Nemesis

Nemesis is the nineteenth Magic expansion and was released in February 2000 as the second set and first small expansion in the Masques block.
==Set details==
Nemesis featured 143 cards (55 commons, 44 uncommons and 44 rares). Nemesis's expansion symbol is the axe of Crovax, the main antagonist of the story’s Rath component. The set continued Mercadian Masques's themes of spellshapers, rebels and mercenaries, and cards with alternative casting costs. Nemesis is generally considered to be the most powerful set of the Masques block. A card of note is <c>Ascendant Evincar</c>. It was the first card to represent the same legendary permanent as a previous card following a major change in the character's storyline. The card was not named "Crovax, Ascendant Evincar", to avoid confusion over whether the "legend rule" came into effect when the Evincar and <c>Crovax The Cursed</c> were both in play. This policy was later dropped with the printing of <c>Ertai, the Corrupted</c> in Planeshift. The set featured <c>Rootwater Thief</c>, Mike Long's invitational card. Nemesis was the final booster set to feature premium foil cards with the original, larger version of the foil shooting star, with a new smaller design debuting on several promos including from Starter 2000, and in boosters with the release of Prophecy four months later.
===Marketing===
The cards were sold in 15-card boosters which had artwork from <c>Sliptide Serpent</c>, in four preconstructed theme decks and a fat pack. Nemesis prerelease events were held on February 5, 2000. At these events the prerelease card, a foil <c>Rathi Assassin</c>, was handed out. The set was accompanied by the novel of the same name.
===Storyline===
The Phyrexian invasion of Dominaria is nearing; the Dark Lord's plans are almost complete. Only the Planeswalker Urza stands in his way. Rath's Evincar Volrath has abandoned his post, sparking a brutal contest among his would-be successors. Phyrexia has chosen Crovax to take Volrath's place, bestowing terrible new powers on the bloodthirsty noble. Crovax must still prove his worth, however, before he can claim the position. Meanwhile, Rath's rebels have united in the name of Eladamri, Lord of Leaves, to break free of Phyrexia's tyranny once and for all.
====Storyline sources====
Title 	Author 	Publishing date	Setting (plane)	Featuring
Nemesis	Paul B. Thompson 	February 2000 	Rath, Dominaria	Yawgmoth, Urza, Crovax, Belbe, Ertai, Greven il-Vec, Eladamri, Oracle en-Vec, Lin Sivvi, Takara, Volrath, Abcal-Dro, Burgess, Kirril
Nemesis	Scott McGough & Kev Walker	March 2000 	Phyrexia, Rath 	Crovax, Greven il-Vec, Ertai, Belbe, Eladamri, Oracle en-Vec, Lin Sivvi
===Notable cards===
*<c>Tangle Wire</c> is a lock piece capable of stifling mana, making it powerful when accelerated. It was once a popular Cube piece.
*<c>Saproling Burst</c> was popular with <c>Fires of Yavimaya</c>, putting 12 hasted power on the board over three or four bodies.
*<c>Parallax Wave</c> was a powerful white aggro tool, being point removal sometimes and board protection other times.
*<c>Blinding Angel</c> was an occasional control finisher, as an aggro deck that couldn't interact would have no more attack steps.
*Some of the color hate cards were extremely punishing as they cost no mana, such as <c>Massacre</c> and <c>Submerge</c>.
*<c>Blastoderm</c>, a creature on rate with <c>Juzam Djinn</c>, was one of the few playable expensive creatures in the era owing to Shroud. It was later remade as <c>Calciderm</c>.
*<c>Accumulated Knowledge</c> used to be the control card advantage of choice, making control mirrors a very complicated experience as it counts both graveyards. Future designs limited the effect to the owner's graveyard.
===Banned and restricted cards===
*<c>Daze</c> is a free counterspell that can only be cast after the first turn and with a fast expiry date. As Legacy accelerated, paying 1 became more of a tax and became a powerful tempo piece, especially with <c>Ragavan, Nimble Pilferer</c>. It was banned in Pauper in 2019 for its performance in Delver Tempo, around the time more free spells entered the format.
*<c>Lin Sivvi, Defiant Hero</c> is one of the pinnacle Rebel payoffs, letting a player pass with counter mana and a guaranteed play. It was banned in Masques Block Constructed.
==Keywords and mechanics==
Nemesis introduced the only keyword mechanic of the Masques block, Fading. This keyword ability limits the number of turns a permanent can be on the battlefield for. During each permanent with fading's controller's upkeeps, that player must remove one fade counter from that permanent. If they can't, they must sacrifice it.
Because the cards with the ability only remained in play for a few turns, they were typically heavily discounted as a result. Many cards with fading also had activated abilities that traded the card's fade counters for various effects. Since fading is a "quick and dirty" form of summoning creatures, the creatures had to be shown as unstable in the art.
==Creature types==
No new creature types were introduced in this expansion.
==Cycles==
Nemesis has nine cycles and 6 vertical cycles:
Cycle name 	 	 	 	 	
Common Spellshapers 	(<c>Change of Heart</c>) 	(<c>Twiddle</c>) 	(<c>Afflict</c>) 	(<c>Panic</c>) 	(<c>Pulse of Llanowar</c>)
Common Spellshapers 	Each of these 1/1 creatures has a one-mana activated spellshaper ability (pay mana, {T}, discard a card: get an effect).	Each of these 1/1 creatures has a one-mana activated spellshaper ability (pay mana, {T}, discard a card: get an effect).	Each of these 1/1 creatures has a one-mana activated spellshaper ability (pay mana, {T}, discard a card: get an effect).	Each of these 1/1 creatures has a one-mana activated spellshaper ability (pay mana, {T}, discard a card: get an effect).	Each of these 1/1 creatures has a one-mana activated spellshaper ability (pay mana, {T}, discard a card: get an effect).
Spellshapers 	(a mix between <c>Exile</c> and <c>Swords to Plowshares</c>) 	(<c>Remove Soul</c>) <c>Stronghold Machinist</c> (<c>Negate</c>) 	(<c>Demonic Consultation</c>) 	(weak <c>Arc Lightning</c>) 	(weak <c>Overrun</c>)
Spellshapers 	
A cycle of rare and uncommons spellshapers. Blue stands out by having a matched pair in this cycle. 	
A cycle of rare and uncommons spellshapers. Blue stands out by having a matched pair in this cycle. 	
A cycle of rare and uncommons spellshapers. Blue stands out by having a matched pair in this cycle. 	
A cycle of rare and uncommons spellshapers. Blue stands out by having a matched pair in this cycle. 	
A cycle of rare and uncommons spellshapers. Blue stands out by having a matched pair in this cycle.
Fading Activated Ability Creatures 	 	 	 	 	
Fading Activated Ability Creatures 	
Each of these creatures with Fading has an activated ability that requires removing a fade counter from them. White stands out as the only common creature of an otherwise uncommon cycle.	
Each of these creatures with Fading has an activated ability that requires removing a fade counter from them. White stands out as the only common creature of an otherwise uncommon cycle.	
Each of these creatures with Fading has an activated ability that requires removing a fade counter from them. White stands out as the only common creature of an otherwise uncommon cycle.	
Each of these creatures with Fading has an activated ability that requires removing a fade counter from them. White stands out as the only common creature of an otherwise uncommon cycle.	
Each of these creatures with Fading has an activated ability that requires removing a fade counter from them. White stands out as the only common creature of an otherwise uncommon cycle.
Tribal Recruiters 	 	(Merfolk) 	 	(Goblins) 	(Elves)
Tribal Recruiters 	
Mirroring the Rebel and Mercenary mechanics in white and black, the other colors are given cards that are either Mercenaries or Rebels and can recruit specific tribes from the library.	
Mirroring the Rebel and Mercenary mechanics in white and black, the other colors are given cards that are either Mercenaries or Rebels and can recruit specific tribes from the library.	
Mirroring the Rebel and Mercenary mechanics in white and black, the other colors are given cards that are either Mercenaries or Rebels and can recruit specific tribes from the library.	
Mirroring the Rebel and Mercenary mechanics in white and black, the other colors are given cards that are either Mercenaries or Rebels and can recruit specific tribes from the library.	
