction

Enchantment 4B (5) Mercadian Masques (Uncommon)
Whenever a player plays a white spell or green spell, that player discards a card from his or her hand.

154. Quagmire Lamprey

Creature - Fish 1/1 2B (3) Mercadian Masques (Uncommon)
Whenever Quagmire Lamprey becomes blocked by a creature, put a -1/-1 counter on that creature.

155. Rain of Tears

Sorcery 1BB (3) Mercadian Masques (Uncommon)
Destroy target land.

156. Rampart Crawler

Creature - Mercenary 1/1 B (1) Mercadian Masques (Common)
Rampart Crawler can't be blocked by Walls.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Lizard Mercenary".

157. Rouse

Instant 1B (2) Mercadian Masques (Common)
If you control a swamp, you may pay 2 life instead of paying Rouse's mana cost.
Target creature gets +2/+0 until end of turn.

158. Scandalmonger

Creature - Monger 3/3 3B (4) Mercadian Masques (Uncommon)
{2}: Target player discards a card from his or her hand. Any player may play this ability but only if he or she could play a sorcery.
  • Note - This card was creature type "Monger" until Oracle 2007/10/01, when it became "Boar Monger".

159. Sever Soul

Sorcery 3BB (5) Mercadian Masques (Common)
Destroy target nonblack creature. It can't be regenerated. You gain life equal to its toughness.

160. Silent Assassin

Creature - Mercenary 2/1 BB (2) Mercadian Masques (Rare)
{3}{B}: Destroy target blocking creature at end of combat.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Human Mercenary Assassin".

161. Skulking Fugitive

Creature - Mercenary 3/4 2B (3) Mercadian Masques (Common)
When Skulking Fugitive becomes the target of a spell or ability, sacrifice Skulking Fugitive.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Horror Mercenary".

162. Snuff Out

Instant 3B (4) Mercadian Masques (Common)
If you control a swamp, you may pay 4 life instead of paying Snuff Out's mana cost.
Destroy target nonblack creature. It can't be regenerated.

163. Soul Channeling

Enchant Creature 2B (3) Mercadian Masques (Common)
Pay 2 life: Regenerate enchanted creature.

164. Specter's Wail

Sorcery 1B (2) Mercadian Masques (Common)
Target player discards a card at random from his or her hand.

165. Strongarm Thug

Creature - Mercenary 1/1 2B (3) Mercadian Masques (Uncommon)
When Strongarm Thug comes into play, you may return a Mercenary card from your graveyard to your hand.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Human Mercenary".

166. Thrashing Wumpus

Creature - Beast 3/3 3BB (5) Mercadian Masques (Rare)
{B}: Thrashing Wumpus deals 1 damage to each creature and each player.

167. Undertaker

Creature - Spellshaper 1/1 1B (2) Mercadian Masques (Common)
{B}, {T}, Discard a card from your hand: Return target creature card from your graveyard to your hand.
  • Note - This card was of creature type "Spellshaper" and not "Human Spellshaper" until Oracle 2006/10/01 and Time Spiral.

168. Unmask

Sorcery 3B (4) Mercadian Masques (Rare)
You may remove a black card in your hand from the game instead of paying Unmask's mana cost.
Look at target player's hand and choose a nonland card from it. That player discards that card.

169. Unnatural Hunger

Enchant Creature 3BB (5) Mercadian Masques (Rare)
At the beginning of the upkeep of enchanted creature's controller, Unnatural Hunger deals to that player damage equal to enchanted creature's power unless he or she sacrifices another creature.

170. Vendetta

Instant B (1) Mercadian Masques (Common)
Destroy target nonblack creature. It can't be regenerated. You lose life equal to that creature's toughness.

171. Wall of Distortion

Creature - Wall 1/3 2BB (4) Mercadian Masques (Common)
(Walls can't attack.)
{2}{B}, {T}: Target player discards a card from his or her hand. Play this ability only if you could play a sorcery.

172. Arms Dealer

Creature - Goblin 1/1 2R (3) Mercadian Masques (Uncommon)
{1}{R}, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature.
  • Note - This card was creature type "Goblin" until Oracle 2007/10/01, when it became "Goblin Rogue".

173. Battle Rampart

Creature - Wall 1/3 2R (3) Mercadian Masques (Common)
(Walls can't attack.)
{T}: Target creature gains haste until end of turn. (That creature may attack and {T} the turn it comes under your control.)

174. Battle Squadron

Creature - Ship X/X 3RR (5) Mercadian Masques (Rare)
Flying
Battle Squadron's power and toughness are each equal to the number of creatures you control.
  • Note - This card was creature type "Ship" until Oracle 2007/10/01, when it became "Goblin".

175. Blaster Mage

Creature - Spellshaper 2/2 2R (3) Mercadian Masques (Common)
{R}, {T}, Discard a card from your hand: Destroy target Wall.
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Human Spellshaper".

176. Blood Hound

Creature - Hound 1/1 2R (3) Mercadian Masques (Rare)
Whenever you're dealt damage, you may put that many +1/+1 counters on Blood Hound.
At the end of your turn, remove all +1/+1 counters from Blood Hound.

177. Blood Oath

Instant 3R (4) Mercadian Masques (Rare)
Choose a card type. Target opponent reveals his or her hand. Blood Oath deals 3 damage to that player for each card of the chosen type revealed this way. (The card types are artifact, creature, enchantment, instant, land, and sorcery.)

178. Brawl

Instant 3RR (5) Mercadian Masques (Rare)
Until end of turn, all creatures gain ''{T}: This creature deals damage equal to its power to target creature.''

