Set:
Mercadian Masques
Type:
Enchantment
Rarity:
Uncommon
Cost:
{2}{W}
Whenever a creature dies, you gain 1 life.
"As long as Rushwood glows, no life is ever truly lost." —Ta-Karnst, C...
Set:
Mercadian Masques
Type:
Creature — Human Mercenary
Rarity:
Uncommon
Cost:
{2}{B}
When Strongarm Thug enters the battlefield, you may return target Mercenary card from your graveya...
Set:
Mercadian Masques
Type:
Enchantment
Rarity:
Uncommon
Cost:
{2}{B}{B}{B}
Creatures you control have fear. (They can't be blocked except by artifact creatures and/or black creatures...
Set:
Mercadian Masques
Type:
Creature — Ogre
Rarity:
Uncommon
Cost:
{3}{R}
Ogre Taskmaster can't block.
He doesn't have to be smart—his masters only ever give him one command.
Set:
Mercadian Masques
Type:
Instant
Rarity:
Uncommon
Cost:
{2}{R}
Each attacking creature gets +1/+0 until end of turn for each nonbasic land defending player controls.
With an explos...
Set:
Mercadian Masques
Type:
Creature — Human Monger
Rarity:
Uncommon
Cost:
{3}{U}
{2}: Target creature gains flying until end of turn. Any player may activate this ability.
Clients wh...
Set:
Mercadian Masques
Type:
Enchantment
Rarity:
Uncommon
Cost:
{2}{R}{R}
Whenever a creature you control becomes blocked, Close Quarters deals 1 damage to any target.
The Mercadians' ...
Set:
Mercadian Masques
Type:
Creature — Human Soldier
Rarity:
Uncommon
Cost:
{2}{W}
If an opponent controls a Swamp and you control a Plains, you may cast this spell without paying its...
Set:
Mercadian Masques
Type:
Creature — Human Rebel
Rarity:
Common
Cost:
{2}{W}
Whenever Task Force becomes the target of a spell or ability, it gets +0/+3 until end of turn.
They are ...
Set:
Mercadian Masques
Type:
Enchantment — Aura
Rarity:
Common
Cost:
{1}{R}
FlashEnchant creatureEnchanted creature gets +1/+0 and has first strike.
"It's not Talruum crystal, but I mu...
Set:
Mercadian Masques
Type:
Creature — Merfolk Spellshaper
Rarity:
Rare
Cost:
{1}{U}
{3}{U}, {T}, Discard a card: Untap target creature and gain control of it until end of turn. That ...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '