Mercadian Masques

Image Card Info Mana cost
Afterlife

Afterlife

Instant

Destroy target creature. It can't be regenerated. Its controller creates a 1/1 white Spirit creature token with flying.

2 W
Alabaster Wall

Alabaster Wall

Creature — Wall

Defender (This creature can't attack.) : Prevent the next 1 damage that would be dealt to any target this turn.

Its mortar is mixed with waters straight from the Fountain of Cho.

0/4

2 W
Armistice

Armistice

Enchantment

: You draw a card and target opponent gains 3 life.

We all must profit for peace to last. —Mercadian saying

2 W
Arrest

Arrest

Enchantment — Aura

Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated.

Orim had no memory of the previous night—the first thing she could remember was waking up with the dead guard's blood on her hands.

2 W
Ballista Squad

Ballista Squad

Creature — Human Rebel

, : Ballista Squad deals X damage to target attacking or blocking creature.

The perfect antidote for a tightly packed formation.

2/2

3 W
Charm Peddler

Charm Peddler

Creature — Human Spellshaper

, , Discard a card: The next time a source of your choice would deal damage to target creature this turn, prevent that damage.

1/1

W
Charmed Griffin

Charmed Griffin

Creature — Griffin

Flying When Charmed Griffin enters the battlefield, each other player may put an artifact or enchantment card onto the battlefield from their hand.

Are you sure you can afford such a luxury?

3/3

3 W
Cho-Arrim Alchemist

Cho-Arrim Alchemist

Creature — Human Spellshaper

, , Discard a card: The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.

1/1

W
Cho-Arrim Bruiser

Cho-Arrim Bruiser

Creature — Ogre Rebel

Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures.

He doesn't know why the Cho-Arrim fight the Mercadians, but he's happy to bash heads for them anyway.

3/4

5 W
Cho-Arrim Legate

Cho-Arrim Legate

Creature — Human Soldier

If an opponent controls a Swamp and you control a Plains, you may cast this spell without paying its mana cost. Protection from black

1/2

2 W
Cho-Manno, Revolutionary

Cho-Manno, Revolutionary

Legendary Creature — Human Rebel

Prevent all damage that would be dealt to Cho-Manno, Revolutionary.

"Mercadia's masks can no longer hide the truth. Our day has come at last." —Cho-Manno

2/2

2 W W
Cho-Manno's Blessing

Cho-Manno's Blessing

Enchantment — Aura

Flash Enchant creature As Cho-Manno's Blessing enters the battlefield, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Cho-Manno's Blessing.

W W
Common Cause

Common Cause

Enchantment

Nonartifact creatures get +2/+2 as long as they all share a color.

Mercadia City's troops are at their best when they have no enemy to fight.

2 W
Cornered Market

Cornered Market

Enchantment

Players can't cast spells with the same name as a nontoken permanent. Players can't play nonbasic lands with the same name as a nontoken permanent.

Don't step on the livelihood of other vendors, or they may step on you. —Mercadian saying

2 W
Crackdown

Crackdown

Enchantment

Nonwhite creatures with power 3 or greater don't untap during their controllers' untap steps.

"There is no place for mercy in defense of our lives." —Ta-Spon, Cho-Arrim executioner

2 W
Crossbow Infantry

Crossbow Infantry

Creature — Human Soldier Archer

: Crossbow Infantry deals 1 damage to target attacking or blocking creature.

The crossbow is the ideal weapon for the lazy Mercadians: just point and shoot.

1/1

1 W
Devout Witness

Devout Witness

Creature — Human Spellshaper

, , Discard a card: Destroy target artifact or enchantment.

The Cho-Arrim fought Mercadia's decadence with more than just swords.

2/2

2 W
Disenchant

Disenchant

Instant

Destroy target artifact or enchantment.

The scepter of power is fragile in a calloused hand. —Cho-Arrim saying

1 W
Fountain Watch

Fountain Watch

Creature — Human Cleric

Artifacts and enchantments you control have shroud. (They can't be the targets of spells or abilities.)

The Cho-Arrim didn't rely only on a secret location to protect their Fountain.

2/4

3 W W
Fresh Volunteers

Fresh Volunteers

Creature — Human Rebel

Every Cho-Arrim villager is a potential warrior; when they are called, they abandon their peaceful way of life and take up arms to defend it.

2/2

1 W
Honor the Fallen

Honor the Fallen

Instant

Exile all creature cards from all graveyards. You gain 1 life for each card exiled this way.

"May the River claim Cho-Manno's body, wherever it lies." —Ta-Karnst, Cho-Arrim healer

1 W
Ignoble Soldier

Ignoble Soldier

Creature — Human Soldier

Whenever Ignoble Soldier becomes blocked, prevent all combat damage that would be dealt by it this turn.

Cowardice is a term invented by those with no cunning.

3/1

2 W
Inviolability

Inviolability

Enchantment — Aura

Enchant creature Prevent all damage that would be dealt to enchanted creature.

A soldier's faith is magic strong enough to protect against any blade.

1 W
Ivory Mask

Ivory Mask

Enchantment

You have shroud. (You can't be the target of spells or abilities.)

"I did not choose my role, Orim," said Cho-Manno patiently, "and I suspect Gerrard did not choose his."

2 W W
Jhovall Queen

Jhovall Queen

Creature — Cat Rebel

Vigilance

War-trained jhovalls eat twice their weight in war-trained soldiers daily.

4/7

4 W W
Jhovall Rider

Jhovall Rider

Creature — Human Rebel

Trample

Don't be fooled by the riders' fluid grace—it takes years of practice to ride these beasts.

3/3

4 W
Last Breath

Last Breath

Instant

Exile target creature with power 2 or less. Its controller gains 4 life.

"The River flows. My soul returns."

1 W
Moment of Silence

Moment of Silence

Instant

Target player skips their next combat phase this turn.

The silence commemorates not those who've died, but those about to.

W
Moonlit Wake

Moonlit Wake

Enchantment

Whenever a creature dies, you gain 1 life.

"As long as Rushwood glows, no life is ever truly lost." —Ta-Karnst, Cho-Arrim healer

2 W
Muzzle

Muzzle

Enchantment — Aura

Enchant creature Prevent all damage that would be dealt by enchanted creature.

Clenched teeth do not bite. —Cho-Arrim saying

1 W
Nightwind Glider

Nightwind Glider

Creature — Human Rebel

Flying, protection from black

Once you learn to float on the shadows, you'll never fear them again.

2/1

2 W
Noble Purpose

Noble Purpose

Enchantment

Whenever a creature you control deals combat damage, you gain that much life.

Fighting for the right reason is itself a source of strength.

3 W W
Orim's Cure

Orim's Cure

Instant

If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost. Prevent the next 4 damage that would be dealt to any target this turn.

1 W
Pious Warrior

Pious Warrior

Creature — Human Rebel Warrior

Whenever Pious Warrior is dealt combat damage, you gain that much life.

The Cho-Arrim make no distinction between healers and soldiers.

2/3

3 W
Ramosian Captain

Ramosian Captain

Creature — Human Rebel

First strike , : Search your library for a Rebel permanent card with mana value 4 or less, put it onto the battlefield, then shuffle.

The Cho-Arrim believe in leading by example.

2/2

1 W W
Ramosian Commander

Ramosian Commander

Creature — Human Rebel

, : Search your library for a Rebel permanent card with mana value 5 or less, put it onto the battlefield, then shuffle.

"Cho-Manno guides your spirit. I guide your sword."

2/4

2 W W
Ramosian Lieutenant

Ramosian Lieutenant

Creature — Human Rebel

, : Search your library for a Rebel permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.

"Give me your hand and I will give you victory."

1/2

1 W
Ramosian Rally

Ramosian Rally

Instant

If you control a Plains, you may tap an untapped creature you control rather than pay this spell's mana cost. Creatures you control get +1/+1 until end of turn.

3 W
Ramosian Sergeant

Ramosian Sergeant

Creature — Human Rebel

, : Search your library for a Rebel permanent card with mana value 2 or less, put it onto the battlefield, then shuffle.

Her commands are part rallying cry, part sermon, and wholly undeniable.

1/1

W
Ramosian Sky Marshal

Ramosian Sky Marshal

Creature — Human Rebel

Flying , : Search your library for a Rebel permanent card with mana value 6 or less, put it onto the battlefield, then shuffle.

The Cho-Arrim fell from the sky onto Mercadia City like a vengeful rain.

3/3

3 W W
Rappelling Scouts

Rappelling Scouts

Creature — Human Rebel Scout

Flying : Rappelling Scouts gains protection from the color of your choice until end of turn.