Mirroring the Rebel and Mercenary mechanics in white and black, the other colors are given cards that are either Mercenaries or Rebels and can recruit specific tribes from the library.
Seals 	(<c>Disenchant</c>) 	(<c>Unsummon</c>) 	(<c>Dark Banishing</c>) 	(<c>Shock</c>) 	(<c>Giant Growth</c>)
Seals 	
Each of these common enchantments can be sacrificed to mimic the effect of a certain common instant. 	
Each of these common enchantments can be sacrificed to mimic the effect of a certain common instant. 	
Each of these common enchantments can be sacrificed to mimic the effect of a certain common instant. 	
Each of these common enchantments can be sacrificed to mimic the effect of a certain common instant. 	
Each of these common enchantments can be sacrificed to mimic the effect of a certain common instant.
Parallax Enchantment 	(creatures) 	(lands) 	(cards in hand) 	 	
Parallax Enchantment 	
Each of these rare global enchantments has Fading 5, and the ability to exile a resource from the game until it leaves the game. is particularly notable for seeing a considerable amount of play as a four-of in the Counter-Rebel standard deck of the time.	
Each of these rare global enchantments has Fading 5, and the ability to exile a resource from the game until it leaves the game. is particularly notable for seeing a considerable amount of play as a four-of in the Counter-Rebel standard deck of the time.	
Each of these rare global enchantments has Fading 5, and the ability to exile a resource from the game until it leaves the game. is particularly notable for seeing a considerable amount of play as a four-of in the Counter-Rebel standard deck of the time.	
Each of these rare global enchantments has Fading 5, and the ability to exile a resource from the game until it leaves the game. is particularly notable for seeing a considerable amount of play as a four-of in the Counter-Rebel standard deck of the time.	
Each of these rare global enchantments has Fading 5, and the ability to exile a resource from the game until it leaves the game. is particularly notable for seeing a considerable amount of play as a four-of in the Counter-Rebel standard deck of the time.
Common Alternate casting Cost Spells 	(tapping an untapped creature) 	(bouncing islands back to your hand) 	(sacrificing creatures) 	(sacrificing mountains) 	(having an opponent gain life)
Common Alternate casting Cost Spells 	
These common spells can be cast with a non-mana cost if you control a basic land of the corresponding type. The alternate costs vary between colors. Green stands out by having a creature. This cycle and the one below are thematically tied to a similar cycle from Mercadian Masques.	
These common spells can be cast with a non-mana cost if you control a basic land of the corresponding type. The alternate costs vary between colors. Green stands out by having a creature. This cycle and the one below are thematically tied to a similar cycle from Mercadian Masques.	
These common spells can be cast with a non-mana cost if you control a basic land of the corresponding type. The alternate costs vary between colors. Green stands out by having a creature. This cycle and the one below are thematically tied to a similar cycle from Mercadian Masques.	
These common spells can be cast with a non-mana cost if you control a basic land of the corresponding type. The alternate costs vary between colors. Green stands out by having a creature. This cycle and the one below are thematically tied to a similar cycle from Mercadian Masques.	
These common spells can be cast with a non-mana cost if you control a basic land of the corresponding type. The alternate costs vary between colors. Green stands out by having a creature. This cycle and the one below are thematically tied to a similar cycle from Mercadian Masques.
Uncommon Alternate casting Cost Spells	(tapping an untapped creature) 	(bouncing islands back to your hand) 	(sacrificing creatures) 	(sacrificing mountains) 	(having an opponent gain life)
Uncommon Alternate casting Cost Spells	
These uncommon spells can be cast with a non-mana cost if you control a basic land of the corresponding type. The alternate costs vary between colors. Green stands out by having its spell be common. White stands out by having an additional rare spell, <c>Sivvi's Valor</c>. This cycle and the one above are thematically tied to a similar cycle from Mercadian Masques.	
These uncommon spells can be cast with a non-mana cost if you control a basic land of the corresponding type. The alternate costs vary between colors. Green stands out by having its spell be common. White stands out by having an additional rare spell, <c>Sivvi's Valor</c>. This cycle and the one above are thematically tied to a similar cycle from Mercadian Masques.	
