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Mercadian Masques - a Complete Review (white)

1 Afterlife 2W Instant U Destroy target creature. It can't be regenerated. Its controller puts a 1/1 white Essence creature token with flying into play.

==> TOUR: 4 - FUN: 4
White gets back some real spot removal. It had lots of ways to deal with attacking creatures, but had trouble dealing with anything else. This is no Swords to Plowshares, but it's useful and balanced. I'm glad they brought this back.

2 Alabaster Wall 2W Creature-Wall C 0/4. T: Prevent the next 1 damage that would be dealt to target creature or player this turn.

==> TOUR: 2 - FUN: 3
Three mana is a lot for a 4-toughness wall. The damage prevention isn't quite useful enough to make up for that. The high toughness makes it more durable than some of the other healers, but that's not saying much.

3 Armistice 2W Enchantment R 3WW: Draw a card. Target opponent gains 3 life.

==> TOUR: 3 - FUN: 4
White gets its own Treasure Trove. Drawing cards is a very rare ability for white, so this is definitely a card to watch. Whether it will see use probably depends on the viability of white control. For fun play, it's a no-brainer for the old Jasmine Seer deck.

4 Arrest 2W Enchant Creature U Enchanted creature can't attack or block, and its activated abilities can't be played.

==> TOUR: 3 - FUN: 2
It's almost as good as removal, but it pales compared to Afterlife. I'd have rather seen this for W and prevent only activated abilities. It would be more limited, but it'd give white an answer to something like Tradewinds and Masticores.

5 Ballista Squad 3W Creature-Rebel U 2/2. XW,T: Ballista Squad deals X damage to target attacking or blocking creature.

==> TOUR: 2 - FUN: 1
Doesn't white have enough of these types of creatures yet? At least Heavy Ballista didn't cost mana.

6 Charm Peddler W Creature-Spellshaper C 1/1. W, T, Discard a card from your hand: The next time a source of your choice would deal damage to a target creature this turn, prevent that damage.

==> TOUR: 1 - FUN: 3
This is an ok creature, but it just pales compared to mommy (Mother of Runes).

7 Charmed Griffin 3W Creature-Griffin U 3/3. Flying. When Charmed Griffin comes into play, each other player may put an artifact or enchantment card into play from his or her hand.

==> TOUR: 2 - FUN: 3
White has few fliers with more than 2 power, especially reasonably priced ones, like this. Still, Herald of Serra is just better and the drawback on this one can be risky.

8 Cho-Arrim Alchemist W Creature-Spellshaper R 1/1. 1WW, 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.

==> TOUR: 3 - FUN: 5
The ability is probably too expensive for tournaments, but you never know. It might see play in white control. This is wonderful in fun play, though. "Hurricane for 10, say bye to your Morphling and oh, I gain 10 life instead of losing it."

9 Cho-Arrim Bruiser 5W Creature-Rebel R 3/4. Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures.

==> TOUR: 2 - FUN: 4
6 mana is too much for a 3/4, even if it is a hard-to-block 3/4. Could be fun with Betrayal though.

10 Cho-Arrim Legate 2W Creature-Soldier U 1/2. 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.

==> TOUR: 2 - FUN: 2
I like the idea behind these 'conditionally free' creatures, but this one is just too expensive to play maindeck and too weak to go in the sideboard. The Disciple is better.

11 Cho-Manno's Blessing WW Enchant Creature C 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.

==> TOUR: 4 - FUN: 4
This is pretty much a white Intervene which sticks around to protect the creature. Devastating against mono-colored decks. Only the presence of mommy could keep this out of white weenie.

12 Cho-Manno, Revolutionary 2WW Creature-Rebel Legend R 2/2. Prevent all damage that would be dealt to Cho-Manno, Revolutionary.

==> TOUR: 3 - FUN: 4
This looks like a good card at first, but I'm doubtful about its use in serious play. Only red has a serious problem with this card, but 4 mana is a lot to inconvenience red, white can do that much easier with Dragoons or Disciple of Law. Black has some serious removal in this expansion, so it won't have much trouble getting rid of Cho-Manno. Green will just trample over it and blue will breathe a sigh of relief that it wasn't a 'Geddon. It's ok for fun play though.

13 Common Cause 2W Enchantment R All non-artifact creatures in play get +2/+2 if they have the same color.

==> TOUR: 2 - FUN: 4
It's not that bad as a sideboard card against creatureless decks, but there are few of those and they better have a solid defense against creatures or they'll die whether you have this card in play or not. In white weenie vs white weenie, this has the same problem Crusade has: it helps both players.