1/4

2 W W
Renounce

Renounce

Instant

Sacrifice any number of permanents. You gain 2 life for each permanent sacrificed this way.

Gerrard offered no defense to Orim's condemnation; the mission was under his command, and he was responsible.

1 W
Revered Elder

Revered Elder

Creature — Human Cleric

: Prevent the next 1 damage that would be dealt to Revered Elder this turn.

The Cho-Arrim worship life and revere those who've experienced it longest.

1/2

2 W
Reverent Mantra

Reverent Mantra

Instant

You may exile a white card from your hand rather than pay this spell's mana cost. Choose a color. All creatures gain protection from the chosen color until end of turn.

3 W
Righteous Aura

Righteous Aura

Enchantment

, Pay 2 life: The next time a source of your choice would deal damage to you this turn, prevent that damage.

"There is a great difference between pain and injury." —Cho-Manno

1 W
Righteous Indignation

Righteous Indignation

Enchantment

Whenever a creature blocks a black or red creature, the blocking creature gets +1/+1 until end of turn.

"You are the disease that plagues Mercadia. I am the healer's knife that will cut you out."

2 W
Security Detail

Security Detail

Enchantment

: Create a 1/1 white Soldier creature token. Activate only if you control no creatures and only once each turn.

3 W
Soothing Balm

Soothing Balm

Instant

Target player gains 5 life.

Orim taught Ta-Karnst and the other Cho-Arrim healers a far less invasive method of healing.

1 W
Spiritual Focus

Spiritual Focus

Enchantment

Whenever a spell or ability an opponent controls causes you to discard a card, you gain 2 life and you may draw a card.

1 W
Steadfast Guard

Steadfast Guard

Creature — Human Rebel

Vigilance (Attacking doesn't cause this creature to tap.)

The Mercadians were prepared for the guard, but the guard was even more prepared for the Mercadians.

2/2

W W
Story Circle

Story Circle

Enchantment

As Story Circle enters the battlefield, choose a color. : The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.

1 W W
Task Force

Task Force

Creature — Human Rebel

Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn.

They are the reflection of Rushwood's glow on the edge of a wooden sword.

1/3

2 W
Thermal Glider

Thermal Glider

Creature — Human Rebel

Flying, protection from red

"The Mercadians are too busy looking down on us to see us coming." —Cho-Arrim rebel

2/1

2 W
Tonic Peddler

Tonic Peddler

Creature — Human Spellshaper

, , Discard a card: Target player gains 3 life.

"The price is written at the bottom of the cup."

1/1

1 W
Trap Runner

Trap Runner

Creature — Human Soldier

: Target unblocked attacking creature becomes blocked. Activate only during combat after blockers are declared. (This ability works on creatures that can't be blocked.)

"How could I catch her when the trees conspired to stop me?"

2/3

2 W W
Wave of Reckoning

Wave of Reckoning

Sorcery

Each creature deals damage to itself equal to its power.

Inner conflict can defeat a soldier more quickly than any army.

4 W
Wishmonger

Wishmonger

Creature — Unicorn Monger

: Target creature gains protection from the color of its controller's choice until end of turn. Any player may activate this ability.

"It's not what you ask for, but how you ask for it."

3/3

3 W
Aerial Caravan

Aerial Caravan

Creature — Human Soldier

Flying : Exile the top card of your library. Until end of turn, you may play that card. (Reveal the card as you exile it.)

Successful delivery is *not* guaranteed.

4/3

4 U U
Balloon Peddler

Balloon Peddler

Creature — Human Spellshaper

, , Discard a card: Target creature gains flying until end of turn.

The market festival turned out to be the high point of Jaffy's visit.

2/2

2 U
Blockade Runner

Blockade Runner

Creature — Merfolk

: Blockade Runner can't be blocked this turn.

"I need to get back to Mercadia City," said Sisay. "We can get you there," the vizier answered. "Easily."

2/2

3 U
Brainstorm

Brainstorm

Instant

Draw three cards, then put two cards from your hand on top of your library in any order.

"I see more than others do because I know where to look." —Saprazzan vizier

U
Bribery

Bribery

Sorcery

Search target opponent's library for a creature card and put that card onto the battlefield under your control. Then that player shuffles.

In Mercadia City, loyalties extend only as far as your purse can stretch.

3 U U
Buoyancy

Buoyancy

Enchantment — Aura

Flash Enchant creature Enchanted creature has flying.

Saprazzan merfolk become legged on land, but some find it quicker to bring the water with them.

1 U
Chambered Nautilus

Chambered Nautilus

Creature — Nautilus Beast

Whenever Chambered Nautilus becomes blocked, you may draw a card.

What's merely a home for the nautilus can become exquisite jewelry in the hands of Saprazzan artisans.

2/2

2 U
Chameleon Spirit

Chameleon Spirit

Creature — Illusion Spirit

As Chameleon Spirit enters the battlefield, choose a color. Chameleon Spirit's power and toughness are each equal to the number of permanents of the chosen color your opponents control.

*/*

3 U
Charisma

Charisma

Enchantment — Aura

Enchant creature Whenever enchanted creature deals damage to a creature, gain control of the other creature for as long as Charisma remains on the battlefield.

It was Gerrard's nature to lead and the Mercadians' to follow.

U U U
Cloud Sprite

Cloud Sprite

Creature — Faerie

Flying (This creature can't be blocked except by creatures with flying or reach.) Cloud Sprite can block only creatures with flying.

The delicate sprites carry messages for Saprazzans, but they refuse to land in Mercadia City's filthy markets.

1/1

U
Coastal Piracy

Coastal Piracy

Enchantment

Whenever a creature you control deals combat damage to an opponent, you may draw a card.

"I don't like to think of myself as a pirate. I'm more like a stimulator of the local economy."

2 U U
Counterspell

Counterspell

Instant

Counter target spell.

"Your attack has been rendered harmless. It is, however, quite pretty." —Saprazzan vizier

U U
Cowardice

Cowardice

Enchantment

Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand. (It won't be affected by the spell or ability.)

Gerrard was the Mercadian soldiers' greatest hero; they followed him blindly. When he left, they stumbled around blindly.

3 U U
Customs Depot

Customs Depot

Enchantment

Whenever you cast a creature spell, you may pay . If you do, draw a card, then discard a card.

A bribe is always faster than filling out paperwork.

1 U
Darting Merfolk

Darting Merfolk

Creature — Merfolk

: Return Darting Merfolk to its owner's hand.

You might as well try to catch water with a net.

1/1

1 U
Dehydration

Dehydration

Enchantment — Aura

Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature doesn't untap during its controller's untap step.

"You say Saprazzo is a city built on water? I hope they have enough to wash the dust from my throat." —Sisay

3 U
Diplomatic Escort

Diplomatic Escort

Creature — Human Spellshaper

, , Discard a card: Counter target spell or ability that targets a creature.

1/1

1 U
Diplomatic Immunity

Diplomatic Immunity

Enchantment — Aura

Enchant creature Shroud (A permanent with shroud can't be the target of spells or abilities.) Enchanted creature has shroud.

1 U
Drake Hatchling

Drake Hatchling

Creature — Drake

Flying : Drake Hatchling gets +1/+0 until end of turn. Activate only once each turn.

There is beauty in the space between learning to fly and taking it for granted.

1/3

2 U
Embargo

Embargo

Enchantment

Nonland permanents don't untap during their controllers' untap steps. At the beginning of your upkeep, you lose 2 life.

3 U
Energy Flux

Energy Flux

Enchantment

All artifacts have "At the beginning of your upkeep, sacrifice this artifact unless you pay ."

Karn said nothing—he just grasped the powerstone and squeezed tightly. The wild flashing ceased.

2 U
Extravagant Spirit

Extravagant Spirit

Creature — Spirit

Flying At the beginning of your upkeep, sacrifice Extravagant Spirit unless you pay for each card in your hand.

The fewer your possessions, the fewer your worries.

4/4

3 U
False Demise

False Demise

Enchantment — Aura

Enchant creature When enchanted creature dies, return that card to the battlefield under your control.

"Go down there and fish him out. Maybe his hide will fetch a price."

2 U
Glowing Anemone

Glowing Anemone

Creature — Jellyfish Beast

When Glowing Anemone enters the battlefield, you may return target land to its owner's hand.

Beautiful to behold, terrible to be held.

1/3

3 U
Gush

Gush

Instant

You may return two Islands you control to their owner's hand rather than pay this spell's mana cost. Draw two cards.

Don't trust your secrets to the sea.

4 U
High Seas

High Seas

Enchantment

Red creature spells and green creature spells cost more to cast.

