Mercadian Masques, Part Twelve Gary Wise The following article continues my look at Mercadian Masques Booster draft with thoughts and analysis on the set's rare Land and Artifacts. But first... Dork that I am, I once again seem to have left a card off one of my lists, and it's an important one: Ballista Squad. Incredibly powerful, the Squad essential halts your opponent's offense until one of two things happen: a) they kill it, or b) you win the game. That said, I'd only rank it second on the white uncommon list as the Squad dies to two common creature kill spells that the Charmed Griffin doesn't: Lunge and Maggot Therapy. As for the chicken-or-the-egg analogy that one could apply to the Squad and the Captain, in this case, the egg (Squad) comes first, as it is the card that makes the Captain most worthwhile to have in one's deck. A few thoughts... When opening my initial booster, I really want to see an artifact in the rare slot, just because there are a number of cards that I'd love to build my deck around that fits those perameters. There are differing opinions on this idea, as some pro players feel that opening an artifact bomb is great, they'd rather open a colored bomb so they can immediately establish themselves in that color, potentially cutting it off. Regardless, I'd rather open Crooked Scales or Power Matrix than any other card in the set. Rares Crooked Scales - In my mind, the most powerful card in the set, the only 'drawback' to the scales is that it isn't the most aggressive card in the world. The moment you open this card, just focus on stabilizing the table with your deck. Excellent with regenerators or creatures you want to send to the graveyard (Highway Robbers), the really cool thing about the Scales is using it before you reach 7 mana, putting damage on the stack and then targeting your already doomed creature. I would never take an uncommon or common over this thing...it's insane. Power Matrix - The Matrix rates lower than the Scales because they can't both be first. The aggressive player's dream, this thing dominates the table from the moment it hits it. In my draft practices on NetDraft, I have actually asked to play against players with Power Matrix because you really need to practice to know how to beat this card. A little more vulnerable than the Scales (Devout Witness), there is still very little in the way of artifact destruction in the set. Monkey Cage - A distant but still respectable third, Monkey Cage is another great aggressive card that finds itself weakened by the 'rebel menace'. The Cage introduces a number of very interesting game mechanics and changes the style in which the game is played from both sides of the table. Coolest use I've seen was with Mercenaries and a Delraich, resulting in 6 2/2 creatures on turn 5. Coolest defense? Afterlife tokens have a casting cost of 0. Bargaining Table - An excellent control card, the table nets you huge card advantage while making your opponent play conservatively. Again, once you get this card, you should be concentrating on stabilization, as once you start gaining card advantage, you should be able to creak through. If nothing else, the book will force your opponent to play conservatively, cutting back on both spellshaping and spellcasting. Mercadian Atlas - One of the more overrated cards in the set, I consider the gap between Bargaining Table and the Atlas to be substantial. While the Table gains you card advantage while making your opponent play conservatively, the Atlas gives you card advantage only to make you play conservatively, often defeating the purpose. Very strong with Waterfront Bouncer or other powerful shapers, the Atlas still a solid card that should be in your deck if you draft it. General's Regalia - A little too defensive, the Regalia is one of the few cards in the environment that can give a player the 'soft lock' once you have huge amounts of mana to use with it. Especially effective with Horned Troll and Task Force, it's important to note that you can activate the regalia to target a creature that's dying before combat. Kyren Archive - Memory Jar slowed down? Well, that isn't the most favorable comparison for the Jar, but that's essentially what the Archive does, paying dividends seven some odd turns after being cast. Don't be afraid to get aggressive with the Archive: you should be putting a card on it just about every turn, with the 7-8 cards you'll eventually get from it being more than worth the wait. Distorting Lens - Possibly the best sideboard card in the environment, the Lens can also be played main deck in some decks. If you've never played the lens before, you're probably a bit confused by my mention of sideboard applications, but the simple fact is it absolutely destroys decks with non-black-creature-elimination like Snuff Out, Vendetta and Sever Soul, fizzling those spells by making their target black. It's also incredible with/against Story Circle and Creature with protection from a particular color. Crumbling Sanctuary - Not a card you want main deck, the Sanctuary can nonetheless be very effective in a control deck, effectively gaining the caster 25 life and giving them a jump on the race to victory, as they'll be the first to attack after it hits the table. Decent remedy for Coastal Piracy too (they don't draw cards). Rishadan Pawnshop - This card can have two functions: the recycling of Rebels/Mercenaries and decking an opponent. Should not be in your main deck if your main deck is any good. Worry Beads - While I'd never really want to start this card, if your deck is defensive in nature it is conceivable to play this and try to deck your opponent. Magistrate's Scepter - Bad news for those of you who thinks this is a Time Walk. Do you think Time Walk would be all that popular in T1 if it cost 15 mana? Neither do I. Mercadian Lift - 4 turns and 4 mana to play a Snorting Gahr...I'll just cast it. Assembly Hall - Combo with Howling Wolf! (That was a joke, do NOT use this card) Kyren Toy - A colorless storage land with a casting cost. Having the coolest picture in the set doesn't make it playable. Horn of Plenty - 6 mana to let your opponent benefit.... The Ramos Rares - Looking at this mediocrity, I think I could take Ramos in a fight, and I'm a wuss. A few thoughts... The biggest question with the rare lands is whether they benefit you enough to endanger your mana ratios. When building your deck, as they do produce mana, they should be considered lands for all intents and purposes, but keep in mind that they may not be worth playing if you have mana intensive cards in more than one color. Rares Rishadan Port - While I'm not a big fan of rare drafting, this card isn't too bad. Not a first pick or even close, the Port is pretty good in decks that are slow to develop, buying their owner time, or good in aggressive decks, whose owner want to keep the opposition suppressed as long as possible. The Port seems best against Blue decks, which often have a lot of mana requirements (Darting Merfolk, Stinging Barrier, Waterfront Bouncer ET. Al.) as well as important instants they may hold back. Don't forget to tap the 2nd Island before casting your game breaker. Tower of the Magistrate - A viable sideboard card against Power Matrix High Market - One of the few ways in the environment to kill your own Highway Robber, if you see Robber/Undertaker as your route to victory, you may consider this. Dust Bowl - Hey, $10 is $10