14 Cornered Market 2W Enchantment R If any player plays a card other than basic land with the same name as a card in play, sacrifice it.

==> TOUR: 4 - FUN: 5
Cards like this are hard to rate for tournament play, because it pretty much requires a new decktype to appear. And without playtesting, it's impossible to say if it will be viable. But I think it might be. It's pretty nice against non-basic lands and with some Treacheries and Confiscates it should be possible to lock down decks that depend on certain permanents. Against creature decks, it will still give virtual cardadvantage by causing dead draws. The big question is whether a deck can be made which doesn't suffer too bad with a Cornered Market in play and is still strong. Great fun in multiplayer, but it won't make you any friends on the battlefield.

15 Crackdown 2W Enchantment R Non-white creatures with power 3 or greater don't untap during their controllers' untap steps.

==> TOUR: 3 - FUN: 4
This is ok, but nothing great. Perhaps it'll see play as a sideboard card against green and other big creature decks. A pretty nice fun deck could be made around this, with Ring of Gix to tap the creatures or some lifegain to make one hit from them acceptable and Common Cause or Thran Weaponry to get all creatures to 3 power or more. Fun, but probably not tournament worthy.

16 Crossbow Infantry 1W Creature-Soldier C 1/1. T: Crossbow Infantry deals 1 damage to target attacking or blocking creature.

==> TOUR: 3 - FUN: 1
It has potential as a white Fireslinger, but it won't be able to hit the things you really want to hit, like Birds of Paradise. The fun rating suffers a lot because of lack of originality.

17 Devout Witness 2W Creature-Spellshaper C 2/2. 1W, T: Discard a card from your hand: Destroy target artifact or enchantment.

==> TOUR: 4 - FUN: 3
It's playable as another creature in white weenie and the ability should come in handy against most decks.

18 Disenchant 1W Instant C Destroy target artifact or enchantment.

==> TOUR: 5 - FUN: 3
This is still the King though.

19 Fountain Watch 3WW Creature-Guardian R 2/4. Artifacts and enchantments you control are untargetable.

==> TOUR: 2 - FUN: 4
Five mana is a bit much for the ability, even though you get a 2/4 for it as well. I believe an old card (Guardian Beast or something?) had a similar ability and didn't see much play either. It's because protecting something which is hard to get rid of with something which is easy to get rid of isn't very strong. Most decks can get rid of the Fountain Watch without too much trouble. Fun in a Fountain of Youth theme deck (lifegain from artifacts and enchantments and some high toughness creatures to defend).

20 Fresh Volunteers 1W Creature-Rebel C 2/2.

==> TOUR: 1 - FUN: 1
Vanilla. White can also do much better for 2 mana. This card is splashable, but does it matter? Would you splash white for some Fresh Volunteers?

21 Honor the Fallen 1W Instant R Remove all creature cards in all graveyards from the game. You gain 1 life for each card removed this way.

==> TOUR: 5 - FUN: 4
This is a good card. Too bad Living Death and Shard Phoenix will have left the environment by the time this enters it, but we're bound to see plenty of graveyard manipulation. The lifegain means that a few of these maindeck will always be useful. Maybe this is just me, but I really like the name of this card as well. Very much in flavor.

22 Ignoble Soldier 2W Creature-Soldier U 3/1. Whenever Ignoble Soldier becomes blocked, prevent all combat damage that would be dealt by it this turn.

==> TOUR: 2 - FUN: 1
It's just too easy to kill this. No evasion means that any 1/1 can block and kill this with no danger. Maybe against creature light decks, but it costs too much to be worth it really.

23 Inviolability 1W Enchant Creature C Prevent all damage that would be dealt to enchanted creature.

==> TOUR: 2 - FUN: 4
I like this card, but then again, I like Gaseous Form too. You can make some very irritating blockers with this.

24 Ivory Mask 2WW Enchantment R You cannot be the target of spells or abilities.

==> TOUR: 4 - FUN: 5
This could be quite good, but it depends a lot on what decks will be popular. Discard will hate this if it gets on the table. It's pretty much game over against necro, unless they can get a disk through your disenchants. On the other hand, it's a dead draw against most creature decks (except burn).