Bend as the wave breaks or it will break you as well. —Saprazzan saying

2 U
Hoodwink

Hoodwink

Instant

Return target artifact, enchantment, or land to its owner's hand.

The youths of Rishada's marketplace are always ready for a quick footrace.

1 U
Indentured Djinn

Indentured Djinn

Creature — Djinn

Flying When Indentured Djinn enters the battlefield, each other player may draw up to three cards.

It's not always clear who's the master and who's the servant.

4/4

1 U U
Karn's Touch

Karn's Touch

Instant

Target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value until end of turn. (It retains its abilities.)

U U
Misdirection

Misdirection

Instant

You may exile a blue card from your hand rather than pay this spell's mana cost. Change the target of target spell with a single target.

3 U U
Misstep

Misstep

Sorcery

Creatures target player controls don't untap during that player's next untap step.

The feet have no eyes. —Saprazzan saying

1 U
Overtaker

Overtaker

Creature — Merfolk Spellshaper

, , Discard a card: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.

"It's no challenge to master a Mercadian."

1/1

1 U
Port Inspector

Port Inspector

Creature — Human

Whenever Port Inspector becomes blocked, you may look at defending player's hand.

"There may be a few minor additional fees, levies, duties, surtaxes, tariffs, imposts, tolls . . . ."

1/2

1 U
Rishadan Airship

Rishadan Airship

Creature — Human Pirate

Flying Rishadan Airship can block only creatures with flying.

The view is truly spectacular—as long as you don't look at Rishada itself.

3/1

2 U
Rishadan Brigand

Rishadan Brigand

Creature — Human Pirate

Flying When Rishadan Brigand enters the battlefield, each opponent sacrifices a permanent unless they pay . Rishadan Brigand can block only creatures with flying.

3/2

4 U
Rishadan Cutpurse

Rishadan Cutpurse

Creature — Human Pirate

When Rishadan Cutpurse enters the battlefield, each opponent sacrifices a permanent unless they pay .

The bigger the purse, the greater the fool. —Rishadan saying

1/1

2 U
Rishadan Footpad

Rishadan Footpad

Creature — Human Pirate

When Rishadan Footpad enters the battlefield, each opponent sacrifices a permanent unless they pay .

"The best things in life are free. Money, for instance."

2/2

3 U
Sailmonger

Sailmonger

Creature — Human Monger

: Target creature gains flying until end of turn. Any player may activate this ability.

Clients who cheat the sailmonger make an impact on the rest.

3/3

3 U
Sand Squid

Sand Squid

Creature — Squid Beast

Islandwalk (This creature can't be blocked as long as defending player controls an Island.) You may choose not to untap Sand Squid during your untap step. : Tap target creature. That creature doesn't untap during its controller's untap step for as long as Sand Squid remains tapped.

2/2

3 U
Saprazzan Bailiff

Saprazzan Bailiff

Creature — Merfolk

When Saprazzan Bailiff enters the battlefield, exile all artifact and enchantment cards from all graveyards. When Saprazzan Bailiff leaves the battlefield, return all artifact and enchantment cards from all graveyards to their owners' hands.

2/2

3 U U
Saprazzan Breaker

Saprazzan Breaker

Creature — Beast

: Mill a card. If a land card was milled this way, Saprazzan Breaker can't be blocked this turn.

3/3

4 U
Saprazzan Heir

Saprazzan Heir

Creature — Merfolk

Whenever Saprazzan Heir becomes blocked, you may draw three cards.

Within the walls of the floating city, Saprazzan wealth is like Saprazzan water: abundant, free-flowing, and accessible to all.

1/1

1 U
Saprazzan Legate

Saprazzan Legate

Creature — Merfolk Soldier

If an opponent controls a Mountain and you control an Island, you may cast this spell without paying its mana cost. Flying

1/3

3 U
Saprazzan Outrigger

Saprazzan Outrigger

Creature — Merfolk

When Saprazzan Outrigger attacks or blocks, put it on top of its owner's library at end of combat.

The Saprazzans excel at both tactics: hit *and* run.

5/5

3 U
Saprazzan Raider

Saprazzan Raider

Creature — Merfolk

When Saprazzan Raider becomes blocked, return it to its owner's hand.

Some quick dagger work and then back to the sea—that's the Saprazzan way.

1/2

2 U
Shoving Match

Shoving Match

Instant

Until end of turn, all creatures gain ": Tap target creature."

Rishadan barkeeps know something the Mercadians have yet to learn: if you keep pushing, someone will eventually push back.

2 U
Soothsaying

Soothsaying

Enchantment

: Shuffle your library. : Look at the top X cards of your library, then put them back in any order.

The vizier's wisdom proved invaluable in untangling the Mercadian knot of lies.

U
Squeeze

Squeeze

Enchantment

Sorcery spells cost more to cast.

Any pirate would prefer Rishada's swift and cruel justice to Saprazzo's patient punishments.

3 U
Statecraft

Statecraft

Enchantment

Prevent all combat damage that would be dealt to and dealt by creatures you control.

"Inside these walls, peace; outside, sharks. You choose." —Saprazzan vizier

3 U
Stinging Barrier

Stinging Barrier

Creature — Wall

Defender (This creature can't attack.) , : Stinging Barrier deals 1 damage to any target.

0/4

2 U U
Thwart

Thwart

Instant

You may return three Islands you control to their owner's hand rather than pay this spell's mana cost. Counter target spell.

2 U U
Tidal Bore

Tidal Bore

Instant

You may return an Island you control to its owner's hand rather than pay this spell's mana cost. You may tap or untap target creature.

The dry riverbed became a raging torrent, and the Cho-Arrim claimed their prize.

1 U
Tidal Kraken

Tidal Kraken

Creature — Kraken

Tidal Kraken can't be blocked.

To merfolk, pirates are a nuisance. To pirates, merfolk are a threat. To the kraken, they're both appetizers.

6/6

5 U U U
Timid Drake

Timid Drake

Creature — Drake

Flying When another creature enters the battlefield, return Timid Drake to its owner's hand.

It flees from anything that isn't shaped like a cloud.

3/3

2 U
Trade Routes

Trade Routes

Enchantment

: Return target land you control to its owner's hand. , Discard a land card: Draw a card.

Like the price of goods, the value of the routes was renegotiated daily.

1 U
War Tax

War Tax

Enchantment

: This turn, creatures can't attack unless their controller pays for each attacking creature they control.

The worst thing about being a depraved pirate is having to work with a bunch of depraved pirates.

2 U
Waterfront Bouncer

Waterfront Bouncer

Creature — Merfolk Spellshaper

, , Discard a card: Return target creature to its owner's hand.

Closing time comes earlier to some than to others.

1/1

1 U
Alley Grifters

Alley Grifters

Creature — Human Mercenary

Whenever Alley Grifters becomes blocked, defending player discards a card.

One distracts the victim, the other extracts the valuables.

2/2

1 B B
Black Market

Black Market

Enchantment

Whenever a creature dies, put a charge counter on Black Market. At the beginning of your precombat main phase, add for each charge counter on Black Market.

3 B B
Bog Smugglers

Bog Smugglers

Creature — Human Mercenary

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

They slide over the bog like oil across glass.

2/2

1 B B
Bog Witch

Bog Witch

Creature — Human Spellshaper

, , Discard a card: Add .

The world is the body. The mana is the blood. The witch is the surgeon.

1/1

2 B
Cackling Witch

Cackling Witch

Creature — Human Spellshaper

, , Discard a card: Target creature gets +X/+0 until end of turn.

The touch of his madness can drive anyone into a killing frenzy.

1/1

1 B
Cateran Brute

Cateran Brute

Creature — Horror Mercenary

, : Search your library for a Mercenary permanent card with mana value 2 or less, put it onto the battlefield, then shuffle.

The Cateran guild prefers to call them "public relations."

2/2

2 B
Cateran Enforcer

Cateran Enforcer

Creature — Horror Mercenary

Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) , : Search your library for a Mercenary permanent card with mana value 4 or less, put it onto the battlefield, then shuffle.

4/3

3 B B
Cateran Kidnappers

Cateran Kidnappers

Creature — Human Mercenary

, : Search your library for a Mercenary permanent card with mana value 3 or less, put it onto the battlefield, then shuffle.

Recruits aren't always volunteers.

4/2

2 B B
Cateran Overlord

Cateran Overlord

Creature — Horror Mercenary

Sacrifice a creature: Regenerate Cateran Overlord. , : Search your library for a Mercenary permanent card with mana value 6 or less, put it onto the battlefield, then shuffle.

7/5

4 B B B
Cateran Persuader

Cateran Persuader

Creature — Human Mercenary

, : Search your library for a Mercenary permanent card with mana value 1 or less, put it onto the battlefield, then shuffle.

