Menu:
Home
Random
Advanced Search
Preferences

Editions: (new)
Shards of Alara
Eventide
Shadowmoor
Tenth Edition
View All

Extras:
Tokens
Contributors
Help

Rules:
Rulings Summaries
Comprehensive Rules

Apocalypse

 Apokalypse  Apocalypse  Apocalisse  Apocalipsis  Apocalipse

→ Checklist → Cards

1. Angelfire Crusader

Creature - Soldier 2/3 3W (4) Apocalypse (Common)
{R}: Angelfire Crusader gets +1/+0 until end of turn.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier Knight".

2. Coalition Flag

Enchant Creature W (1) Apocalypse (Uncommon)
Coalition Flag can enchant only a creature you control.; Enchanted creature's type is Flagbearer.; If an opponent plays a spell or ability that could target a Flagbearer in play, that player chooses at least one Flagbearer as a target.
  • If this card is ever on a creature you don't control, it is put into the graveyard as a State-Based Effect. [D'Angelo 2001/06/15]
  • The requirement to choose a Flagbearer as a target only affects the choice of targets. It does not affect the check made for legal targets when a spell or ability resolves. So having a Flagbearer enter play after targets are chosen will not cause a spell to be countered. [Barclay 2001/07/09]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

3. Coalition Honor Guard

Creature - Flagbearer 2/4 3W (4) Apocalypse (Common)
If an opponent plays a spell or ability that could target a Flagbearer in play, that player chooses at least one Flagbearer as a target.
  • The requirement to choose a Flagbearer as a target only affects the choice of targets. It does not affect the check made for legal targets when a spell or ability resolves. So having a Flagbearer enter play after targets are chosen will not cause a spell to be countered. [Barclay 2001/07/09]
  • Note - This card was creature type "Flagbearer" until Oracle 2007/10/01, when it became "Human Flagbearer".

4. Dega Disciple

Creature - Wizard 1/1 W (1) Apocalypse (Common)
{B}, {T}: Target creature gets -2/-0 until end of turn.
{R}, {T}: Target creature gets +2/+0 until end of turn.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

5. Dega Sanctuary

Enchantment 2W (3) Apocalypse (Uncommon)
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.
  • You can gain 0, 2, or 4 life, but never 6. [Apocalypse FAQ 2001/05/24]

6. Degavolver

Creature - Volver 1/1 1W (2) Apocalypse (Rare)
Kicker {1}{B} and/or {R}; If you paid the {1}{B} kicker cost, Degavolver comes into play with two +1/+1 counters on it and has, "Pay 3 life: Regenerate Degavolver."; If you paid the {R} kicker cost, Degavolver comes into play with a +1/+1 counter on it and has first strike.

7. Diversionary Tactics

Enchantment 3W (4) Apocalypse (Uncommon)
Tap two untapped creatures you control: Tap target creature.

8. Divine Light

Sorcery W (1) Apocalypse (Common)
Prevent all damage that would be dealt this turn to creatures you control.

9. Enlistment Officer

Creature - Soldier 2/3 3W (4) Apocalypse (Uncommon)
First strike; When Enlistment Officer comes into play, 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.

10. False Dawn

Sorcery 1W (2) Apocalypse (Rare)
Colored mana symbols on all permanents you control and on all cards you own that aren't in play become {W} until end of turn.; Draw a card.
  • This card's ability does not change the color of any permanents. [Apocalypse FAQ 2001/05/24]
  • This card's ability does not change any lands into Plains. [DeLaney 2001/06/17]

11. Gerrard Capashen

Creature - Legend 3/4 3WW (5) Apocalypse (Rare)
At the beginning of your upkeep, you gain 1 life for each card in target opponent's hand.; {3}{W}: Tap target creature. Play this ability only if Gerrard Capashen is attacking.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became no type. Then with Oracle 2007/10/01 it became "Human Soldier".

12. Haunted Angel

Creature - Angel 3/3 2W (3) Apocalypse (Uncommon)
Flying. When Haunted Angel is put into a graveyard from play, remove Haunted Angel from the game and each other player puts a 3/3 black Angel creature token with flying into play.

13. Helionaut

Creature - Soldier 1/2 2W (3) Apocalypse (Common)
Flying; {1}, {T}: Add one mana of any color to your mana pool.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

14. Manacles of Decay

Enchant Creature 1W (2) Apocalypse (Common)
Enchanted creature can't attack.; {B}: Enchanted creature gets -1/-1 until end of turn.; {R}: Enchanted creature can't block this turn.

15. Orim's Thunder

Instant 2W (3) Apocalypse (Common)
Kicker {R};(You may pay an additional {R} as you play this spell.); Destroy target artifact or enchantment. If you paid the kicker cost, Orim's Thunder deals damage equal to that artifact or enchantment's converted mana cost to target creature.