25 Jhovall Queen 4WW Creature-Rebel R 4/7. Jhovall Queen does not tap to attack.

==> TOUR: 3 - FUN: 5
"Look at the backside on that babe!" *slap* "Hey, I was talking about the toughness, ok?" A 4/7 is quite good, but for 6 mana you probably want something with a bit more 'I win!'-potential.

26 Jhovval Rider 4W Creature-Rebel U 3/3. Trample

==> TOUR: 1 - FUN: 1
Lancers En-Kor must have seen so much play, they decided a toned-down version would be good. Bleh.

27 Last Breath 1W Instant U Remove target creature with power 2 or less from the game. Its controller gains 4 life.

==> TOUR: 4 - FUN: 4
More good white creature destruction. Would have been great against Tradewinds and Phoenixes, but I'm sure this will see play.

28 Moment of Silence W Instant C Target player skips his or her combat phase this turn.

==> TOUR: 2 - FUN: 1
A white Fog. And Fog is such a powerhouse.

29 Moonlit Wake 2W Enchantment U Whenever a creature is put into a graveyard from play, you gain 1 life.

==> TOUR: 1 - FUN: 4
Too weak to make it in serious play, but a Soul Net with no activation cost is pretty nice for fun play. Good in multiplayer.

30 Muzzle 1W Enchant Creature C Prevent all damage that would be dealt by enchanted creature.

==> TOUR: 4 - FUN: 2
Upgraded because it's a good anti-Masticore card, but other than that it's only slightly better than Pacifism.

31 Nightwind Glider 2W Creature-Rebel C 2/1. Flying, protection from black.

==> TOUR: 4 - FUN: 3
White actually has to pay for its evasion when Rath is gone, so this isn't all that bad.

32 Noble Purpose 3WW Enchantment U When your creatures deal combat damage, you gain life equal to the amount of damage.

==> TOUR: 2 - FUN: 5
A mass Spirit Link! Fun! Probably too expensive to make it in tournaments.

33 Orim's Cure 1W Instant C 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.

==> TOUR: 2 - FUN: 3
Not much better than Healing Salve. I don't think this will see play.

34 Pious Warrior 3W Creature-Rebel C 2/3. Whenever Pious Warrior is dealt combat damage, you gain that much life.

==> TOUR: 2 - FUN: 4
They're no Dragoons, but they're ok blockers in fun.

35 Ramosian Captain 1WW Creature-Rebel U 2/2. First Strike. 5, T: Search your library for a Rebel card with a converted mana cost of 4 or less and put that card into play. Then shuffle your library.

==> TOUR: 3 - FUN: 4
I like the whole rebel-mechanic, but most of them are just bland creatures with typical white abilities. Hopefully some more interesting ones will appear in following expansions. The recruitment ability is very nice in casual play, though. It's not just cardadvantage, but you also get to pick and choose. It's a bit too expensive for serious play though.

36 Ramosian Commander 2WW Creature-Rebel U 2/4. 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.

==> TOUR: 2 - FUN: 4

37 Ramosian Lieutenant 1W Creature-Rebel U 1/2. 4, T: Search your library for a Rebel card with a converted mana cost 3 or less and put that card into play. Then shuffle your library.

==> TOUR: 2 - FUN: 4

38 Ramosian Rally 3W Instant C 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.

==> TOUR: 2 - FUN: 3
A tiny Overrun, but like a lot of the free spells, the mana cost is too high to be worth casting it the normal way. The effect isn't really worth it, not when you can but out a Crusade with less fuss.

39 Ramosian Sergeant W Creature-Rebel C 1/1. 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.

==> TOUR: 2 - FUN: 4

40 Ramosian Sky Marshal 3WW Creature-Rebel R 3/3. Flying. 7: Search your library for a Rebel card with converted mana cost 6 or less and put that card into play. Then shuffle your library.

==> TOUR: 2 - FUN: 4

41 Rappelling Scouts 2WW Creature-Rebel R 1/4. Flying. 2W: Rappelling Scouts gains protection from the color of your choice until end of turn.

==> TOUR: 2 - FUN: 4
The Knight of Dawn ability is rather interesting on a flier with such a high toughness. Not really worth it.

42 Renounce 1W Instant U Sacrifice any number of permanents, gain 2 life for each permanent sacrificed.

==> TOUR: 2 - FUN: 1
There are easier ways to gain life. I'd rather keep my permanents, thank you very much.