2/1

B B
Cateran Slaver

Cateran Slaver

Creature — Horror Mercenary

Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) , : Search your library for a Mercenary permanent card with mana value 5 or less, put it onto the battlefield, then shuffle.

5/5

4 B B
Cateran Summons

Cateran Summons

Sorcery

Search your library for a Mercenary card, reveal that card, put it into your hand, then shuffle.

Even when recruitment is slow, the guild can always cook something up.

B
Conspiracy

Conspiracy

Enchantment

As Conspiracy enters the battlefield, choose a creature type. Creatures you control are the chosen type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.

3 B B
Corrupt Official

Corrupt Official

Creature — Human Minion

: Regenerate Corrupt Official. Whenever Corrupt Official becomes blocked, defending player discards a card at random.

His favor comes at a high price.

3/1

4 B
Dark Ritual

Dark Ritual

Instant

Add .

"Eye of twilight, give us sight. Take our offer, give us might. Make our power tears of night."

B
Deathgazer

Deathgazer

Creature — Lizard

Whenever Deathgazer blocks or becomes blocked by a nonblack creature, destroy that creature at end of combat.

2/2

3 B
Deepwood Ghoul

Deepwood Ghoul

Creature — Zombie

Pay 2 life: Regenerate Deepwood Ghoul.

They feed on the living to stay undead.

2/1

2 B
Deepwood Legate

Deepwood Legate

Creature — Shade

If an opponent controls a Forest and you control a Swamp, you may cast this spell without paying its mana cost. : Deepwood Legate gets +1/+1 until end of turn.

1/1

3 B
Delraich

Delraich

Creature — Horror

You may sacrifice three black creatures rather than pay this spell's mana cost. Trample

It wears the souls of its victims like jewels on a chain.

6/6

6 B
Enslaved Horror

Enslaved Horror

Creature — Horror

When Enslaved Horror enters the battlefield, each other player may return a creature card from their graveyard to the battlefield.

4/4

3 B
Extortion

Extortion

Sorcery

Look at target player's hand and choose up to two cards from it. That player discards those cards.

The enforcers make no effort to distinguish gold from flesh.

3 B B
Forced March

Forced March

Sorcery

Destroy all creatures with mana value X or less.

The Caterans call it a screening process. The dead are in no condition to argue.

X B B B
Ghoul's Feast

Ghoul's Feast

Instant

Target creature gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard.

Mercadians not wealthy enough to buy a tomb are thrown into a bog called "the Ghoul's Larder."

1 B
Haunted Crossroads

Haunted Crossroads

Enchantment

: Put target creature card from your graveyard on top of your library.

It seemed as if no one wanted them to reach the Henge of Ramos—not even the dead.

2 B
Highway Robber

Highway Robber

Creature — Human Mercenary

When Highway Robber enters the battlefield, target opponent loses 2 life and you gain 2 life.

"Tonight, madam, it's your money *and* your life."

2/2

2 B B
Instigator

Instigator

Creature — Human Spellshaper

, , Discard a card: Creatures target player controls attack this turn if able.

The desecration of their dead makes even the Saprazzans careless.

1/1

1 B
Insubordination

Insubordination

Enchantment — Aura

Enchant creature At the beginning of the end step of enchanted creature's controller, Insubordination deals 2 damage to that player unless that creature attacked this turn.

B B
Intimidation

Intimidation

Enchantment

Creatures you control have fear. (They can't be blocked except by artifact creatures and/or black creatures.)

"If they move, kill them. In fact, kill one now to make sure the other understands."

2 B B B
Larceny

Larceny

Enchantment

Whenever a creature you control deals combat damage to a player, that player discards a card.

3 B B
Liability

Liability

Enchantment

Whenever a nontoken permanent is put into a player's graveyard from the battlefield, that player loses 1 life.

Gerrard realized that the helpless woman they'd rescued from Rath was nothing of the sort.

1 B B
Maggot Therapy

Maggot Therapy

Enchantment — Aura

Flash Enchant creature Enchanted creature gets +2/-2.

"If this is the cure, I'd hate to see the disease." —Orim

2 B
Midnight Ritual

Midnight Ritual

Sorcery

Exile X target creature cards from your graveyard. For each creature card exiled this way, create a 2/2 black Zombie creature token.

Bury old friends deeply, lest they return bearing worms.

X 2 B
Misshapen Fiend

Misshapen Fiend

Creature — Horror Mercenary

Flying

You'd scarcely believe they could fly until they drop out of the sky onto you.

1/1

1 B
Molting Harpy

Molting Harpy

Creature — Harpy Mercenary

Flying At the beginning of your upkeep, sacrifice Molting Harpy unless you pay .

Shed harpy feathers leave painful wounds—which explains the harpies' mood.

2/1

B
Nether Spirit

Nether Spirit

Creature — Spirit

At the beginning of your upkeep, if Nether Spirit is the only creature card in your graveyard, you may return Nether Spirit to the battlefield.

It roams in both the worlds of the living and the dead but belongs to neither.

2/2

1 B B
Notorious Assassin

Notorious Assassin

Creature — Human Spellshaper Assassin

, , Discard a card: Destroy target nonblack creature. It can't be regenerated.

He wears his infamy like a fine silk shirt.

2/2

3 B
Pretender's Claim

Pretender's Claim

Enchantment — Aura

Enchant creature Whenever enchanted creature becomes blocked, tap all lands defending player controls.

The surest way to lose your holdings is to plead for them in Mercadia City's courts.

1 B
Primeval Shambler

Primeval Shambler

Creature — Horror Mercenary

: Primeval Shambler gets +1/+1 until end of turn.

His mind, like his body, is made up of the swamp's flotsam.

3/3

4 B
Putrefaction

Putrefaction

Enchantment

Whenever a player casts a green or white spell, that player discards a card.

"Do you want to be alive or whole?" —Ta-Karnst, Cho-Arrim healer

4 B
Quagmire Lamprey

Quagmire Lamprey

Creature — Fish

Whenever Quagmire Lamprey becomes blocked by a creature, put a -1/-1 counter on that creature.

1/1

2 B
Rain of Tears

Rain of Tears

Sorcery

Destroy target land.

Mercadian elitism is reinforced daily by physical position: their neighbors are literally beneath them and are treated accordingly.

1 B B
Rampart Crawler

Rampart Crawler

Creature — Lizard Mercenary

Rampart Crawler can't be blocked by Walls.

"Not even the magistrate in his lofty tower is out of our reach." —Cateran overlord

1/1

B
Rouse

Rouse

Instant

If you control a Swamp, you may pay 2 life rather than pay this spell's mana cost. Target creature gets +2/+0 until end of turn.

1 B
Scandalmonger

Scandalmonger

Creature — Boar Monger

: Target player discards a card. Any player may activate this ability but only as a sorcery.

Silence costs extra. Breaking it costs extra still.

3/3

3 B
Sever Soul

Sever Soul

Sorcery

Destroy target nonblack creature. It can't be regenerated. You gain life equal to its toughness.

"With the proper tools, even the Great River can be dammed." —Ta-Spon, Cho-Arrim executioner

3 B B
Silent Assassin

Silent Assassin

Creature — Human Mercenary Assassin

: Destroy target blocking creature at end of combat.

She feels no need to disturb her victim's slumber.

2/1

B B
Skulking Fugitive

Skulking Fugitive

Creature — Horror Mercenary

When Skulking Fugitive becomes the target of a spell or ability, sacrifice it.

In the Cateran guild, being caught is a capital offense.

3/4

2 B
Snuff Out

Snuff Out

Instant

If you control a Swamp, you may pay 4 life rather than pay this spell's mana cost. Destroy target nonblack creature. It can't be regenerated.

Squee watched his Kyren cousins fall with a mixture of sympathy and relief.

3 B
Soul Channeling

Soul Channeling

Enchantment — Aura

Enchant creature Pay 2 life: Regenerate enchanted creature.

Driven by masters more terrible than the Mercadians could imagine, the dark overseers would pay any price to keep their shipwrights working.

2 B
Specter's Wail

Specter's Wail

Sorcery

Target player discards a card at random.

As he gritted his teeth to focus through the pain, Tahngarth glanced at Takara. She seemed completely unaffected.

1 B
Strongarm Thug

Strongarm Thug

Creature — Human Mercenary

When Strongarm Thug enters the battlefield, you may return target Mercenary card from your graveyard to your hand.

"No, I insist—let *me* carry all that heavy jewelry."

1/1

2 B
Thrashing Wumpus

Thrashing Wumpus

Creature — Beast

: Thrashing Wumpus deals 1 damage to each creature and each player.