179. Cave Sense

Enchant Creature 1R (2) Mercadian Masques (Common)
Enchanted creature gets +1/+1 and has mountainwalk (It's unblockable as long as defending player controls a mountain.)

180. Cave-In

Sorcery 3RR (5) Mercadian Masques (Rare)
You may remove a red card in your hand from the game instead of paying Cave-In's mana cost.
Cave-In deals 2 damage to each creature and each player.

181. Cavern Crawler

Creature - Insect 0/3 2R (3) Mercadian Masques (Common)
Mountainwalk (This creature is unblockable as long as defending player controls a mountain.)
{R}: Cavern Crawler gets +1/-1 until end of turn.

182. Ceremonial Guard

Creature - Soldier 3/4 2R (3) Mercadian Masques (Common)
When Ceremonial Guard attacks or blocks, destroy it at end of combat.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

183. Cinder Elemental

Creature - Elemental 2/2 3R (4) Mercadian Masques (Uncommon)
{X}{R}, {T}, Sacrifice Cinder Elemental: Cinder Elemental deals X damage to target creature or player.

184. Close Quarters

Enchantment 2RR (4) Mercadian Masques (Uncommon)
Whenever a creature you control becomes blocked, Close Quarters deals 1 damage to target creature or player.

185. Crag Saurian

Creature - Lizard 4/4 RRR (3) Mercadian Masques (Rare)
Whenever Crag Saurian is dealt damage, the controller of that damage's source gains control of Crag Saurian.

186. Crash

Instant 2R (3) Mercadian Masques (Common)
You may sacrifice a mountain instead of paying Crash's mana cost.
Destroy target artifact.

187. Flailing Manticore

Creature - Monster 3/3 3R (4) Mercadian Masques (Rare)
Flying, first strike
{1}: Flailing Manticore gets +1/+1 until end of turn. Any player may play this ability.
{1}: Flailing Manticore gets -1/-1 until end of turn. Any player may play this ability.

188. Flailing Ogre

Creature - Ogre 3/3 2R (3) Mercadian Masques (Uncommon)
{1}: Flailing Ogre gets +1/+1 until end of turn. Any player may play this ability.
{1}: Flailing Ogre gets -1/-1 until end of turn. Any player may play this ability.

189. Flailing Soldier

Creature - Soldier 2/2 R (1) Mercadian Masques (Common)
{1}: Flailing Soldier gets +1/+1 until end of turn. Any player may play this ability.
{1}: Flailing Soldier gets -1/-1 until end of turn. Any player may play this ability.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

190. Flaming Sword

Enchant Creature 1R (2) Mercadian Masques (Common)
You may play Flaming Sword any time you could play an instant.
Target creature gets +1/+0 and has first strike.

191. Furious Assault

Enchantment 2R (3) Mercadian Masques (Common)
Whenever you play a creature spell, Furious Assault deals 1 damage to target player.
  • You can choose a different target player each time this triggers. [D'Angelo 2000/09/07]

192. Gerrard's Irregulars

Creature - Soldier 4/2 4R (5) Mercadian Masques (Common)
Trample, haste (This creature may attack and {T} the turn it comes under your control.)

193. Hammer Mage

Creature - Spellshaper 1/1 1R (2) Mercadian Masques (Uncommon)
{X}{R}, {T}, Discard a card from your hand: Destroy all artifacts with converted mana X or less.

194. Hired Giant

Creature - Giant 4/4 3R (4) Mercadian Masques (Uncommon)
When Hired Giant comes into play, each other player may search his or her library for a land card, put that card into play, then shuffle that library.
  • You do not have to find a land card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

195. Kris Mage

Creature - Spellshaper 1/1 R (1) Mercadian Masques (Common)
{R}, {T}, Discard a card from your hand: Kris Mage deals 1 damage to target creature or player.
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Human Spellshaper".

196. Kyren Glider

Creature - Goblin 1/1 1R (2) Mercadian Masques (Common)
Flying
Kyren Glider can't block.

197. Kyren Legate

Creature - Goblin 1/1 1R (2) Mercadian Masques (Uncommon)
If an opponent controls a plains and you control a mountain, you may play Kyren Legate without paying its mana cost.
Haste (This creature may attack and {T} the turn it comes under your control.)

198. Kyren Negotiations

Enchantment 2RR (4) Mercadian Masques (Uncommon)
Tap an untapped creature you control: Kyren Negotiations deals 1 damage to target player.

199. Kyren Sniper

Creature - Goblin 1/1 2R (3) Mercadian Masques (Common)
At the beginning of your upkeep, you may have Kyren Sniper deal 1 damage to target player.

200. Lava Runner

Creature - Lizard 2/2 1RR (3) Mercadian Masques (Rare)
Haste (This creature may attack and {T} the turn it comes under your control.)
Whenever Lava Runner becomes the target of a spell or ability, that spell or ability's controller sacrifices a land.

201. Lightning Hounds

Creature - Hound 3/2 2RR (4) Mercadian Masques (Common)
First strike

202. Lithophage

Creature - Insect 7/7 3RR (5) Mercadian Masques (Rare)
At the beginning of your upkeep, sacrifice Lithophage unless you sacrifice a mountain.

203. Lunge

Instant 2R (3) Mercadian Masques (Common)
Lunge deals 2 damage to target creature and 2 damage to target player.

204. Magistrate's Veto

Enchantment 2R (3) Mercadian Masques (Uncommon)
White creatures and blue creatures can't block.

