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Apocalypse  Apokalypse Apocalypse Apocalisse Apocalipsis Apocalipse
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Creature - Human Soldier Knight 2/3, 3W (4)
{R}: Angelfire Crusader gets +1/+0 until end of turn. Nothing burns hotter than the fires of holy rage.
Illus. Edward P. Beard, Jr.
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Enchantment - Aura, W (1)
Enchant creature you control Enchanted creature is a Flagbearer. While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least one Flagbearer on the battlefield if able.1
Illus. Darrell Riche
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: If this card is ever on a creature you don't control, it is put into the graveyard as a State-Based Action.
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Creature - Human Flagbearer 2/4, 3W (4)
While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least one Flagbearer on the battlefield if able.1 Giving little thought to their own defense, they carried the flag that united their army.
Illus. Eric Peterson
Gatherer Card Rulings [Nov 2009]
- 8/1/2008: Having a Flagbearer enter play after targets are chosen will not cause it's ability to trigger, so the spell will retain its original targets.
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Creature - Human Wizard 1/1, W (1)
{B}, {T}: Target creature gets -2/-0 until end of turn. {R}, {T}: Target creature gets +2/+0 until end of turn.1 "There is no true equity of power. There is only more or less."
Illus. Alan Pollack
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Enchantment, 2W (3)
At the beginning of your upkeep, if you control a black or red permanent, you gain 2 life. If you control a black permanent and a red permanent, you gain 4 life instead.
Illus. Ben Thompson
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: You can gain 2 or 4 life, but never 6.
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Creature - Volver 1/1, 1W (2)
Kicker {1}{B} and/or {R} (You may pay an additional {1}{B} and/or {R} as you cast this spell.) If Degavolver was kicked with its {1}{B} kicker, Degavolver enters the battlefield with two +1/+1 counters on it and with "Pay 3 life: Regenerate Degavolver." If Degavolver was kicked with its {R} kicker, Degavolver enters the battlefield with a +1/+1 counter on it and with first strike.1
Illus. Ron Spencer
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Enchantment, 3W (4)
Tap two untapped creatures you control: Tap target creature. "It's the oldest trick in the book," said Guff. "And I ought to know - I wrote it."
Illus. Jerry Tiritilli
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Sorcery, W (1)
Prevent all damage that would be dealt this turn to creatures you control. "Phyrexia is an unforgiving place, and I am an angry lord in an unforgiving mood." -Lord Windgrace
Illus. Christopher Moeller
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Creature - Human Soldier 2/3, 3W (4)
First strike When Enlistment Officer enters the battlefield, reveal the top four cards of your library. Put all Soldier cards revealed this way into your hand and the rest on the bottom of your library.1
Illus. Wayne England
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Sorcery, 1W (2)
Until end of turn, spells and abilities you control that would add colored mana to your mana pool add that much white mana instead. Until end of turn, you may spend white mana as though it were mana of any color.
Draw a card.1
Illus. Dave Dorman
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: This card's ability does not change the color of any permanents.
- 10/4/2004: This card's ability does not change any lands into Plains.
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Legendary Creature - Human Soldier 3/4, 3WW (5)
At the beginning of your upkeep, you gain 1 life for each card in target opponent's hand. {3}{W}: Tap target creature. Activate this ability only if Gerrard Capashen is attacking.1
Illus. Brom
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Creature - Angel 3/3, 2W (3)
Flying When Haunted Angel is put into a graveyard from the battlefield, exile Haunted Angel and each other player puts a 3/3 black Angel creature token with flying onto the battlefield.1
Illus. Arnie Swekel
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Creature - Human Soldier 1/2, 2W (3)
Flying {1}, {T}: Add one mana of any color to your mana pool.1 Hope kept the defenders aloft, but only courage kept them in the fight.
Illus. Franz Vohwinkel
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Enchantment - Aura, 1W (2)
Enchant creature Enchanted creature can't attack. {B}: Enchanted creature gets -1/-1 until end of turn. {R}: Enchanted creature can't block this turn.1
Illus. Gary Ruddell
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Instant, 2W (3)
Kicker {R} (You may pay an additional {R} as you cast this spell.) Destroy target artifact or enchantment. If Orim's Thunder was kicked, it deals damage equal to that permanent's converted mana cost to target creature.1
Illus. Carl Critchlow
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Enchantment - Aura, W (1)
Enchant creature Enchanted creature has protection from green and from blue.1 The duty: to defned. The reason: to survive.
Illus. Anthony S. Waters
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Creature - Cat Spirit 2/1, 1W (2)
Protection from green {B}: Regenerate Spectral Lynx.1 A shadowy version of its corporeal cousin, this lynx hunts souls, not meals.
Illus. Heather Hudson
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Creature - Human Flagbearer 1/1, 1W (2)
While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least one Flagbearer on the battlefield if able.1 The standard was fallying point for the army and a target for the enemy.
Illus. Ron Spencer
Gatherer Card Rulings [Nov 2009]
- 8/1/2008: Having a Flagbearer enter play after targets are chosen will not cause it's ability to trigger, so the spell will retain its original targets.
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Creature - Merfolk Wizard 1/1, U (1)
{R}, {T}: Target creature gets +2/+0 until end of turn. {G}, {T}: Add one mana of any color to your mana pool.1 "The sea holds all that you need. You simply must know how to ask for it."
Illus. Greg & Tim Hildebrandt
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Enchantment, 2U (3)
At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card. If you control a red permanent and a green permanent, instead draw two cards, then discard a card.1
Illus. Franz Vohwinkel
Gatherer Card Rulings [Nov 2009]
- 10/4/2004: The ability has you draw one or two cards, but never three.
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