Mercadian Masques | |||||
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Set Information | |||||
Set symbol | |||||
Symbol description | Mask | ||||
Design |
Mike Elliott (lead) Bill Rose Mark Rosewater | ||||
Development |
Henry Stern (lead) Mike Elliott Robert Gutschera William Jockusch Mark Rosewater with contributions from Charlie Tin Canno and Beth Moursund | ||||
Art direction | Dana Knutson & Ron Spears | ||||
Release date | October 4, 1999 | ||||
Plane | Mercadia | ||||
Themes and mechanics | Mercenaries, Rebels, Spellshapers, Alternate Casting Costs, Recruiters, depletion lands, storage lands | ||||
Keywords/ability words | None | ||||
Set size |
350 cards (110 commons, 110 uncommons, 110 rares, 20 basic lands) | ||||
Expansion code | MMQ (formerly MM)[1] | ||||
Development codename | Archimedes | ||||
Masques block | |||||
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Magic: The Gathering Chronology | |||||
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- For the novel, see Mercadian Masques (novel).
Mercadian Masques is the eighteenth Magic expansion and was released in October 1999 as the first set in the Masques block. It is notable for being the first set not protected by Wizards of the Coast's "Reprint Policy".
Set details[]

Mercadian Masques booster
Mercadian Masques featured 350 cards (110 commons, 110 uncommons, 110 rares, and 20 basic lands). Mercadian Masques's expansion symbol is a stylized mask to evoke the intrigues, deceptions, and double dealings involved with the Mercadia storyline.[2] This was the first large expansion to use the new 6th Edition rules.
Marketing[]
Mercadian Masques was sold in 75-card tournament decks, 15-card boosters and four preconstructed theme decks. For the first time ever, basic lands were among the randomly inserted foil-finished premium cards in the booster packs, enabling an all-premium deck. The packs featured artwork from Squee, Goblin Nabob, Cateran Slaver and Saprazzan Legate. This was the first set to have an accompanying fat pack, consisting of three boosters, a tournament pack, two premium cards, the Top Deck Magazine Mercadian Masques pullout section and the Mercadian Masques novel. For the first time since a long time, there was no Official Guide. The prerelease card was a foil Overtaker.
While the set was in design (at the time codenamed "Archimedes"), the book department named the book Mercadian Masques. Mark Rosewater mentioned at the time that it wasn’t particularly a good name, but as the name was for the book and not the expansion he felt it wasn’t really an issue. But then a number of months later, the Magic brand team decided that the expansion and the book should have the same name.[3]
Storyline[]
The Weatherlight's troubles continue as it crash-lands on a strange new plane. The ship is attacked by the Cho-Arrim, who steal the ship. Finally, soldiers from Mercadia City arrive to arrest the crew. Meanwhile, Orim, who was captured with the ship, learns more about her captors. The Cho-Arrim are spiritual people who suffer greatly under the greedy Mercadians. Their leader Cho-Manno explains that he took the Weatherlight's arrival as a sign prophesying the return of the sky god Ramos and the end of Mercadian rule. Orim slowly becomes sympathetic to the Cho-Arrim's situation and attracted to their leader.
Mercadians are an evasive, aloof people: the nobles are hedonistic, apathetic, and lazy, while the commoners are selfish, grasping, and paranoid. Mercadian goblins are much larger and smarter than any the crew has encountered before, and they actually seem to be running the city despite their servile attitudes. Furthermore, a guild of professional assassins, thieves and horrors called Caterans roams the back alleys of the marketplace, ready to terrorize or murder anyone for the right price. The Mercadian magistrate unexpectedly offers Gerrard an unusual deal. A platoon of soldiers and Cateran mercenaries will be placed under his command to recover the Weatherlight. If the mission is successful, Gerrard may petition for both the return of his ship and safe passage out of Mercadia for himself and his crew. In the ensuing battle, the violent Caterans slaughter the Cho-Arrim indiscriminately.
Back in Mercadia City, Takara brokers a new deal with the magistrate: the crew will repair the damaged Weatherlight and restore its flying mechanisms for him in exchange for their freedom. Sisay, Hanna and Orim will travel to Saprazzo, a rival trade city inhabited by enlightened merfolk with the ability to switch between fish tails and human legs at will. There they will secure an artifact required to fix the ship, while Takara and the male members of the crew remain in captivity.