205. Mercadia's Downfall

Instant 2R (3) Mercadian Masques (Uncommon)
Attacking creatures get +X/+0 until end of turn, where X is the number of nonbasic lands defending player controls.
  • The value of X is determined when this resolves and is not recalculated. [MM FAQ 1999/09/22]
  • The creatures that are attacking is determined when this resolves and is not changed later, even if you have another combat phase due to Relentless Assault or some similar effect. [MM FAQ 1999/09/22]

206. Ogre Taskmaster

Creature - Ogre 4/3 3R (4) Mercadian Masques (Uncommon)
Ogre Taskmaster can't block.

207. Pulverize

Sorcery 4RR (6) Mercadian Masques (Rare)
You may sacrifice two mountains instead of paying Pulverize's mana cost.
Destroy all artifacts.

208. Puppet's Verdict

Instant 1RR (3) Mercadian Masques (Rare)
Flip a coin. If you win the flip, destroy all creatures with power 2 or less. If you lose the flip, destroy all creatures with power 3 or greater.

209. Robber Fly

Creature - Insect 1/1 2R (3) Mercadian Masques (Uncommon)
Flying
Whenever Robber Fly becomes blocked, defending player discards his or her hand, then draws that many cards.
  • It triggers only once even if blocked by more than one creature. [MM FAQ 1999/09/22]

210. Rock Badger

Creature - Beast 3/3 4R (5) Mercadian Masques (Uncommon)
Mountainwalk (This creature is unblockable as long as defending player controls a mountain.)

211. Seismic Mage

Creature - Spellshaper 1/1 3R (4) Mercadian Masques (Rare)
{2}{R}, {T}, Discard a card from your hand: Destroy target land.
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Human Spellshaper".

212. Shock Troops

Creature - Soldier 2/2 3R (4) Mercadian Masques (Common)
Sacrifice Shock Troops: Shock Troops deals 2 damage to target creature or player.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

213. Sizzle

Sorcery 2R (3) Mercadian Masques (Common)
Sizzle deals 3 damage to each opponent.

214. Squee, Goblin Nabob

Creature - Goblin Legend 1/1 2R (3) Mercadian Masques (Rare)
At the beginning of your upkeep, if Squee, Goblin Nabob is in your graveyard, you may return Squee to your hand.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01 when it became "Goblin".

215. Stone Rain

Sorcery 2R (3) Mercadian Masques (Common)
Destroy target land.

216. Tectonic Break

Sorcery XRR (2) Mercadian Masques (Rare)
Each player sacrifices X lands.

217. Territorial Dispute

Enchantment 4RR (6) Mercadian Masques (Rare)
Players can't play lands.
At the beginning of your upkeep, sacrifice Territorial Dispute unless you sacrifice a land.
  • Does not stop lands from being put into play by a spell or ability. It only stops players from taking the action of playing a land. [MM FAQ 1999/09/22]

218. Thieves' Auction

Sorcery 4RRR (7) Mercadian Masques (Rare)
Set aside all permanents. You choose one of those cards and put it into play tapped under your control. Then your opponent chooses one and puts it into play tapped under his or her control. Repeat this process until all cards set aside this way have been chosen. (Local enchantments with no permanent to enchant remain removed from the game.)
  • In multi-player games, it affects all players and players make choices in turn order. [MM FAQ 1999/09/22]
  • If you choose an Aura, you can put it on any permanent it can legally enchant. If there is nothing it can legally enchant, it remains removed from the game... and it can still be chosen by you or another player later in the auction. If there comes a point where only Auras with no legal permanent are left, they stay removed from the game permanently. [MM FAQ 1999/09/22]
  • Triggers from the permanents leaving play and then being put back into play are not put on the stack until the entire effect is done. [8E FAQ 2003/07/28]
  • An Aura put into play this way does not target the permanent it is placed upon. [DeLaney 1999/10/17]
  • You cannot pick a card that cannot legally be returned to play (see Rule 413.2c). If there are no cards that can be legally returned, then you cannot pick one. If no player can pick one, the effect ends. [D'Angelo 2003/12/13]

219. Thunderclap

Instant 2R (3) Mercadian Masques (Common)
You may sacrifice a mountain instead of paying Thunderclap's mana cost.
Thunderclap deals 3 damage to target creature.

220. Tremor

Sorcery R (1) Mercadian Masques (Common)
Tremor deals 1 damage to each creature without flying.

221. Two-Headed Dragon

Creature - Dragon 4/4 4RR (6) Mercadian Masques (Rare)
Flying
{1}{R}: Two-Headed Dragon gets +2/+0 until end of turn.
Two-Headed Dragon can't be blocked except by two or more creatures. It may block one additional creature. (All blocks must be legal.)

222. Uphill Battle

Enchantment 2R (3) Mercadian Masques (Uncommon)
Creatures your opponents play come into play tapped.

223. Volcanic Wind

Sorcery 4RR (6) Mercadian Masques (Uncommon)
Volcanic Wind deals X damage divided as you choose among any number of target creatures, where X is the number of creatures in play.
  • The value of X is determined at the time you announce this spell, and you choose the targets and the division of damage among those targets as part of the announcement as well. [D'Angelo 1999/11/21]
  • If there are no creatures in play when you play this, you do not pick any targets and it deals no damage. [D'Angelo 2003/05/19]
  • If there is at least one creature in play when you are announcing this, you cannot choose zero targets. You must choose between 1 and X targets. [DeLaney 2003/05/19]

224. War Cadence

Enchantment 2R (3) Mercadian Masques (Uncommon)
{X}{R}: Creatures can't block this turn unless their controller pays {X} for each attacking creature.
  • The opponent pays the cost as blockers are declared. [D'Angelo 2007/02/04]
  • The ability only applies to blocks declared after it resolves. It will not add costs to any blockers already announced. [DeLaney 1999/10/17]
  • You can choose X=0. This doesn't have an effect most of the time, but it does mean that creatures cannot block unless the controller chooses to pay the cost (a cost of zero is not automatically paid). You can use this to make your creatures unable to block a Lured attacker. [D'Angelo 1999/10/17]

225. Warmonger

Creature - Monger 3/3 3R (4) Mercadian Masques (Uncommon)
{2}: Warmonger deals 1 damage to each creature without flying and each player. Any player may play this ability.
  • Note - This card was creature type "Monger" until Oracle 2007/10/01, when it became "Ox Monger". Then with Oracle 2008/01/01 it became "Minotaur Monger".