43 Revered Elder 2W Creature-Cleric C 1/2. 1: Prevent the next 1 damage that would be dealt to Revered Elder this turn.

==> TOUR: 1 - FUN: 2
"Physician, heal thyself." I guess this one took it a bit too literally, so he *only* heals himself. A more expensive Honor Guard.

44 Reverent Mantra 3W Instant R All creatures gain protection from color of your choice until end of turn.

==> TOUR: 1 - FUN: 1
What use is this? An anti-Earthquake card? Way too expensive.

45 Righteous Aura 1W Enchantment C W,Pay 2 life: The next time a source of your choice would deal damage to you this turn, prevent that damage.

==> TOUR: 1 - FUN: 4
As long as combo decks use Stroke of Genius for the kill, this is pretty useless. When Urza rotates out, though, this might make it as a sideboard card because you can still use it when tapped out. I've been wanting to use this in a fun lifegain deck since it first came out in Visions, but I haven't gotten round to it.

46 Righteous Indignation 2W Enchantment U Whenever a creature blocks a black or red creature, the blocking creature gets +1/+1 until end of turn.

==> TOUR: 1 - FUN: 3
It gets points because I like multi-hosers, but this one is particularly weak, especially because white already has plenty of good ways to hose red and black. Crusade is almost strictly better as well.

47 Security Detail 3W Enchantment R WW: Put a 1/1 white soldier token into play. Use this ability only once per turn and only when you control no creatures.

==> TOUR: 2 - FUN: 4
I can't see a creatureless white control deck make an impact, so this likely won't see use. On the flip side, this card begs to be put to good use in some fun decks built around sacrificing creatures. A white Breeding Pit.

48 Soothing Balm 1W Instant C Target player gains 5 life.

==> TOUR: 1 - FUN: 1
Such originality.

49 Spiritual Focus 1W Enchantment R Whenever a spell or ability an opponent controls causes you to discard a card, gain 2 life, and you may draw a card.

==> TOUR: 4 - FUN: 4
A pretty good discard hoser. Extra points because it makes a good combo with the black creature which allows both players to force a discard.

50 Steadfast Guard WW Creature - Rebel C 2/2. Attacking doesn't cause Steadfast Guard to tap.

==> TOUR: 3 - FUN: 2
Not tapping isn't that much use on a 2/2.

51 Story Circle 1WW Enchantment U 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.

==> TOUR: 4 - FUN: 2
I think this will see some use in tournaments. Not as good as Worship, though. It's too irritating to play against a one-card lock like this to get a good fun rating.

52 Task Force 2W Creature-Rebel C 1/3. Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn.

==> TOUR: 2 - FUN: 3
Angelic Protector at least had flying. This is mostly a red hoser and white has plenty of those. Has possibilities for silly decks with en-Kors, Earthquake and Worthy Cause.

53 Thermal Glider 2W Creature-Rebel C 2/1. Flying, protection from red.

==> TOUR: 4 - FUN: 3
Maybe slightly better than the version with protection from black, because 1 toughness burns easily.

54 Tonic Peddler 1W Creature-Spellshaper U 1/1. W, T, Discard a card from your hand: Target player gains 3 life.

==> TOUR: 2 - FUN: 2
Jasmine Seer is much better in fun play. I doubt this will see serious play either, because life can be got much easier from other cards.

55 Trap Runner 2WW Creature-Soldier U 2/3. T: Target attacking unblocked creature becomes blocked. (This ability works on unblockable creatures.)

==> TOUR: 3 - FUN: 3
Expensive for a weenie deck and counter-productive as well. You want to race, not keep your creatures back to block. Still, it can block two creatures, one of which can be as big as they come and it'll still survive. Trample ruins it though.

56 Wave of Reckoning 4W Sorcery R Each creature deals damage to itself equal to is power.

==> TOUR: 4 - FUN: 5
Mass Repentance. This one has serious fun potential, especially in a deck with carefully selected creatures and the mass Spirit Link card we saw earlier (I'm really bad with card names). Because this is a potential one-sided Wrath of God, it'll probably see tournament use as well. It depends what creatures will become popular.

57 Wishmonger 3W Creature-Monger U 3/3. 2: Target creature gains protection from the color of its controller's choice until end of turn. Any player may play this ability.

==> TOUR: 4 - FUN: 4
This isn't a bad creature, especially if you're playing little or no targeted removal and/or lots of artifact creatures.

 
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