Young wumpuses are malevolent and vicious—but they grow out of it.

3/3

3 B B
Undertaker

Undertaker

Creature — Human Spellshaper

, , Discard a card: Return target creature card from your graveyard to your hand.

The weight of death is heavy but not immovable.

1/1

1 B
Unmask

Unmask

Sorcery

You may exile a black card from your hand rather than pay this spell's mana cost. Target player reveals their hand. You choose a nonland card from it. That player discards that card.

3 B
Unnatural Hunger

Unnatural Hunger

Enchantment — Aura

Enchant creature At the beginning of the upkeep of enchanted creature's controller, Unnatural Hunger deals damage equal to that creature's power to that player unless they sacrifice another creature.

3 B B
Vendetta

Vendetta

Instant

Destroy target nonblack creature. It can't be regenerated. You lose life equal to that creature's toughness.

Starke knew the voice was Takara's, but the venom was Volrath's.

B
Wall of Distortion

Wall of Distortion

Creature — Wall

Defender (This creature can't attack.) , : Target player discards a card. Activate only as a sorcery.

It reflects only nightmares.

1/3

2 B B
Arms Dealer

Arms Dealer

Creature — Goblin Rogue

, Sacrifice a Goblin: Arms Dealer deals 4 damage to target creature.

He has the weapons, he has the connections, and he knows the hangar's dark secret.

1/1

2 R
Battle Rampart

Battle Rampart

Creature — Wall

Defender : Target creature gains haste until end of turn.

1/3

2 R
Battle Squadron

Battle Squadron

Creature — Goblin

Flying Battle Squadron's power and toughness are each equal to the number of creatures you control.

The goblins made an unruly pile with military precision.

*/*

3 R R
Blaster Mage

Blaster Mage

Creature — Human Spellshaper

, , Discard a card: Destroy target Wall.

"Don't get up. I'll show myself out."

2/2

2 R
Blood Hound

Blood Hound

Creature — Dog

Whenever you're dealt damage, you may put that many +1/+1 counters on Blood Hound. At the beginning of your end step, remove all +1/+1 counters from Blood Hound.

1/1

2 R
Blood Oath

Blood Oath

Instant

Choose a card type. Target opponent reveals their hand. Blood Oath deals 3 damage to that player for each card of the chosen type revealed this way. (Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.)

3 R
Brawl

Brawl

Instant

Until end of turn, all creatures gain ": This creature deals damage equal to its power to target creature."

Anything can happen when patience is scarce and wine is abundant.

3 R R
Cave Sense

Cave Sense

Enchantment — Aura

Enchant creature Enchanted creature gets +1/+1 and has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)

1 R
Cave-In

Cave-In

Sorcery

You may exile a red card from your hand rather than pay this spell's mana cost. Cave-In deals 2 damage to each creature and each player.

One fleet was gone; others were poised.

3 R R
Cavern Crawler

Cavern Crawler

Creature — Insect

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.) : Cavern Crawler gets +1/-1 until end of turn.

0/3

2 R
Ceremonial Guard

Ceremonial Guard

Creature — Human Soldier

When Ceremonial Guard attacks or blocks, destroy it at end of combat.

"These guards are the most disciplined military unit in the city. They couldn't fight their way out of a broom closet, but they've got discipline." —Gerrard, to Sisay

3/4

2 R
Cinder Elemental

Cinder Elemental

Creature — Elemental

, , Sacrifice Cinder Elemental: It deals X damage to any target.

Their rage can grow to such proportions that they explode in a cloud of fire.

2/2

3 R
Close Quarters

Close Quarters

Enchantment

Whenever a creature you control becomes blocked, Close Quarters deals 1 damage to any target.

The Mercadians' ineptitude in close combat sometimes accidentally pays off.

2 R R
Crag Saurian

Crag Saurian

Creature — Lizard

Whenever a source deals damage to Crag Saurian, that source's controller gains control of Crag Saurian.

It follows the strongest leader—the one with the longest whip.

4/4

R R R
Crash

Crash

Instant

You may sacrifice a Mountain rather than pay this spell's mana cost. Destroy target artifact.

Gerrard shook his head as the ground rushed to meet him. "This," he thought, "is not the start I was hoping for."

2 R
Flailing Manticore

Flailing Manticore

Creature — Manticore

Flying, first strike : Flailing Manticore gets +1/+1 until end of turn. Any player may activate this ability. : Flailing Manticore gets -1/-1 until end of turn. Any player may activate this ability.

3/3

3 R
Flailing Ogre

Flailing Ogre

Creature — Ogre

: Flailing Ogre gets +1/+1 until end of turn. Any player may activate this ability. : Flailing Ogre gets -1/-1 until end of turn. Any player may activate this ability.

3/3

2 R
Flailing Soldier

Flailing Soldier

Creature — Human Soldier

: Flailing Soldier gets +1/+1 until end of turn. Any player may activate this ability. : Flailing Soldier gets -1/-1 until end of turn. Any player may activate this ability.

2/2

R
Flaming Sword

Flaming Sword

Enchantment — Aura

Flash Enchant creature Enchanted creature gets +1/+0 and has first strike.

"It's not Talruum crystal, but I must admit—it gets the job done." —Tahngarth

1 R
Furious Assault

Furious Assault

Enchantment

Whenever you cast a creature spell, Furious Assault deals 1 damage to target player or planeswalker.

"Does it burn, Saprazzan? Do you wish you had never raised arms against us?" —Kyren overseer

2 R
Gerrard's Irregulars

Gerrard's Irregulars

Creature — Human Soldier

Trample, haste

Had Gerrard realized he'd end up fighting against them, he might not have trained them so well.

4/2

4 R
Hammer Mage

Hammer Mage

Creature — Human Spellshaper

, , Discard a card: Destroy all artifacts with mana value X or less.

When he's holding the hammers, everything looks like a nail.

1/1

1 R
Hired Giant

Hired Giant

Creature — Giant

When Hired Giant enters the battlefield, each other player may search their library for a land card and put that card onto the battlefield. Then each player who searched their library this way shuffles.

4/4

3 R
Kris Mage

Kris Mage

Creature — Human Spellshaper

, , Discard a card: Kris Mage deals 1 damage to any target.

Her blade draws blood without ever touching its target.

1/1

R
Kyren Glider

Kyren Glider

Creature — Goblin

Flying Kyren Glider can't block.

Mercadia's Kyren goblins are the opposite of Dominarian goblins: they're smart and cowardly.

1/1

1 R
Kyren Legate

Kyren Legate

Creature — Goblin

If an opponent controls a Plains and you control a Mountain, you may cast this spell without paying its mana cost. Haste

1/1

1 R
Kyren Negotiations

Kyren Negotiations

Enchantment

Tap an untapped creature you control: Kyren Negotiations deals 1 damage to target player or planeswalker.

Kyren goblins always speak in questions and never allow wrong answers.

2 R R
Kyren Sniper

Kyren Sniper

Creature — Goblin

At the beginning of your upkeep, you may have Kyren Sniper deal 1 damage to target player or planeswalker.

Kyren goblins always act behind the scenes—even in battle.

1/1

2 R
Lava Runner

Lava Runner

Creature — Lizard

Haste Whenever Lava Runner becomes the target of a spell or ability, that spell or ability's controller sacrifices a land.

2/2

1 R R
Lightning Hounds

Lightning Hounds

Creature — Dog

First strike

Quick enough to avoid jhovalls when alone and fierce enough to attack them in packs, the hounds were as at home in the mountains as the Mercadians were atop theirs.

3/2

2 R R
Lithophage

Lithophage

Creature — Insect

At the beginning of your upkeep, sacrifice Lithophage unless you sacrifice a Mountain.

It's viciously territorial, destroying every creature on the mountain it has chosen to consume.

7/7

3 R R
Lunge

Lunge

Instant

Lunge deals 2 damage to target creature and 2 damage to target player or planeswalker.

Cho-Arrim righteousness was no match for Benalish combat training.

2 R
Magistrate's Veto

Magistrate's Veto

Enchantment

White creatures and blue creatures can't block.

The magistrate had been the goblins' puppet for so long that he made the right decisions with little prompting.

2 R
Mercadia's Downfall

Mercadia's Downfall

Instant

Each attacking creature gets +1/+0 until end of turn for each nonbasic land defending player controls.

With an explosion that shook the foundation of the city, the *Weatherlight* burst from the underground hangar.

2 R
Ogre Taskmaster

Ogre Taskmaster

Creature — Ogre

Ogre Taskmaster can't block.

He doesn't have to be smart—his masters only ever give him one command.

4/3

3 R
Pulverize

Pulverize

Sorcery

You may sacrifice two Mountains rather than pay this spell's mana cost. Destroy all artifacts.

4 R R
Puppet's Verdict

Puppet's Verdict

Instant

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.

"What was heads again?" —Mercadian magistrate

1 R R
Robber Fly

Robber Fly

Creature — Insect

Flying Whenever Robber Fly becomes blocked, defending player discards all the cards in their hand, then draws that many cards.

In pursuit of the juicy fly, Squee stumbled on the hidden hangar.

1/1

2 R
Rock Badger

Rock Badger

Creature — Badger Beast

Mountainwalk (This creature can't be blocked as long as defending player controls a Mountain.)

The Kyren goblins created most of the inverted mountain's tunnels simply by driving the beast before them.

3/3

4 R
Seismic Mage

Seismic Mage

Creature — Human Spellshaper

, , Discard a card: Destroy target land.

The ground shakes when he walks. His customers shake if they're late with his fee.

1/1

3 R
Shock Troops

Shock Troops

Creature — Human Soldier

Sacrifice Shock Troops: It deals 2 damage to any target.

When goblins blow themselves up, it's called stupidity. When humans do, it's called heroism.

2/2

3 R
Sizzle

Sizzle

Sorcery

Sizzle deals 3 damage to each opponent.

Explosions ripped through the ship overhead, and those unfortunate enough to be directly below scrambled to find cover.

2 R
Squee, Goblin Nabob

Squee, Goblin Nabob

Legendary Creature — Goblin

At the beginning of your upkeep, you may return Squee, Goblin Nabob from your graveyard to your hand.

"General?!" Tahngarth roared. "General *nuisance*, maybe."

1/1

2 R
Stone Rain

Stone Rain

Sorcery

Destroy target land.

The return of Ramos was foretold by devastating natural disasters and unnatural storms.

2 R
Tectonic Break

Tectonic Break

Sorcery

Each player sacrifices X lands.

Only the foolish and the rich build their houses where the land is thin and the ocean is near.

X R R
Territorial Dispute

Territorial Dispute

Enchantment

At the beginning of your upkeep, sacrifice Territorial Dispute unless you sacrifice a land. Players can't play lands.

Bit by bit, Mercadia City had forced the Cho-Arrim from their ancestral lands. They would be pushed no further.

4 R R
Thieves' Auction

Thieves' Auction

Sorcery

Exile all nontoken permanents. Starting with you, each player chooses one of the exiled cards and puts it onto the battlefield tapped under their control. Repeat this process until all cards exiled this way have been chosen.

4 R R R
Thunderclap

Thunderclap

Instant

You may sacrifice a Mountain rather than pay this spell's mana cost. Thunderclap deals 3 damage to target creature.

2 R
Tremor

Tremor

Sorcery

Tremor deals 1 damage to each creature without flying.

Without a word, Gerrard and Sisay ran deeper into the mountain. Neither of them intended to leave Mercadia without the *Weatherlight* and its crew.

R
Two-Headed Dragon

Two-Headed Dragon

Creature — Dragon

Flying Menace (This creature can't be blocked except by two or more creatures.) Two-Headed Dragon can block an additional creature each combat. : Two-Headed Dragon gets +2/+0 until end of turn.

4/4

4 R R
Uphill Battle

Uphill Battle

Enchantment

Creatures played by your opponents enter the battlefield tapped.

Cho-Manno knew he had no choice but to ally with Gerrard. If that's what it took to free his people, he'd pay the price.

2 R
Volcanic Wind

Volcanic Wind

Sorcery

Volcanic Wind deals X damage divided as you choose among any number of target creatures, where X is the number of creatures on the battlefield as you cast this spell.

The Cho-Arrim call it "the fury of Ramos."

4 R R
War Cadence

War Cadence

Enchantment

: This turn, creatures can't block unless their controller pays for each blocking creature they control.

The rhythm isn't a call to arms, but a signal that the goblins have made a new enemy.

2 R
Warmonger

Warmonger

Creature — Minotaur Monger

: Warmonger deals 1 damage to each creature without flying and each player. Any player may activate this ability.

Funny how money and war travel so well together.

3/3

3 R
Warpath

Warpath

Instant

Warpath deals 3 damage to each blocking creature and each blocked creature.

Cho-Manno had never seen Mercadia City's forces fight so well. The magistrate must have hired a new hero.

3 R
Wild Jhovall

Wild Jhovall

Creature — Cat

Jhovalls sharpen their claws on trees—or on Mercadians, if no trees are handy.

3/3

3 R
Word of Blasting

Word of Blasting

Instant

Destroy target Wall. It can't be regenerated. Word of Blasting deals damage equal to that Wall's mana value to the Wall's controller.

1 R
Ancestral Mask

Ancestral Mask

Enchantment — Aura

Enchant creature Enchanted creature gets +2/+2 for each other enchantment on the battlefield.

The masks, like the ancient trees they're grown from, lend strength to the dryads.

2 G
Bifurcate

Bifurcate

Sorcery

Search your library for a permanent card with the same name as target nontoken creature, put that card onto the battlefield, then shuffle.

3 G
Boa Constrictor

Boa Constrictor

Creature — Snake

: Boa Constrictor gets +3/+3 until end of turn.

Its eyes are bigger than its stomach, but its mouth is larger still.

3/3

4 G
Briar Patch

Briar Patch

Enchantment

Whenever a creature attacks you, it gets -1/-0 until end of turn.

As easily as the dryads could close a fist, so could the branches and underbrush entangle.

1 G G
Caller of the Hunt

Caller of the Hunt

Creature — Human

As an additional cost to cast this spell, choose a creature type. Caller of the Hunt's power and toughness are each equal to the number of creatures of the chosen type on the battlefield.

*/*

2 G
Caustic Wasps

Caustic Wasps

Creature — Insect

Flying Whenever Caustic Wasps deals combat damage to a player, you may destroy target artifact that player controls.

Even the wasp knows how to pay the magistrate his due respect.

1/1

2 G
Clear the Land

Clear the Land

Sorcery

Each player reveals the top five cards of their library, puts all land cards revealed this way onto the battlefield tapped, and exiles the rest.

2 G
Collective Unconscious

Collective Unconscious

Sorcery

Draw a card for each creature you control.

Gerrard knew little of Ramos, the sky god they worshiped. But he felt the power of the chant.

4 G G
Dawnstrider

Dawnstrider

Creature — Dryad Spellshaper

, , Discard a card: Prevent all combat damage that would be dealt this turn.

Morning's mists can hide many things.

1/1

1 G
Deadly Insect

Deadly Insect

Creature — Insect

Shroud (This creature can't be the target of spells or abilities.)

With his newfound sense of self-importance, Squee set his sights on ever-bigger bugs.

6/1

4 G
Deepwood Drummer

Deepwood Drummer

Creature — Human Spellshaper

, , Discard a card: Target creature gets +2/+2 until end of turn.

His drums echo Deepwood's heartbeat.

1/1

1 G
Deepwood Elder

Deepwood Elder

Creature — Dryad Spellshaper

, , Discard a card: X target lands become Forests until end of turn.

They'd guarded the Henge so long that they were as attuned to the powerstones as they were to the trees.

2/2

G G
Deepwood Tantiv

Deepwood Tantiv

Creature — Beast

Whenever Deepwood Tantiv becomes blocked, you gain 2 life.

A single tantiv is just as dangerous as a herd.

2/4

4 G
Deepwood Wolverine

Deepwood Wolverine

Creature — Wolverine

Whenever Deepwood Wolverine becomes blocked, it gets +2/+0 until end of turn.

The jhovalls are depleting its food sources, the Mercadians are eroding its home, and you're wondering why it's angry?

1/1

G
Desert Twister

Desert Twister

Sorcery

Destroy target permanent.

The magical dust clouds Mercadian mages use to traverse the plane generate storms that devastate the surrounding terrain. But as long as the storms don't touch the mountain, the nobles simply don't care.

4 G G
Erithizon

Erithizon

Creature — Beast

Whenever Erithizon attacks, put a +1/+1 counter on target creature of defending player's choice.

Unlike scorpions, the erithizon isn't immune to its own weaponry.

4/4

2 G G
Ferocity

Ferocity

Enchantment — Aura

Enchant creature Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it.

"You lot go on ahead. I'll keep killing them until it sticks." —Tahngarth

1 G
Food Chain

Food Chain

Enchantment

Exile a creature you control: Add X mana of any one color, where X is 1 plus the exiled creature's mana value. Spend this mana only to cast creature spells.

2 G
Foster

Foster

Enchantment

Whenever a creature you control dies, you may pay . 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.