226. Warpath

Instant 3R (4) Mercadian Masques (Uncommon)
Warpath deals 3 damage to each blocking creature and each blocked creature.

227. Wild Jhovall

Creature - Cat 3/3 3R (4) Mercadian Masques (Common)

228. Word of Blasting

Instant 1R (2) Mercadian Masques (Uncommon)
Destroy target Wall. It can't be regenerated. Word of Blasting deals damage equal to that Wall's converted mana cost to the Wall's controller.

229. Ancestral Mask

Enchant Creature 2G (3) Mercadian Masques (Common)
Enchanted creature gets +2/+2 for each other enchantment in play.

230. Bifurcate

Sorcery 3G (4) Mercadian Masques (Rare)
Search your library for a copy of target creature card in play and put that card into play. Then shuffle your library.
  • You do not have to find a creature card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

231. Boa Constrictor

Creature - Snake 3/3 4G (5) Mercadian Masques (Uncommon)
{T}: Boa Constrictor gets +3/+3 until end of turn.

232. Briar Patch

Enchantment 1GG (3) Mercadian Masques (Uncommon)
Whenever a creature attacks you, it gets -1/-0 until end of turn.

233. Caller of the Hunt

Creature - Lord X/X 2G (3) Mercadian Masques (Rare)
As you play Caller of the Hunt, choose a creature type.
Caller of the Hunt's power and toughness are each equal to the number of creatures in play of the chosen type.
  • Note - This card was creature type "Lord" until Oracle 2007/10/01, when it became "Human".

234. Caustic Wasps

Creature - Insect 1/1 2G (3) Mercadian Masques (Uncommon)
Flying
Whenever Caustic Wasps deals combat damage to a player, you may destroy target artifact that player controls.

235. Clear the Land

Sorcery 2G (3) Mercadian Masques (Rare)
Each player reveals the top five cards of his or her library, puts into play tapped all land cards revealed this way, and removes the rest from the game.

236. Collective Unconscious

Sorcery 4GG (6) Mercadian Masques (Rare)
Draw a card for each creature you control.

237. Dawnstrider

Creature - Spellshaper 1/1 1G (2) Mercadian Masques (Rare)
{G}, {T}, Discard a card from your hand: Prevent all combat damage that would be dealt this turn.
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Dryad Spellshaper".

238. Deadly Insect

Creature - Insect 6/1 4G (5) Mercadian Masques (Common)
Deadly Insect can't be the target of spells or abilities.

239. Deepwood Drummer

Creature - Spellshaper 1/1 1G (2) Mercadian Masques (Common)
{G}, {T}, Discard a card from your hand: Target creature gets +2/+2 until end of turn.
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Human Spellshaper".

240. Deepwood Elder

Creature - Spellshaper 2/2 GG (2) Mercadian Masques (Rare)
{X}{G}{G}, {T}, Discard a card from your hand: X target lands become forests until end of turn.
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Dryad Spellshaper".

241. Deepwood Tantiv

Creature - Beast 2/4 4G (5) Mercadian Masques (Uncommon)
Whenever Deepwood Tantiv becomes blocked, you gain 2 life.

242. Deepwood Wolverine

Creature - Wolverine 1/1 G (1) Mercadian Masques (Common)
Whenever Deepwood Wolverine becomes blocked, it gets +2/+0 until end of turn.

243. Desert Twister

Sorcery 4GG (6) Mercadian Masques (Uncommon)
Destroy target permanent.

244. Erithizon

Creature - Beast 4/4 2GG (4) Mercadian Masques (Rare)
Whenever Erithizon attacks, put a +1/+1 counter on target creature of defending player's choice.
  • Erithizon's controller controls the triggered ability, but their opponent chooses the target. [DeLaney 2002/04/08]
  • This interacts in an odd way with Standard Bearer (and other Flagbearer cards). The result is that the Flagbearer ability does not apply to Erithizon's target. This is because the Flagbearer ability only works if the target is chosen by the same player (which must be an opponent) that controls the ability. With Erithizon, these are different players. [DeLaney 2002/04/08]

245. Ferocity

Enchant Creature 1G (2) Mercadian Masques (Common)
Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it.

246. Food Chain

Enchantment 2G (3) Mercadian Masques (Rare)
Remove a creature you control from the game: Add X mana of any color to your mana pool, where X is the removed creature's converted mana cost plus one. This mana may be spent only to play creature spells.

247. Foster

Enchantment 2GG (4) Mercadian Masques (Rare)
Whenever a creature you control is put into a graveyard, you may pay {1}. If you do, reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest into your graveyard.

248. Game Preserve

Enchantment 2G (3) Mercadian Masques (Rare)
At the beginning of your upkeep, each player reveals the top card of his or her library. If all cards revealed this way are creature cards, put those cards into play under their owners' control. (Otherwise, put them back face-down on top of their owners' libraries.)

249. Giant Caterpillar

Creature - Insect 3/3 3G (4) Mercadian Masques (Common)
{G}, Sacrifice Giant Caterpillar: Put a 1/1 green Butterfly creature token with flying into play at end of turn.
  • Note - Also see Token Creatures, Rule 216.
  • Note - The Visions version was of creature type Caterpillar.
  • Note - The token was of creature type "Butterfly" until Oracle 2006/01/15.