These uncommon spells can be cast with a non-mana cost if you control a basic land of the corresponding type. The alternate costs vary between colors. Green stands out by having its spell be common. White stands out by having an additional rare spell, <c>Sivvi's Valor</c>. This cycle and the one above are thematically tied to a similar cycle from Mercadian Masques.	
These uncommon spells can be cast with a non-mana cost if you control a basic land of the corresponding type. The alternate costs vary between colors. Green stands out by having its spell be common. White stands out by having an additional rare spell, <c>Sivvi's Valor</c>. This cycle and the one above are thematically tied to a similar cycle from Mercadian Masques.	
These uncommon spells can be cast with a non-mana cost if you control a basic land of the corresponding type. The alternate costs vary between colors. Green stands out by having its spell be common. White stands out by having an additional rare spell, <c>Sivvi's Valor</c>. This cycle and the one above are thematically tied to a similar cycle from Mercadian Masques.
Free spells 	(you control a plain, your opponent controls a mountain) 	(you control an island, your opponent controls a forest) 	(you control a swamp, your opponent controls a plain) 	(you control a mountain, your opponent controls an island) 	(you control a forest, your opponent controls a swamp)
Free spells 	
If you control a land corresponding to the spell's color and your opponent controls a land corresponding to the spell's enemy color, you may play each of these spells without paying their mana cost.	
If you control a land corresponding to the spell's color and your opponent controls a land corresponding to the spell's enemy color, you may play each of these spells without paying their mana cost.	
If you control a land corresponding to the spell's color and your opponent controls a land corresponding to the spell's enemy color, you may play each of these spells without paying their mana cost.	
If you control a land corresponding to the spell's color and your opponent controls a land corresponding to the spell's enemy color, you may play each of these spells without paying their mana cost.	
If you control a land corresponding to the spell's color and your opponent controls a land corresponding to the spell's enemy color, you may play each of these spells without paying their mana cost.
===Vertical cycles===
Cycle name 	 	 	
Defiant Rebel recruiters 	 	 	
Defiant Rebel recruiters 	
Each of these white rebel can recruit rebels from the library.	
Each of these white rebel can recruit rebels from the library.	
Each of these white rebel can recruit rebels from the library.
Silkenfist creatures 	 	 	
Silkenfist creatures 	
Whenever one of these white creatures becomes blocked, they become untapped. Notably missing a rare creature to complete the cycle.	
Whenever one of these white creatures becomes blocked, they become untapped. Notably missing a rare creature to complete the cycle.	
Whenever one of these white creatures becomes blocked, they become untapped. Notably missing a rare creature to complete the cycle.
Rathi Mercenary recruiters	 	 	
Rathi Mercenary recruiters	
Each of these black mercenary can recruit mercenaries from the library.	
Each of these black mercenary can recruit mercenaries from the library.	
Each of these black mercenary can recruit mercenaries from the library.
Laccoliths 	(1/1) (2/2) 	(3/3) 	(6/6)
Laccoliths 	
When one of these red beasts becomes blocked, you may have it deal damage equal to its power to target creature; if you do so, the creature deals no combat damage this turn. The aura completes the cycle by granting this ability to the enchanted creature.	
When one of these red beasts becomes blocked, you may have it deal damage equal to its power to target creature; if you do so, the creature deals no combat damage this turn. The aura completes the cycle by granting this ability to the enchanted creature.	
When one of these red beasts becomes blocked, you may have it deal damage equal to its power to target creature; if you do so, the creature deals no combat damage this turn. The aura completes the cycle by granting this ability to the enchanted creature.
Flowstone spells 	(+1/-1 instant)	(+1/-1 global enchantment)	(+X/-X sorcery)
Flowstone spells 	
Each of these red spells grants the "flowstone ability" (+1/-1) to a creature you control in an increasingly efficient manner.	
Each of these red spells grants the "flowstone ability" (+1/-1) to a creature you control in an increasingly efficient manner.	
Each of these red spells grants the "flowstone ability" (+1/-1) to a creature you control in an increasingly efficient manner.
Calling creatures 	 	 	
Calling creatures 	
Each of these green spells allows you to search your library for up to three cards with the same name as a creature you control, representing the creature calling its fellows. These cards were heralded by <c>Howling Wolf</c> in Mercadian Masques.	
