Mercadian Masques

Lightning Hounds

Lightning Hounds {2}{R}{R}

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
Lithophage

Lithophage {3}{R}{R}

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
Lunge

Lunge {2}{R}

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.
Magistrate's Veto

Magistrate's Veto {2}{R}

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.
Mercadia's Downfall

Mercadia's Downfall {2}{R}

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.
Ogre Taskmaster

Ogre Taskmaster {3}{R}

Creature - Ogre
Ogre Taskmaster can't block.
He doesn't have to be smart—his masters only ever give him one command.
4/3
Pulverize

Pulverize {4}{R}{R}

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

Puppet's Verdict {1}{R}{R}

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
Robber Fly

Robber Fly {2}{R}

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
Rock Badger

Rock Badger {4}{R}

Creature - Badger Beast
Mountainwalk
The Kyren goblins created most of the inverted mountain's tunnels simply by driving the beast before them.
3/3
Seismic Mage

Seismic Mage {3}{R}

Creature - Human Spellshaper
{2}{R}, {T}, Discard a card: Destroy target land.
The ground shakes when he walks. His customers shake if they're late with his fee.
1/1
Shock Troops

Shock Troops {3}{R}

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
Sizzle

Sizzle {2}{R}

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.
Squee, Goblin Nabob

Squee, Goblin Nabob {2}{R}

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
Stone Rain

Stone Rain {2}{R}

Sorcery
Destroy target land.
The return of Ramos was foretold by devastating natural disasters and unnatural storms.
Tectonic Break

Tectonic Break {X}{R}{R}

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.
Territorial Dispute

Territorial Dispute {4}{R}{R}

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.
Thieves' Auction

Thieves' Auction {4}{R}{R}{R}

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.
Thunderclap

Thunderclap {2}{R}

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

Tremor {R}

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.
Two-Headed Dragon

Two-Headed Dragon {4}{R}{R}

Creature - Dragon
Flying
Menace
Two-Headed Dragon can block an additional creature each combat.
{1}{R}: Two-Headed Dragon gets +2/+0 until end of turn.
4/4
Uphill Battle

Uphill Battle {2}{R}

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.
Volcanic Wind

Volcanic Wind {4}{R}{R}

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."
War Cadence

War Cadence {2}{R}

Enchantment
{X}{R}: This turn, creatures can't block unless their controller pays {X} 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.
Warmonger

Warmonger {3}{R}

Creature - Minotaur Monger
{2}: 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