250. Groundskeeper

Creature - Druid 1/1 G (1) Mercadian Masques (Uncommon)
{1}{G}: Return target basic land card from your graveyard to your hand.
  • Note - This card was of creature type "Druid" and not "Human Druid" until Ninth Edition and Oracle 2005/08/01.

251. Horned Troll

Creature - Troll 2/2 2G (3) Mercadian Masques (Common)
{G}: Regenerate Horned Troll.

252. Howling Wolf

Creature - Wolf 2/2 2GG (4) Mercadian Masques (Common)
When Howling Wolves comes into play, you may search your library for up to three Howling Wolves cards, reveal them, and put them into your hand. If you do, shuffle your library.

253. Hunted Wumpus

Creature - Beast 6/6 3G (4) Mercadian Masques (Uncommon)
When Hunted Wumpus comes into play, each other play may put a creature card from his or her hand into play under his or her control.

254. Invigorate

Instant 2G (3) Mercadian Masques (Common)
If you control a forest, you may have an opponent gain 3 life instead of paying Invigorate's mana cost.
Target creature gets +4/+4 until end of turn.

255. Land Grant

Sorcery 1G (2) Mercadian Masques (Common)
If you have no land cards in hand, you may reveal your hand instead of paying Land Grant's mana cost.
Search your library for a forest card and put that card into your hand. Then shuffle your library.
  • You can pay the "reveal your hand" cost even if your hand is already revealed due to another effect. [Barclay 1999/11/07]
  • You do not have to find a forest card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • If your hand is empty, you can reveal your empty hand to play this. [D'Angelo 2007/03/25]

256. Ley Line

Enchantment 3G (4) Mercadian Masques (Uncommon)
At the beginning of each player's upkeep, that player may put a +1/+1 counter on target creature.
  • The current player plays and controls this ability, which is not necessarily the controller of Ley Line. [MM FAQ 1999/09/22]

257. Lumbering Satyr

Creature - Beast 5/4 2GG (4) Mercadian Masques (Uncommon)
All creatures gain forestwalk. (They're unblockable as long as defending player controls a forest.)

258. Lure

Enchant Creature 1GG (3) Mercadian Masques (Uncommon)
All creatures able to block enchanted creature do so if able.
  • Lure does not give a creature the ability to block the Lured creature, it just forces those creatures which are already able to block the Lured creature to do so. [D'Angelo 1994/06/01]
  • Opponent does not have to power special effects in an attempt to make all creatures block the Lured creature. For example, you do not need to power a Goblin Balloon Brigade to block a flying creature with Lure, but if you do power it, the Brigade must block. [bethmo 1994/08/01] More specifically, even a cost of zero mana is an optional cost you can choose not to pay. [WotC Rules Team 2000/02/16]
  • If a Lured creature is in a band, only blockers able to block the Lured creature are affected by the Lure. [bethmo 1994/10/01]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

259. Megatherium

Creature - Beast 4/4 2G (3) Mercadian Masques (Rare)
Trample
When Megatherium comes into play, sacrifice it unless you pay {1} for each card in your hand.

260. Natural Affinity

Instant 2G (3) Mercadian Masques (Rare)
All lands become 2/2 creatures until end of turn. They still counts lands.

261. Pangosaur

Creature - Lizard 6/6 2GG (4) Mercadian Masques (Rare)
Whenever a player plays a land, return Pangosaur to its owner's hand.

262. Revive

Sorcery 1G (2) Mercadian Masques (Uncommon)
Return target green card from your graveyard to your hand.

263. Rushwood Dryad

Creature - Dryad 2/1 1G (2) Mercadian Masques (Common)
Forestwalk (This creature is unblockable as long as defending player controls a forest.)

264. Rushwood Elemental

Creature - Elemental 4/4 GGGGG (5) Mercadian Masques (Rare)
Trample
At the beginning of your upkeep, you may put a +1/+1 counter on Rushwood Elemental.

265. Rushwood Herbalist

Creature - Spellshaper 2/2 2G (3) Mercadian Masques (Common)
{G}, {T}, Discard a card from your hand: Regenerate target creature.
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Human Spellshaper".

266. Rushwood Legate

Creature - Dryad 2/1 2G (3) Mercadian Masques (Uncommon)
If an opponent controls an island and you control a forest, you may play Rushwood Legate without paying its mana cost.

267. Saber Ants

Creature - Insect 2/3 3G (4) Mercadian Masques (Uncommon)
Whenever Saber Ants is dealt damage, you may put that many 1/1 green Insect creature tokens into play.

268. Sacred Prey

Creature - Beast 1/1 G (1) Mercadian Masques (Common)
When Sacred Prey becomes blocked, you gain 1 life.
  • Note - This card was creature type "Beast" until Oracle 2007/10/01, when it became "Horse".

269. Silverglade Elemental

Creature - Elemental 4/4 4G (5) Mercadian Masques (Common)
When Silverglade Elemental comes into play, you may search your library for a forest card and put that card into play. If you do, shuffle your library.
  • You do not have to find a forest card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

270. Silverglade Pathfinder

Creature - Spellshaper 1/1 1G (2) Mercadian Masques (Uncommon)
{1}{G}, {T}, Discard a card from your hand: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
  • You do not have to find a basic land card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]
  • Note - This card was creature type "Spellshaper" until Oracle 2007/10/01, when it became "Dryad Spellshaper".