Eventually, Takara engineers the crew's escape. Gerrard's band discovers the ruins of an ancient Thran site, encounters a race of powerful dryads, and battles a huge, mechanical war engine.
Storyline sources[]
Title | Author | Publishing date | Setting (plane) | Featuring |
---|---|---|---|---|
High Adventure in Mercadia | Scott McGough, Daneen McDermott & Jess Lebow | August 1999 | Rath, Mercadia | Sisay, Mirri, Gerrard Capashen, Tahngarth, Hanna, Orim, Takara, Volrath, Squee, Karn |
Mercadian Masques | Francis Lebaron | September 1999 | Mercadia | Gerrard, Atalla, Orim, Takara, Starke, Hanna, Karn, Cho-Manno, Tahngarth, Squee, Ramos, Sisay, Xcric, Volrath |
Mercadian Masques Comic | Scott McGough & Kev Walker | October 1999 | Mercadia | Karn, Gerrard, Tahngarth, Sisay, Hanna, Starke, Takara, Volrath, Squee |
Tournament impact[]
Mercadian Masques is not considered to be as high caliber as compared to the powerful sets of the Urza's block. Reportedly, the designers were extremely gun-shy following the runaway power of the previous block and dialed back the power a tad too much; the same phenomenon would take place between the latter-day Mirrodin and Kamigawa blocks. However, the set did produce some tournament-quality cards. Gush; Rishadan Port; Squee, Goblin Nabob; Waterfront Bouncer; Hunted Wumpus; and Food Chain have all seen various degrees of tournament play.
Keywords and mechanics[]
Unusually, Masques introduced no new keyword abilities to the game, although it did have several themes that were continued throughout its block.[4] These included:
- Rebels and Mercenaries: creatures able to search through their controller's library and "recruit" creatures of a specific type into play.
- Spellshapers: creatures that had repeatable activated abilities that mimicked various classic spells, potentially turning otherwise useless cards into powerful effects. All of Masques's spellshapers required paying mana, tapping the creature and discarding a card to use their ability.
- Masques also reintroduced instants and sorceries with alternative casting costs, such as Invigorate. This mechanic had not been used since Visions.
- Creatures with abilities usable by any player, such as Squallmonger and Flailing Manticore.[5]
“ | Designers were puzzled and frustrated by the question "Why didn't Masques have any new mechanics?" They pointed to the Rebel/Mercenary "recruitment" mechanic of Ramosian Lieutenant and friends as one of several new mechanics in the set, but without a keyword, it was dismissed by many players. If it were printed for the first time today, "Recruit" would likely be an ability word, and it—along with "Gating" creatures such as Marsh Crocodile and "Spiritcraft" creatures such as Teller of Tales—became one of the strong arguments in favor of ability words. | ” |
Cycles[]
Mercadian Masques has fifteen cycles and 4 vertical cycles:
Cycle name | |||||
---|---|---|---|---|---|
Common Spellshapers | Charm Peddler (Honorable Passage or Samite Blessing) |
Waterfront Bouncer (Unsummon) |
Undertaker (Raise Dead) |
Kris Mage (Scorching Spear) |
Deepwood Drummer (Giant Growth-like) |
A cycle of common 1/1 spellshapers with a classic effect associated with its color attached. | |||||
Common Alpha Spellshapers | Devout Witness (Disenchant) |
Balloon Peddler (Jump) |
Bog Witch (Dark Ritual) |
Blaster Mage (Tunnel) |
Rushwood Herbalist (Regeneration-like) |
A cycle of common spellshapers costing | |||||
Uncommon Spellshapers | Tonic Peddler (Healing Salve) |
Diplomatic Escort (Intervene-like) |
Cackling Witch (Howl from Beyond) |
Hammer Mage (Shatterstorm-like) |
Silverglade Pathfinder (Rampant Growth) |
A cycle of five uncommon spellshapers with a classic spell associated with its color attached. | |||||
Rare Spellshapers | Cho-Arrim Alchemist (Reverse Damage) |
Overtaker (Ray of Command) |
Notorious Assassin (Dark Banishing) |
Seismic Mage (Stone Rain) |
Dawnstrider (Fog) |
A cycle of five rare spellshapers with a classic spell associated with its color attached. Two additional rare spellshapers exist (Instigator and Deepwood Elder) but they are not part of any cycle and have unusual effects. | |||||
Ability Walls | Alabaster Wall | Stinging Barrier | Wall of Distortion | Battle Rampart | Vine Trellis |
Each of these common Wall creatures has defender and a | |||||