2 G G
Game Preserve

Game Preserve

Enchantment

At the beginning of your upkeep, each player reveals the top card of their library. If all cards revealed this way are creature cards, put those cards onto the battlefield under their owners' control.

2 G
Giant Caterpillar

Giant Caterpillar

Creature — Insect

, Sacrifice Giant Caterpillar: Create a 1/1 green Insect creature token with flying named Butterfly at the beginning of the next end step.

3/3

3 G
Groundskeeper

Groundskeeper

Creature — Human Druid

: Return target basic land card from your graveyard to your hand.

Whereas the rebels fight to defend the land, they work to renew it.

1/1

G
Horned Troll

Horned Troll

Creature — Troll

: Regenerate Horned Troll.

"If I says it's a troll, it's a troll. Goblins is always right in Mercadia." —Squee

2/2

2 G
Howling Wolf

Howling Wolf

Creature — Wolf

When Howling Wolf enters the battlefield, you may search your library for up to three cards named Howling Wolf, reveal them, put them into your hand, then shuffle.

2/2

2 G G
Hunted Wumpus

Hunted Wumpus

Creature — Beast

When Hunted Wumpus enters the battlefield, each other player may put a creature card from their hand onto the battlefield.

Just one can feed a dozen people for a month.

6/6

3 G
Invigorate

Invigorate

Instant

If you control a Forest, rather than pay this spell's mana cost, you may have an opponent gain 3 life. Target creature gets +4/+4 until end of turn.

2 G
Land Grant

Land Grant

Sorcery

If you have no land cards in hand, you may reveal your hand rather than pay this spell's mana cost. Search your library for a Forest card, reveal that card, put it into your hand, then shuffle.

1 G
Ley Line

Ley Line

Enchantment

At the beginning of each player's upkeep, that player may put a +1/+1 counter on target creature of their choice.

"I can feel the strength of the entire forest." —Gerrard

3 G
Lumbering Satyr

Lumbering Satyr

Creature — Satyr Beast

All creatures have forestwalk. (They can't be blocked as long as defending player controls a Forest.)

The satyr carves the path that all of Rushwood follows. —Cho-Arrim saying

5/4

2 G G
Lure

Lure

Enchantment — Aura

Enchant creature All creatures able to block enchanted creature do so.

Deepwood's reach is not long, so it invites its enemies in.

1 G G
Megatherium

Megatherium

Creature — Beast

Trample When Megatherium enters the battlefield, sacrifice it unless you pay for each card in your hand.

4/4

2 G
Natural Affinity

Natural Affinity

Instant

All lands become 2/2 creatures until end of turn. They're still lands.

As long as the dryads are a part of the forest, the forest is a part of the army.

2 G
Pangosaur

Pangosaur

Creature — Dinosaur

Whenever a player plays a land, return Pangosaur to its owner's hand.

Only Rushwood is vast enough to swallow this creature whole.

6/6

2 G G
Revive

Revive

Sorcery

Return target green card from your graveyard to your hand.

Gerrard's heart ached, recalling the living wreath Mirri laid for her dead kin. No such memorial was left for her in Rath.

1 G
Rushwood Dryad

Rushwood Dryad

Creature — Dryad

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

Rushwood is a living jewel that reflects its dwellers' hearts.

2/1

1 G
Rushwood Elemental

Rushwood Elemental

Creature — Elemental

Trample At the beginning of your upkeep, you may put a +1/+1 counter on Rushwood Elemental.

4/4

G G G G G
Rushwood Herbalist

Rushwood Herbalist

Creature — Human Spellshaper

, , Discard a card: Regenerate target creature.

When generals gather their armies, healers gather their herbs.

2/2

2 G
Rushwood Legate

Rushwood Legate

Creature — Dryad

If an opponent controls an Island and you control a Forest, you may cast this spell without paying its mana cost.

2/1

2 G
Saber Ants

Saber Ants

Creature — Insect

Whenever Saber Ants is dealt damage, you may create that many 1/1 green Insect creature tokens.

They stay on the battlefield only long enough to consume the losers.

2/3

3 G
Sacred Prey

Sacred Prey

Creature — Horse

Whenever Sacred Prey becomes blocked, you gain 1 life.

To see one is a good omen to the Cho-Arrim.

1/1

G
Silverglade Elemental

Silverglade Elemental

Creature — Elemental

When Silverglade Elemental enters the battlefield, you may search your library for a Forest card, put that card onto the battlefield, then shuffle.

4/4

4 G
Silverglade Pathfinder

Silverglade Pathfinder

Creature — Dryad Spellshaper

, , Discard a card: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

1/1

1 G
Snake Pit

Snake Pit

Enchantment

Whenever an opponent casts a blue or black spell, you may create a 1/1 green Snake creature token.

If the ground is smooth, the way will be rough. —Deepwood saying

3 G
Snorting Gahr

Snorting Gahr

Creature — Rhino Beast

Whenever Snorting Gahr becomes blocked, it gets +2/+2 until end of turn.

There's little advantage to surprising the gahr.

3/3

2 G G
Spidersilk Armor

Spidersilk Armor

Enchantment

Creatures you control get +0/+1 and have reach. (They can block creatures with flying.)

It hardly weighs anything, but it takes all day to remove.

2 G
Spontaneous Generation

Spontaneous Generation

Sorcery

Create a 1/1 green Saproling creature token for each card in your hand.

Saprolings always thrive on the ruins of others, and Mercadia ruins more than most.

3 G
Squall

Squall

Sorcery

Squall deals 2 damage to each creature with flying.

The air that holds them aloft can just as easily put them down.

2 G
Squallmonger

Squallmonger

Creature — Monger

: Squallmonger deals 1 damage to each creature with flying and each player. Any player may activate this ability.

"Squall, gale, hurricane—it's all a matter of size . . . and price."

3/3

3 G
Stamina

Stamina

Enchantment — Aura

Enchant creature Enchanted creature has vigilance. Sacrifice Stamina: Regenerate enchanted creature.

2 G
Sustenance

Sustenance

Enchantment

, Sacrifice a land: Target creature gets +1/+1 until end of turn.

Like the dryads, the forest itself willingly gives up some of its life for the sake of the future.

1 G
Tiger Claws

Tiger Claws

Enchantment — Aura

Flash Enchant creature Enchanted creature gets +1/+1 and has trample.

Cho-Arrim martial artists emulate the beasts of their home.

2 G
Tranquility

Tranquility

Sorcery

Destroy all enchantments.

Sisay had been restored to her place on the ship, the Legacy had been recovered, and the *Weatherlight* was sailing home to Dominaria. Gerrard focused on the debts he'd settled . . . and on those he'd soon collect.

2 G
Venomous Breath

Venomous Breath

Instant

Choose target creature. At this turn's next end of combat, destroy all creatures that blocked or were blocked by it this turn.

The dryads need neither size nor strength to defeat their enemies in battle.

3 G
Venomous Dragonfly

Venomous Dragonfly

Creature — Insect

Flying Whenever Venomous Dragonfly blocks or becomes blocked by a creature, destroy that creature at end of combat.

A pretty little death is still death.

1/1

3 G
Vernal Equinox

Vernal Equinox

Enchantment

Any player may cast creature and enchantment spells as though they had flash.

3 G
Vine Dryad

Vine Dryad

Creature — Dryad

You may exile a green card from your hand rather than pay this spell's mana cost. Flash Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)

1/3

3 G
Vine Trellis

Vine Trellis

Creature — Plant Wall

Defender (This creature can't attack.) : Add .

"We protect our own with our own."

0/4

1 G
Assembly Hall

Assembly Hall

Artifact

, : Reveal a creature card in your hand. Search your library for a card with the same name as that card, reveal it, put it into your hand, then shuffle.

5
Barbed Wire

Barbed Wire

Artifact

At the beginning of each player's upkeep, Barbed Wire deals 1 damage to that player. : Prevent the next 1 damage that would be dealt by Barbed Wire this turn.

A steel snake with ten thousand teeth.

3
Bargaining Table

Bargaining Table

Artifact

, : Draw a card. X is the number of cards in an opponent's hand.

Although it looks like a game, business around the table is deadly serious.

5
Credit Voucher

Credit Voucher

Artifact

, , Sacrifice Credit Voucher: Shuffle any number of cards from your hand into your library, then draw that many cards.

2
Crenellated Wall

Crenellated Wall

Artifact Creature — Wall

Defender (This creature can't attack.) : Target creature gets +0/+4 until end of turn.

Mercadian soldiers excel at finding things to stand behind.

0/4

4
Crooked Scales

Crooked Scales

Artifact

, : Flip a coin. If you win the flip, destroy target creature an opponent controls. If you lose the flip, destroy target creature you control unless you pay and repeat this process.