271. Snake Pit

Enchantment 3G (4) Mercadian Masques (Uncommon)
Whenever an opponent plays a blue or black spell, you may put a 1/1 green Snake creature token into play.

272. Snorting Gahr

Creature - Beast 3/3 2GG (4) Mercadian Masques (Common)
Whenever Snorting Gahr becomes blocked, it gets +2/+2 until end of turn.
  • Note - This card was creature type "Beast" until Oracle 2007/10/01, when it became "Rhino Beast".

273. Spidersilk Armor

Enchantment 2G (3) Mercadian Masques (Common)
Creatures you control get +0/+1 and may block as though they had flying.

274. Spontaneous Generation

Sorcery 3G (4) Mercadian Masques (Rare)
Put a 1/1 green Saproling creature token into play for each card in your hand.

275. Squall

Sorcery 2G (3) Mercadian Masques (Common)
Squall deals 2 damage to each creature with flying.
  • Note - The Starter version of this card has a mana cost of {1}{G}, but it does not override the Mercadian Masques card's cost.

276. Squallmonger

Creature - Monger 3/3 3G (4) Mercadian Masques (Uncommon)
{2}: Squallmonger deals 1 damage to each creature with flying and each player. Any player may play this ability.

277. Stamina

Enchant Creature 2G (3) Mercadian Masques (Uncommon)
Attacking doesn't cause enchanted creature to tap.
Sacrifice Stamina: Regenerate enchanted creature.

278. Sustenance

Enchantment 1G (2) Mercadian Masques (Uncommon)
{1}, Sacrifice a land: Target creature gets +1/+1 until end of turn.

279. Tiger Claws

Enchant Creature 2G (3) Mercadian Masques (Common)
You may play Tiger Claws any time you could play an instant.
Enchanted creature gets +1/+1 and has trample.

280. Tranquility

Sorcery 2G (3) Mercadian Masques (Common)
Destroy all enchantments.
  • Destroys all cards that read "Enchant xxx" as well as those reading "Enchantment". [bethmo 1994/06/01]

281. Venomous Breath

Instant 3G (4) Mercadian Masques (Uncommon)
At end of combat, destroy all creatures that blocked or were blocked by target creature this turn.
  • It affects creatures that had blocked the target when this spell resolves, even if they are no longer blocking the creature. [D'Angelo 1999/12/11]

282. Venomous Dragonfly

Creature - Insect 1/1 3G (4) Mercadian Masques (Common)
Flying
Whenever Venomous Dragonfly blocks or becomes blocked by a creature, destroy that creature at end of combat.

283. Vernal Equinox

Enchantment 3G (4) Mercadian Masques (Rare)
Any player may play creature and enchantment spells any time he or she could play an instant.

284. Vine Dryad

Creature - Dryad 1/3 3G (4) Mercadian Masques (Rare)
Forestwalk (This creature is unblockable as long as defending player controls a forest.)
You may play Vine Dryad any time you could play an instant.
You may remove a green card in your hand from the game instead of paying Vine Dryad's mana cost.

285. Vine Trellis

Creature - Wall 0/4 1G (2) Mercadian Masques (Common)
(Walls can't attack.)
{T}: Add one green mana to your mana pool.

286. Assembly Hall

Artifact 5 (5) Mercadian Masques (Rare)
{4}, {T}: Reveal a creature card in your hand, search your library for a copy of that card, and put the card into your hand. Then shuffle your library.
  • You do not have to find a card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

287. Barbed Wire

Artifact 3 (3) Mercadian Masques (Uncommon)
At the beginning of each player's upkeep, Barbed Wire deals 1 damage to that player.
{2}: Prevent the next 1 damage that would be dealt by Barbed Wire this turn.

288. Bargaining Table

Artifact 5 (5) Mercadian Masques (Rare)
{X}, {T}: Draw a card. X is the number of cards in an opponent's hand.
  • You choose an opponent on announcement. This is not targeted, but a choice is still made. This choice is made before determining the value for X that is used in the cost. [D'Angelo 2000/01/02]

289. Credit Voucher

Artifact 2 (2) Mercadian Masques (Uncommon)
{2}, {T}, Sacrifice Credit Voucher: Shuffle any number of cards from your hand into your library, then draw that many cards.

290. Crenellated Wall

Artf Crt - Wall 0/4 4 (4) Mercadian Masques (Uncommon)
(Walls can't attack.)
{T}: Target creature gets +0/+4 until end of turn.

291. Crooked Scales

Artifact 4 (4) Mercadian Masques (Rare)
{4}, {T}: Choose target creature you control and target creature an opponent controls. Flip a coin. If you win the flip, destroy the creature the opponent controls. If you lose the flip, destroy the creature you control unless you pay {3} and reflip the coin.
  • You choose both targets on announcement, so you can only play this when you can legally choose both targets. [D'Angelo 2003/07/23]
  • If you pay the {3}, you do not choose a new pair of targets when it repeats. This means that if you lose the flip, you have the choice of having your creature destroyed or paying {3} to try again to win the flip. If you lose again, you get the same choice, and so on. You can keep trying to destroy your opponent's creature as long as you have mana to pay. [D'Angelo 2003/07/23]

292. Crumbling Sanctuary

Artifact 5 (5) Mercadian Masques (Rare)
For each 1 damage that would be dealt to a player, that player removes the top card of his or her library from the game instead.
  • If you have no cards in your library, then damage done to you will have no effect since it will get changed into a removal that cannot happen. [MM FAQ 1999/09/22]
  • The ability affects all players. [D'Angelo 2001/03/12]

293. Distorting Lens

Artifact 2 (2) Mercadian Masques (Rare)
{T}: Target permanent becomes the color of your choice until end of turn.