Legates | Cho-Arrim Legate | Saprazzan Legate | Deepwood Legate | Kyren Legate | Rushwood Legate |
Each of these uncommon creatures could be played for free if an opponent controlled a land opposite to the creature's own color alignment. | |||||
Mongers | Wishmonger | Sailmonger | Scandalmonger | Warmonger | Squallmonger |
Each of these uncommon 3/3 creatures has a cost of | |||||
Unwilling creatures | Charmed Griffin | Indentured Djinn | Enslaved Horror | Hired Giant | Hunted Wumpus |
Each of these uncommon creatures is undercosted for its color and power/toughness, but grants a boon to your opponent when it comes into play. | |||||
Instantments | Cho-Manno's Blessing | Buoyancy | Maggot Therapy | Flaming Sword | Tiger Claws |
Each of these common Aura enchantments with "enchant creature" has flash (flash hadn't yet been keyworded). | |||||
Creature Combat Enchantments | Noble Purpose | Coastal Piracy | Larceny | Close Quarters | Briar Patch |
Each of these uncommon global enchantments has a triggered ability that affect creature combat (3 trigger of combat damage, 1 triggers of creatures becoming blocked, and the last triggers of creatures attacking). | |||||
Color Hate Spells | Righteous Indignation | High Seas | Putrefaction | Magistrate's Veto | Snake Pit |
These spells provide effects that punish their two enemy colors. | |||||
Alternate Casting Cost Spells | Orim's Cure Ramosian Rally (tapping an untapped creature) |
Gush Tidal Bore Thwart (bouncing islands back to your hand) |
Rouse Snuff Out (paying life) Delraich (sacrificing black creatures) |
Crash Thunderclap Pulverize (sacrificing mountains) |
Invigorate (having an opponent gain life) Land Grant (revealing your hand) |
These spells can be cast with a non-mana cost if you control a basic land of the corresponding type. The alternate costs vary between color, and sometime inside a color too. | |||||
Rare Pitch Spells | Reverent Mantra | Misdirection | Unmask | Cave-In | Vine Dryad |
Each of these rare spells may be cast without paying its mana cost but at the cost of exiling, or "pitching", a card of the pitch spell's color from its owner's hand.[6] | |||||
Ramos Artifacts | Tooth of Ramos | Eye of Ramos | Skull of Ramos | Heart of Ramos | Horn of Ramos |
A cycle of five rare artifacts which each cost | |||||
Depletion lands | Remote Farm | Saprazzan Skerry | Peat Bog | Sandstone Needle | Hickory Woodlot |
These common lands came into play tapped with two depletion counters. Whenever each land is tapped for mana, a depletion counter is removed and the controller adds two mana of the appropriate color; when there are no depletion counters left, the land is sacrificed. | |||||
Storage lands | Fountain of Cho | Saprazzan Cove | Subterranean Hangar | Mercadian Bazaar | Rushwood Grove |
Each of these uncommon lands come into play tapped and can be tapped either to add one storage counter to it, or to remove any number of storage counters to add that amount of colored mana. These lands are similar to another cycle of "storage lands" in the Fallen Empires expansion. |
Vertical cycles[]
Cycle name | ||||
---|---|---|---|---|
Cateran recruiters | Cateran Persuader Cateran Brute |
Cateran Kidnappers Cateran Enforcer |
Cateran Slaver Cateran Overlord | |
These increasingly bigger mercenaries have the ability to recruit smaller mercenaries from the library. A tutoring spell, Cateran Summons, is thematically tied to this cycle. | ||||
Flailing creatures | Flailing Soldier | Flailing Ogre | Flailing Manticore | |
Each of these red creatures can be made either more or less powerful, by any player willing to pay the mana. | ||||
Ramosian recruiters | Ramosian Sergeant Ramosian Lieutenant |
Ramosian Captain Ramosian Commander |
Ramosian Sky Marshal | |
These rebels have the ability to recruit increasingly bigger rebels from the library. Notably, each recruiter is able to recruit the next one in the cycle. | ||||
Rishadan pirates | Rishadan Cutpurse | Rishadan Footpad | Rishadan Brigand | |
When each of these blue Pirate creatures comes into play, each of the controller's opponents is required to pay a certain amount of mana or sacrifice a permanent. |
Reprinted cards[]
The following 21 cards have been reprinted from previous sets and included in Mercadian Masques:
- Afterlife — was last seen in Mirage.
