Mercadian Masques, Part Sixteen Gary Wise The following are my thoughts and reflections on the Red rares in Mercadian Masques. A few thoughts... It's really unfortunate that there's so little depth in red's commons, because the uncommon and rare slots are full of bombs. Like Volcanic Winds, Kyren Negotiations and Cinder Elemental weren't enough, Red has its share of rare bombs also. Missing here is that one huge red mass kill spell that we've become accustomed to in the past, like Wildfire or Earthquake. Sure, Cave-In is great, but it doesn't do diddly against opposing fatties. Rares Two-Headed Dragon - While this isn't the best creature in the set (Wumpus and Assassin are both better), the Dragon is definitely the closest thing to pure offense Mercadian Masques can provide. As a non-black creature, it's pretty easy for some decks to deal with, though they'd better do so quickly: if they don't they're dead in 2 turns. Battle Squadron - What gives with the fat red fliers? Not nearly as good as the Dragon, the Squadron only gets the 2 slot because of the lack of fliers in red. Potentially huge, this guy doesn't do too much when cast as a 1/1. Especially stupid with Saber Ants or Spontaneous Generation. Cave-In - I love this card. You'd be amazed at how often it's actually worth pitching Lightning Hounds to make it free. Very simply, you hold back until turn 4 or 5, only casting creature who can live through 2 points of damage, then on turn 5, you Cave their guys In and drop another fatty. I've also seen it finish a player off with its direct damage function. Squee, Goblin Nabob - I don't know that this card belongs on the red list. Maybe Squee should be on its own as miscellaneous, because you don't need to be playing mountains to wreck house with this guy. That said, Squee is a little better in a red deck because he can provide you with a Maze of Ith effect, and with an Arms Dealer he gets ugly. Really, all you need is a few good Spellshapers and he's worth running, regardless of the color of your mana. Lithophage - I see people pass this card late or leave it in their sideboards and I can't help but convulse. 7/7's don't usually come this cheap, and the simple fact is if you can trade your mountains for their creatures, its a good trade. On top of that, there are tons of cards like War Cadence, Lure etc that will make this fatty unblockable, and seven points always hits hard. Brawl - Another complicated card, Brawl gums up the rate of play more than any other card in the set. This potentially brutal mass kill card is all about timing, becoming much better with cards like Ramosian Rally and Spidersilk armor, that booster either your creature's toughness or power. Blood Oath - At PTLA, there was a duel in which this card (with help from Vine Trellis) was cast in both the third and fourth turns, leading to a 4th turn kill. Obviously explosive, the thing that makes Blood Oath good is that smart players will always hold back land for their Spellshapers, so you're almost always guaranteed to do 6 point with it if you're patient enough. Lava Runner - A solid beatdown creature, the Runner is always playable because, like Gerrard's Irregulars, it throws off your opponent's math. Its side effect is often a factor in the early game. Crag Saurian - No jokes! I've played this guy twice (both times in mono red) and both times it was amazing! While it isn't worth playing if you're 50% red, if you're at 75% or more, it may become really viable in your deck. Kris Mage, Tremor, Cave-In, Shock Troops, creature combat, Arc Mage, etc. There are a lot of ways of getting it back. Also really good if you play 3rd turn Saurian, fourth turn Inviolability. Thieves Auction - Pat Chapin calls this the new Balance, and while I wouldn't take it that far, it is a viable sideboard card against bombs you can't otherwise deal with. If you're at high enough life to survive your opponent's free attack, its worth take 8 points or so to get their Crooked Scales, Power Matrix etc. Seismic Mage - another decent sideboard card, this guy can be really strong against control deck, and especially those based around Story Circle or blue in general. Tectonic Break - Billy 'Baby Huey' Jensen seems to love this card, which takes advantage of opposing mana problems or aggressive Spellshaper use. Puppet's Verdict - a really poor excuse for Tremor, this card will really only be useful in the early game, and even then is a desperation tactic with a %50 chance of working in your favor. Pulverize - If you have no other artifact removal, it's sideboardable Flailing Manticore - Generally about as good as sizzle, the Manticore can do a LOT of damage if your opponent doesn't have much mana. Blood Hound - The counters go away at the end of turn, so if it take 1 point of damage, it dies. Territorial Dispute - Have you drafted 8 Hoodwinks and 7 Stone Rains? Wow do I have the card for you.