Each of these green spells allows you to search your library for up to three cards with the same name as a creature you control, representing the creature calling its fellows. These cards were heralded by <c>Howling Wolf</c> in Mercadian Masques.	
Each of these green spells allows you to search your library for up to three cards with the same name as a creature you control, representing the creature calling its fellows. These cards were heralded by <c>Howling Wolf</c> in Mercadian Masques.
===Mega-mega cycles===
Cycle name 	 	 	 	 	
Legendary lands	 	 	 	 	
Legendary lands	is the fourth card in this mega-mega cycle of lands representing notable locations from the Weatherlight Saga storyline. 	is the fourth card in this mega-mega cycle of lands representing notable locations from the Weatherlight Saga storyline. 	is the fourth card in this mega-mega cycle of lands representing notable locations from the Weatherlight Saga storyline. 	is the fourth card in this mega-mega cycle of lands representing notable locations from the Weatherlight Saga storyline. 	is the fourth card in this mega-mega cycle of lands representing notable locations from the Weatherlight Saga storyline.
Voices 	 	 	 	 	
Voices 	<c>Voice of Truth</c> is the final card in this mega-mega cycle. These are uncommon white 2/2 Angels that have a mana cost of and have protection from a different color. , who has protection from a color chosen as it enters the battlefield, would be released in Planeshift as an homage to the mega-mega cycle.	<c>Voice of Truth</c> is the final card in this mega-mega cycle. These are uncommon white 2/2 Angels that have a mana cost of and have protection from a different color. , who has protection from a color chosen as it enters the battlefield, would be released in Planeshift as an homage to the mega-mega cycle.	<c>Voice of Truth</c> is the final card in this mega-mega cycle. These are uncommon white 2/2 Angels that have a mana cost of and have protection from a different color. , who has protection from a color chosen as it enters the battlefield, would be released in Planeshift as an homage to the mega-mega cycle.	<c>Voice of Truth</c> is the final card in this mega-mega cycle. These are uncommon white 2/2 Angels that have a mana cost of and have protection from a different color. , who has protection from a color chosen as it enters the battlefield, would be released in Planeshift as an homage to the mega-mega cycle.	<c>Voice of Truth</c> is the final card in this mega-mega cycle. These are uncommon white 2/2 Angels that have a mana cost of and have protection from a different color. , who has protection from a color chosen as it enters the battlefield, would be released in Planeshift as an homage to the mega-mega cycle.
===Pairs===
Nemesis has three matching pairs and two mirrored pairs:
====Matching pairs====
Matching Pairs	Matching Pairs	Description
 	 	2/2 Kor Rebels having a mana cost of with the ability of and sacrificing themselves to exile a target red (Lawbringer) / black (Lightbringer) creature from the game.
 	 	Spellshapers having a mana cost of with an activated ability (costing ) to counter either creature spells or non-creature spells. Their flavor texts also parallel to each other, as well as the card art being a single image divided between the two cards.
 	 	2/2 artifact creatures having a mana cost of that deal damage to your opponents based on whether they have less than 3 or more than 4 cards in their hand (respectively), which echoes the old artifacts <c>The Rack</c> and <c>Black Vise</c>. Their flavor texts are also parallel to each other.
====Mirrored pairs====
Mirrored Pairs	Mirrored Pairs	Description
 	 	Common 1/1 spellshapers whose activated abilities cost "M, , discard a card from your hand" and cause a target creature to either be unable to attack () or block ().
 	 	Enchantments for MM who boost a permanent type by 2 ( gives creatures +2/+2 and cause lands to tap for 2 mana) but require you to sacrifice all permanent of that type when they come into play ( sacrifices all creatures you control, sacrifices all lands you control).
==Functional reprints==
Nemesis has one functional reprint:
*<c>Spineless Thug</c> is a functional reprint of <c>Craven Knight</c> from Portal and <c>Young Wei Recruits</c> from Portal Three Kingdoms, save for creature type.
==Theme decks==
The pre-constructed theme decks are:
==References==
==External links==
*
Category:Masques block