- Brainstorm — was last seen in 5th Edition.
- Counterspell — was last seen in 6th Edition. This would be the last expansion to print the staple card Counterspell.
- Dark Ritual — was last seen in Urza's Saga. This would be the last expansion to print the staple card Dark Ritual, though it would be reprinted with its Ice Age art and expansion symbol in one of Coldsnap 's theme decks.
- Deadly Insect — was last seen in Alliances.
- Desert Twister — was last seen in 5th Edition.
- Disenchant — was last seen in 6th Edition. This wouldn't be seen in another expansion until Time Spiral (Eight years later).
- Energy Flux — was last seen in 5th Edition.
- False Demise — was last seen in Alliances.
- Giant Caterpillar — was last seen in Visions.
- Lure — was last seen in 6th Edition.
- Ogre Taskmaster — was last seen in Portal Second Age.
- Rain of Tears — was last seen in Tempest.
- Righteous Aura — was last seen in Visions.
- Squall — was last seen in Starter 1999.
- Stone Rain — was last seen in Portal Three Kingdoms.
- Timid Drake — was last seen in Weatherlight.
- Tranquility — was last seen in 6th Edition.
- Tremor — was last seen in 6th Edition.
- Venomous Breath — was last seen in Ice Age.
- Word of Blasting — was last seen in 5th Edition.
Functional reprints[]
Mercadian Masques has 18 functional reprints:
- Cloud Sprite is a functional reprint of Cloud Pirates from Portal, save for creature type.
- Deathgazer is a functional reprint of Dread Specter from Mirage, save for creature type.
- Drake Hatchling is a functional reprint of Azimaet Drake from Mirage.
- Fresh Volunteers is a functional reprint of Knight Errant from Starter 1999, save for creature type.
- Henge Guardian is a functional reprint of Igneous Golem from Mirage.
- Henge of Ramos is a functional reprint of School of the Unseen from Alliances.
- Highway Robber is a functional reprint of Dakmor Ghoul from Starter 1999, save for creature type.
- Iron Lance is a functional reprint of Fyndhorn Bow from Ice Age.
- Jhovall Rider is a functional reprint of Iron Tusk Elephant from Mirage, save for creature type.
- Kyren Glider is a functional reprint of Goblin Glider from Portal Second Age.
- Misshapen Fiend is a functional reprint of Dakmor Bat from Portal Second Age and Bog Imp from Starter 1999, save for creature type.
- Rampart Crawler is a functional reprint of Bog Rats from 6th Edition, save for creature type.
- Rishadan Airship is a functional reprint of Cloud Spirit from Stronghold, save for creature type.
- Rushwood Dryad is a functional reprint of Lynx from Starter 1999 and Zodiac Monkey from Portal Three Kingdoms, save for creature type.
- Skulking Fugitive is a functional reprint of Tar Pit Warrior from Visions, save for creature type.
- Snorting Gahr is a functional reprint of Slashing Tiger from Portal Three Kingdoms and Razorclaw Bear from Portal Second Age, save for creature type.
- Steadfast Guard is a functional reprint of Veteran Cavalier from Starter 1999 and Alaborn Grenadier from Portal Second Age.
- Wild Jhovall is a functional reprint of Hill Giant from Portal, Tor Giant from Ice Age, Ogre Warrior from Starter 1999 and Barbarian Horde from Portal Three Kingdoms, save for creature type.
Card comparisons[]
Notable Cards[]
- Bribery has been a popular choice in Cube Draft and Commander decks against high impact creatures in opponent's decks.
- Cateran Overlord and Ramosian Sky Marshal have the strongest "recruit" abilities and form a mirrored pair. Each card searches for a creature of converted mana cost 6 or less of its "class" creature type, but the Marshal costs 5 because Rebels search upwards while the Overlord costs 7 and searches downwards. While both Mercenaries and Rebels have had future printings, Oxidda Finisher is the first of either type to be above the searchable threshold.
- Fountain Watch was the first card to give its controller's permanents shroud asymmetrically. Other similar designs are symmetrical or only shroud one at a time.