4
Crumbling Sanctuary

Crumbling Sanctuary

Artifact

If damage would be dealt to a player, that player exiles that many cards from the top of their library instead.

5
Distorting Lens

Distorting Lens

Artifact

: Target permanent becomes the color of your choice until end of turn.

The magistrate seems to prefer a distorted perspective of reality.

2
Eye of Ramos

Eye of Ramos

Artifact

: Add . Sacrifice Eye of Ramos: Add .

Ramos wept, and there were seas.

3
General's Regalia

General's Regalia

Artifact

: 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.

A uniform fit for a goblin.

3
Heart of Ramos

Heart of Ramos

Artifact

: Add . Sacrifice Heart of Ramos: Add .

Ramos bled, and there was fire.

3
Henge Guardian

Henge Guardian

Artifact Creature — Dragon Wurm

: Henge Guardian gains trample until end of turn.

Like so many Thran relics, the wurm engine kept operating long after its creators were gone.

3/4

5
Horn of Plenty

Horn of Plenty

Artifact

Whenever a player casts a spell, they may pay . If the player does, they draw a card at the beginning of the next end step.

"This horn is an exact replica of the fabled Horn of Ramos, except mine is more lavish." —Mercadian magistrate

6
Horn of Ramos

Horn of Ramos

Artifact

: Add . Sacrifice Horn of Ramos: Add .

Ramos touched, and there was life.

3
Iron Lance

Iron Lance

Artifact

, : Target creature gains first strike until end of turn.

"The only way to get Mercadians to fight on the front lines is to give them really long weapons." —Gerrard

2
Jeweled Torque

Jeweled Torque

Artifact

As Jeweled Torque enters the battlefield, choose a color. Whenever a player casts a spell of the chosen color, you may pay . If you do, you gain 2 life.

2
Kyren Archive

Kyren Archive

Artifact

At the beginning of your upkeep, you may exile the top card of your library face down. , Discard your hand, Sacrifice Kyren Archive: Put all cards exiled with Kyren Archive into their owner's hand.

3
Kyren Toy

Kyren Toy

Artifact

, : Put a charge counter on Kyren Toy. , Remove X charge counters from Kyren Toy: Add an amount of equal to X plus one.

3
Magistrate's Scepter

Magistrate's Scepter

Artifact

, : Put a charge counter on Magistrate's Scepter. , Remove three charge counters from Magistrate's Scepter: Take an extra turn after this one.

3
Mercadian Atlas

Mercadian Atlas

Artifact

At the beginning of your end step, if you didn't play a land this turn, you may draw a card.

One may as well chart the clouds as try to map Mercadia.

5
Mercadian Lift

Mercadian Lift

Artifact

, : Put a winch counter on Mercadian Lift. , Remove X winch counters from Mercadian Lift: You may put a creature card with mana value X from your hand onto the battlefield.

2
Monkey Cage

Monkey Cage

Artifact

When a creature enters the battlefield, sacrifice Monkey Cage and create X 2/2 green Monkey creature tokens, where X is that creature's mana value.

5
Panacea

Panacea

Artifact

, : Prevent the next X damage that would be dealt to any target this turn.

A drop numbs the tongue. A sip sends the heart racing. A draught reforges the body.

4
Power Matrix

Power Matrix

Artifact

: Target creature gets +1/+1 and gains flying, first strike, and trample until end of turn.

As he repaired the ship's planeswalking engine, Karn saw for the first time how he could catalyze the *Weatherlight*'s evolution.

4
Puffer Extract

Puffer Extract

Artifact

, : Target creature you control gets +X/+X until end of turn. Destroy it at the beginning of the next end step.

The puffer's flesh is the deadliest in the sea—and therefore the most useful.

5
Rishadan Pawnshop

Rishadan Pawnshop

Artifact

, : Shuffle target nontoken permanent you control into its owner's library.

Everything comes to the waterfront eventually, on the tide or on credit.

2
Skull of Ramos

Skull of Ramos

Artifact

: Add . Sacrifice Skull of Ramos: Add .

Ramos fell, and there was night.

3
Tooth of Ramos

Tooth of Ramos

Artifact

: Add . Sacrifice Tooth of Ramos: Add .

Ramos smiled, and there was day.

3
Toymaker

Toymaker

Artifact Creature — Spellshaper

, , Discard a card: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value until end of turn. (It retains its abilities.)

1/1

2
Worry Beads

Worry Beads

Artifact

At the beginning of each player's upkeep, that player mills a card.

3
Dust Bowl

Dust Bowl

Land

: Add . , , Sacrifice a land: Destroy target nonbasic land.

Fountain of Cho

Fountain of Cho

Land

Fountain of Cho enters the battlefield tapped. : Put a storage counter on Fountain of Cho. , Remove any number of storage counters from Fountain of Cho: Add for each storage counter removed this way.

Henge of Ramos

Henge of Ramos

Land

: Add . , : Add one mana of any color.

It is the hub. We are the wheel. —Dryad saying

Hickory Woodlot

Hickory Woodlot

Land

Hickory Woodlot enters the battlefield tapped with two depletion counters on it. , Remove a depletion counter from Hickory Woodlot: Add . If there are no depletion counters on Hickory Woodlot, sacrifice it.

High Market

High Market

Land

: Add . , Sacrifice a creature: You gain 1 life.

If it can't be had here, it can't be had on any world.

Mercadian Bazaar

Mercadian Bazaar

Land

Mercadian Bazaar enters the battlefield tapped. : Put a storage counter on Mercadian Bazaar. , Remove any number of storage counters from Mercadian Bazaar: Add for each storage counter removed this way.

Peat Bog

Peat Bog

Land

Peat Bog enters the battlefield tapped with two depletion counters on it. , Remove a depletion counter from Peat Bog: Add . If there are no depletion counters on Peat Bog, sacrifice it.

Remote Farm

Remote Farm

Land

Remote Farm enters the battlefield tapped with two depletion counters on it. , Remove a depletion counter from Remote Farm: Add . If there are no depletion counters on Remote Farm, sacrifice it.

Rishadan Port

Rishadan Port

Land

: Add . , : Tap target land.

Rishada is the gateway to free trade—but the key will cost you.

Rushwood Grove

Rushwood Grove

Land

Rushwood Grove enters the battlefield tapped. : Put a storage counter on Rushwood Grove. , Remove any number of storage counters from Rushwood Grove: Add for each storage counter removed this way.

Sandstone Needle

Sandstone Needle

Land

Sandstone Needle enters the battlefield tapped with two depletion counters on it. , Remove a depletion counter from Sandstone Needle: Add . If there are no depletion counters on Sandstone Needle, sacrifice it.

Saprazzan Cove

Saprazzan Cove

Land

Saprazzan Cove enters the battlefield tapped. : Put a storage counter on Saprazzan Cove. , Remove any number of storage counters from Saprazzan Cove: Add for each storage counter removed this way.

Saprazzan Skerry

Saprazzan Skerry

Land

Saprazzan Skerry enters the battlefield tapped with two depletion counters on it. , Remove a depletion counter from Saprazzan Skerry: Add . If there are no depletion counters on Saprazzan Skerry, sacrifice it.

Subterranean Hangar

Subterranean Hangar

Land

Subterranean Hangar enters the battlefield tapped. : Put a storage counter on Subterranean Hangar. , Remove any number of storage counters from Subterranean Hangar: Add for each storage counter removed this way.

Tower of the Magistrate

Tower of the Magistrate

Land

: Add . , : Target creature gains protection from artifacts until end of turn.

Like the city, weakest at its foundation.

Plains

Plains

Basic Land — Plains

(: Add .)

Plains

Plains

Basic Land — Plains

(: Add .)

Plains

Plains

Basic Land — Plains

(: Add .)

Plains

Plains

Basic Land — Plains

(: Add .)

Island

Island

Basic Land — Island

(: Add .)

Island

Island

Basic Land — Island

(: Add .)

Island

Island

Basic Land — Island

(: Add .)

Island

Island

Basic Land — Island

(: Add .)

Swamp

Swamp

Basic Land — Swamp

(: Add .)

Swamp

Swamp

Basic Land — Swamp

(: Add .)

Swamp

Swamp

Basic Land — Swamp

(: Add .)

Swamp

Swamp

Basic Land — Swamp

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)

Mountain

Mountain

Basic Land — Mountain

(: Add .)

Forest

Forest

Basic Land — Forest

(: Add .)

Forest

Forest

Basic Land — Forest

(: Add .)

Forest

Forest

Basic Land — Forest

(: Add .)

Forest

Forest

Basic Land — Forest

(: Add .)