In this strategy game, you play with decks of illustrated cards instead of a board. These collectable cards represent magical spells and fantastic creatures! New players should begin with a Magic: The Gathering starter-level game.
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.
• Each Mercadian Masques booster pack contains 15 randomly inserted game cards
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. '
'
'
'
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. '
'
'
'
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. '
'
'
'
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. '
'
'
'
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. '