- Ivory Mask was the first card to give players the ability to grant themselves shroud. As the shroud ability was not keyworded until May 2007 with the release of Future Sight the original printing of Ivory Mask says "You can't be the target of spells or abilities."
- Magistrate's Scepter was one of the original infinite turn combo pieces after Time Vault, which was too easy to combo with. The release of Proliferate made it much easier to accumulate than spending
multiple times with untap effects.
- Misdirection has seen use in Legacy, Vintage, and Elder Dragon Highlander for being a free spell in the vein of Force of Will but having a chance of being card neutral by being a redirection effect.
- Rishadan Port was the most powerful card in this notably weak set. The ability to stifle an opponent's mana development made it powerful in many contexts. It was powerful enough to warrant a Masques Block Constructed ban.
- Security Detail is one of the weakest cards in the game due to the mana-dense and restricted ability. It compares poorly to Kjeldoran Outpost, released several years earlier.
- Soothsaying is first card in the game that has the ability of "shuffle your library" and no other context. It also allowed a player to do so repeatedly in a turn.
- Squee, Goblin Nabob has a still-rare ability to consistently return from the graveyard for no cost. Once a sacrifice outlet, it is more practical nowadays as discard or mill fodder.
- Story Circle is the evolution of Circles of Protections and has been included in many decks by players who desire versatility in their ability to protect themselves from damage from colored sources.
- Waterfront Bouncer was contentiously retyped in the Grand Creature Type Update to be a Merfolk despite being a legged humanoid.
- Food Chain became a combo piece when cards like Misthollow Griffin and Eternal Scourge were printed.
- Conspiracy was a popular way to create typal combos, with recurring multiple design variants in the 2020s.
- Four of the common "free" spells still have modern applications, incidentally more than some of the higher rarity free spells.
- Gush is one of few free draw spells and is active by turn 2, and inspired an entire book by Stephen Menendian on how to use it. It was banned in Legacy in 2003 and remains so. It joined and left the restricted list in Vintage multiple times, being legal from 1999-2003, 2007-2008 and 2010-2017.
- Invigorate powered Legacy Infect decks though newer anti-creature free spells pushed them from the top tiers. It was banned in Pauper in 2013 for similar usage and remains so.
- Snuff Out sees sideboard play as a free kill spell, though the nonblack clause has made it much weaker recently.
- Land Grant was used to cheat land counts for decks that used Goblin Charbelcher and similar until the MDFC lands of Zendikar Rising, which were more reliable.
Creature types[]
The following creature types are introduced in this expansion: Monger, Rebel, Spellshaper.
The following creature types are used in this expansion but also appear in previous sets: Beast, Cat, Cleric, Djinn, Dragon, Drake, Druid, Dryad, Elemental, Faerie, Fish, Giant, Goblin, Griffin, Horror, Hound, Illusion, Insect, Lord (later changed to Human), Lizard, Manticore, Merfolk, Minion, Monster, Ogre, Pirate, Shade, Ship (later changed to Goblin and Merfolk), Snake, Soldier, Spirit, Townsfolk (later changed to Human), Troll, Wall, Wolf, Wolverine, Zombie.
Theme decks[]
Each of the Mercadian Masques theme decks has at least one spellshaper, a theme of the set. The pre-constructed theme decks are:
Theme deck name |
Colors Included | ||||
---|---|---|---|---|---|
Rebel's Call | W | ||||
Tidal Mastery | W | U | |||
Disruptor | B | R | |||
Deepwood Menace | R | G |
References[]
- ↑ Wizards of the Coast (August 02, 2004). "Ask Wizards - August, 2004". magicthegathering.com. Wizards of the Coast.
- ↑ Brady Dommermuth (October 31, 2006). "Ask Wizards". magicthegathering.com. Wizards of the Coast.
- ↑ Mark Rosewater (October 28, 2002). "Take This Job and Love It". magicthegathering.com. Wizards of the Coast.
- ↑ Wizards of the Coast (October, 1999). "Mercadian Masques Game Features". magicthegathering.com. Wizards of the Coast.
- ↑ Card of the Day (December 24, 2007). "Ramosian Lieutenant". magicthegathering.com. Wizards of the Coast.
- ↑ Mark Rosewater (August 19, 2002). "Free Play. The design of APC cards". magicthegathering.com. Wizards of the Coast.