294. Eye of Ramos

Artifact 3 (3) Mercadian Masques (Rare)
{T}: Add one blue mana to your mana pool.
Sacrifice Eye of Ramos: Add one blue mana to your mana pool.
  • You can play the sacrifice ability while this card is tapped. [MM FAQ 1999/09/22]

295. General's Regalia

Artifact 3 (3) Mercadian Masques (Rare)
{3}: The next time a source of your choice would deal damage to you this turn, that damage is dealt to target creature you control instead.

296. Heart of Ramos

Artifact 3 (3) Mercadian Masques (Rare)
{T}: Add one red mana to your mana pool.
Sacrifice Heart of Ramos: Add one red mana to your mana pool.
  • You can play the sacrifice ability while this card is tapped. [MM FAQ 1999/09/22]

297. Henge Guardian

Artifact Creature 3/4 5 (5) Mercadian Masques (Uncommon)
{2}: Henge Guardian gains trample until end of turn.
  • Note - Also see Trample, Rule 502.9.
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Dragon". Then with Oracle 2008/01/01 it became "Dragon Wurm".

298. Horn of Plenty

Artifact 6 (6) Mercadian Masques (Rare)
Whenever a player plays a spell, he or she may pay {1}. If that player does, he or she draws a card at end of turn.

299. Horn of Ramos

Artifact 3 (3) Mercadian Masques (Rare)
{T}: Add one green mana to your mana pool.
Sacrifice Horn of Ramos: Add one green mana to your mana pool.
  • You can play the sacrifice ability while this card is tapped. [MM FAQ 1999/09/22]

300. Iron Lance

Artifact 2 (2) Mercadian Masques (Uncommon)
{3}, {T}: Target creature gains first strike until end of turn.

301. Jeweled Torque

Artifact 2 (2) Mercadian Masques (Uncommon)
As Jeweled Torque comes into play, choose a color .
Whenever a player plays a spell of the chosen color, you may pay {2}. If you do, you gain 2 life.

302. Kyren Archive

Artifact 3 (3) Mercadian Masques (Rare)
At the beginning of your upkeep, you may remove the top card of your library from the game face down.
{5}, Discard your hand, Sacrifice Kyren Archive: Put all cards removed from the game with Kyren Archive into their owner's hand.

303. Kyren Toy

Artifact 3 (3) Mercadian Masques (Rare)
{1}, {T}: Put a charge counter on Kyren Toy.
{T}, Remove X charge counters from Kyren Toy: Add X plus one colorless mana to your mana pool.

304. Magistrate's Scepter

Artifact 3 (3) Mercadian Masques (Rare)
{4}, {T}: Put a charge counter on Magistrate's Scepter.
{T}, Remove three charge counters from Magistrate's Scepter: Take another turn after this one.
  • If multiple "extra turn" effects resolve in the same turn, take them in the reverse of the order that the effects resolved. [CompRules 2002/02/20 - 300.6] See Rule 300.6.

305. Mercadian Atlas

Artifact 5 (5) Mercadian Masques (Rare)
At the end of your turn, if you didn't play a land this turn, you may draw a card.
  • It only checks if you played a land. Putting a land into play by using an effect of another card does not count as "playing a land". [MM FAQ 1999/09/22]

306. Mercadian Lift

Artifact 2 (2) Mercadian Masques (Rare)
{1}, {T}: Put a winch counter on Mercadian Lift.
{T}, Remove X winch counters from Mercadian Lift: Put a creature card with converted mana cost X from your hand into play.

307. Monkey Cage

Artifact 5 (5) Mercadian Masques (Rare)
When a creature comes into play, sacrifice Monkey Cage and put into play a number of 2/2 green Ape creature tokens equal to that creature's converted mana cost.

308. Panacea

Artifact 4 (4) Mercadian Masques (Uncommon)
{X}{X}, {T}: Prevent the next X damage that would be dealt to target creature or player this turn.

309. Power Matrix

Artifact 4 (4) Mercadian Masques (Rare)
{T}: Target creature gets +1/+1 and gains flying, first strike, and trample until end of turn.

310. Puffer Extract

Artifact 5 (5) Mercadian Masques (Uncommon)
{X}, {T}: Target creature you control gets +X/+X until end of turn. Destroy it at end of turn.

311. Rishadan Pawnshop

Artifact 2 (2) Mercadian Masques (Rare)
{2}, {T}: Shuffle target card in play you control into its owner's library.

312. Skull of Ramos

Artifact 3 (3) Mercadian Masques (Rare)
{T}: Add one black mana to your mana pool.
Sacrifice Skull of Ramos: Add one black mana to your mana pool.
  • You can play the sacrifice ability while this card is tapped. [MM FAQ 1999/09/22]

313. Tooth of Ramos

Artifact 3 (3) Mercadian Masques (Rare)
{T}: Add one white mana to your mana pool.
Sacrifice Tooth of Ramos: Add one white mana to your mana pool.
  • You can play the sacrifice ability while this card is tapped. [MM FAQ 1999/09/22]

314. Toymaker

Artifact Creature - Spellshaper 1/1 2 (2) Mercadian Masques (Uncommon)
{1}, {T}, Discard a card from your hand: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn. (It retains its abilities.)

315. Worry Beads

Artifact 3 (3) Mercadian Masques (Rare)
At the beginning of each player's upkeep, that player puts the top card of his or her library into his or her graveyard.

316. Dust Bowl

Land Mercadian Masques (Rare)
{T}: Add one colorless mana to your mana pool.
{3}, {T}, Sacrifice a land: Destroy target nonbasic land.

317. Fountain of Cho

Land Mercadian Masques (Uncommon)
Fountain of Cho comes into play tapped.
{T}: Put a storage counter on Fountain of Cho.
{T}, Remove any number of storage counters from Fountain of Cho: Add one white mana to your mana pool for each storage counter removed this way.
  • This counts as a "land tapped for mana" even if you remove no storage counters and generate zero mana with the ability. [D'Angelo 2007/12/05]

318. Henge of Ramos

Land Mercadian Masques (Uncommon)
{T}: Add one colorless mana to your mana pool.
{2}, {T}: Add one mana of any color to your mana pool.

319. Hickory Woodlot

Land Mercadian Masques (Common)
Hickory Woodlot comes into play tapped with two depletion counters on it.
{T}, Remove a depletion counter from Hickory Woodlot: Add two green mana to your mana pool. If there are no depletion counters on Hickory Woodlot, sacrifice it.

320. High Market

Land Mercadian Masques (Rare)
{T}: Add one colorless mana to your mana pool.
{T}, Sacrifice a creature: You gain 1 life.

321. Mercadian Bazaar

Land Mercadian Masques (Uncommon)
Mercadian Bazaar comes into play tapped.
{T}: Put a storage counter on Mercadian Bazaar. {T}, Remove any number of storage counters from Mercadian Bazaar: Add one red mana to your mana pool for each storage counter removed this way.
  • This counts as a "land tapped for mana" even if you remove no storage counters and generate zero mana with the ability. [D'Angelo 2007/12/05]

322. Peat Bog

Land Mercadian Masques (Common)
Peat Bog comes into play tapped with two depletion counters on it.
{T}, Remove a depletion counter from Peat Bog: Add two black mana to your mana pool. If there are no depletion counters on Peat Bog, sacrifice it.

323. Remote Farm

Land Mercadian Masques (Common)
Remote Farm comes into play tapped with two depletion counters on it.
{T}, Remove a depletion counter from Remote Farm: Add two white mana to your mana pool. If there are no depletion counters on Remote Farm, sacrifice it.

324. Rishadan Port

Land Mercadian Masques (Rare)
{T}: Add one colorless mana to your mana pool.
{1}, {T}: Tap target land.
  • Mercadian Masques/Nemesis/Prophecy block format tournaments (see Rule 806.7) have banned this card since 2000/07/01.

325. Rushwood Grove

Land Mercadian Masques (Uncommon)
Rushwood Grove comes into play tapped.
{T}: Put a storage counter on Rushwood Grove.
{T}, Remove any number of storage counters from Rushwood Grove: Add one green mana to your mana pool for each storage counter removed this way.
  • This counts as a "land tapped for mana" even if you remove no storage counters and generate zero mana with the ability. [D'Angelo 2007/12/05]

326. Sandstone Needle

Land Mercadian Masques (Common)
Sandstone Needle comes into play tapped with two depletion counters on it.
{T}, Remove a depletion counter from Sandstone Needle: Add two red mana to your mana pool. If there are no depletion counters on Sandstone Needle, sacrifice it.

327. Saprazzan Cove

Land Mercadian Masques (Uncommon)
Saprazzan Cove comes into play tapped.
{T}: Put a storage counter on Saprazzan Cove.
{T}, Remove any number of storage counters from Saprazzan Cove: Add one blue mana to your mana pool for each storage counter removed this way.
  • This counts as a "land tapped for mana" even if you remove no storage counters and generate zero mana with the ability. [D'Angelo 2007/12/05]

328. Saprazzan Skerry

Land Mercadian Masques (Common)
Saprazzan Skerry comes into play tapped with two depletion counters on it.
{T}, Remove a depletion counter from Saprazzan Skerry: Add two blue mana to your mana pool. If there are no depletion counters on Saprazzan Skerry, sacrifice it.

329. Subterranean Hangar

Land Mercadian Masques (Uncommon)
Subterranean Hangar comes into play tapped.
{T}: Put a storage counter on Subterranean Hangar.
{T}, Remove any number of storage counters from Subterranean Hangar: Add one black mana to your mana pool for each storage counter removed this way.
  • This counts as a "land tapped for mana" even if you remove no storage counters and generate zero mana with the ability. [D'Angelo 2007/12/05]

330. Tower of the Magistrate

Land Mercadian Masques (Rare)
{T}: Add one colorless mana to your mana pool.
{1}, {T}: Target creature gains protection from artifacts until end of turn.

331. Plains

Land Mercadian Masques (Land)
{W}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

332. Plains

Land Mercadian Masques (Land)
{W}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

333. Plains

Land Mercadian Masques (Land)
{W}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

334. Plains

Land Mercadian Masques (Land)
{W}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

335. Island

Land Mercadian Masques (Land)
{U}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

336. Island

Land Mercadian Masques (Land)
{U}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

337. Island

Land Mercadian Masques (Land)
{U}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

338. Island

Land Mercadian Masques (Land)
{U}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

339. Swamp

Land Mercadian Masques (Land)
{B}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

340. Swamp

Land Mercadian Masques (Land)
{B}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

341. Swamp

Land Mercadian Masques (Land)
{B}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

342. Swamp

Land Mercadian Masques (Land)
{B}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

343. Mountain

Land Mercadian Masques (Land)
{R}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

344. Mountain

Land Mercadian Masques (Land)
{R}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

345. Mountain

Land Mercadian Masques (Land)
{R}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

346. Mountain

Land Mercadian Masques (Land)
{R}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

347. Forest

Land Mercadian Masques (Land)
{G}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

348. Forest

Land Mercadian Masques (Land)
{G}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

349. Forest

Land Mercadian Masques (Land)
{G}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

350. Forest

Land Mercadian Masques (Land)
{G}
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]