16. Shield of Duty and Reason

Enchant Creature W (1) Apocalypse (Common)
Enchanted creature has protection from green and from blue.

17. Spectral Lynx

Creature - Cat 2/1 1W (2) Apocalypse (Rare)
Protection from green; {B}: Regenerate Spectral Lynx.

18. Standard Bearer

Creature - Flagbearer 1/1 1W (2) Apocalypse (Common)
If an opponent plays a spell or ability that could target a Flagbearer in play, that player chooses at least one Flagbearer as a target.
  • The requirement to choose a Flagbearer as a target only affects the choice of targets. It does not affect the check made for legal targets when a spell or ability resolves. So having a Flagbearer enter play after targets are chosen will not cause a spell to be countered. [Barclay 2001/07/09]
  • Note - This card was creature type "Flagbearer" until Oracle 2007/10/01, when it became "Human Flagbearer".

19. Ceta Disciple

Creature - Wizard 1/1 U (1) Apocalypse (Common)
{R}, {T}: Target creature gets +2/+0 until end of turn.; {G}, {T}: Add one mana of any color to your mana pool.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Merfolk Wizard".

20. Ceta Sanctuary

Enchantment 2U (3) Apocalypse (Uncommon)
At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card from your hand. If you control a red permanent and a green permanent, instead draw two cards, then discard a card from your hand.
  • The ability has you draw zero, one, or two cards, but never three. [Apocalypse FAQ 2001/05/24]

21. Cetavolver

Creature - Volver 1/1 1U (2) Apocalypse (Rare)
Kicker {1}{R} and/or {G}; If you paid the {1}{R} kicker cost, Cetavolver comes into play with two +1/+1 counters on it and has first strike.; If you paid the {G} kicker cost, Cetavolver comes into play with a +1/+1 counter on it and has trample.

22. Coastal Drake

Creature - Drake 2/1 2U (3) Apocalypse (Common)
Flying; {1}{U}, {T}: Return target Kavu to its owner's hand.

23. Evasive Action

Instant 1U (2) Apocalypse (Uncommon)
Counter target spell unless its caster pays {1} for each basic land type among lands you control.

24. Ice Cave

Enchantment 3UU (5) Apocalypse (Rare)
Whenever a player plays a spell, any other player may pay that spell's mana cost. If a player does, counter the spell. (Mana cost includes color.)
  • The mana cost does not include cost increases or reductions. See Rule G13.7. [Apocalypse FAQ 2001/05/24]

25. Index

Sorcery U (1) Apocalypse (Common)
Look at the top five cards of your library, then put them back in any order.

26. Jaded Response

Instant 1U (2) Apocalypse (Common)
Counter target spell if it shares a color with a creature you control.
  • It does not check colors until it resolves. [Apocalypse FAQ 2001/05/24]

27. Jilt

Instant 1U (2) Apocalypse (Common)
Kicker {1}{R}; (You may pay an additional {1}{R} as you play this spell.); Return target creature to its owner's hand. If you paid the kicker cost, Jilt deals 2 damage to another target creature.

28. Living Airship

Creature - Ship 2/3 3U (4) Apocalypse (Common)
Flying; {2}{G}: Regenerate Living Airship.
  • Note - This card was creature type "Ship" until Oracle 2007/10/01, when it became "Metathran".

29. Reef Shaman

Creature - Merfolk 0/2 U (1) Apocalypse (Common)
{T}: Target land's type becomes the basic land type of your choice until end of turn.
  • Note - This card was creature type "Merfolk" until Oracle 2007/10/01, when it became "Merfolk Shaman".

30. Shimmering Mirage

Instant 1U (2) Apocalypse (Common)
Target land's type becomes the basic land type of your choice until end of turn.
Draw a card.

31. Tidal Courier

Creature - Merfolk 1/2 3U (4) Apocalypse (Uncommon)
When Tidal Courier comes into play, reveal the top four cards of your library. Put all merfolk cards revealed this way into your hand and the rest on the bottom of the library.
{3}{U}: Tidal Courier gains flying until end of turn.

32. Unnatural Selection

Enchantment 1U (2) Apocalypse (Rare)
{1}: Choose a creature type other than Wall. Target creature's type becomes that type until end of turn.
  • You choose the creature type during resolution. [D'Angelo 2008/02/05]
  • See Rule 212.1e for rules on choosing a creature type. [D'Angelo 2001/06/15]
  • See Rule G3.37 for the list of legal creature subtypes. [D'Angelo 2007/02/28]

33. Vodalian Mystic

Creature - Merfolk 1/1 1U (2) Apocalypse (Uncommon)
{T}: Target instant or sorcery spell becomes the color of your choice.
  • It can target spells of type Instant or Sorcery, and not spells of other types that say they can be played "any time you could play" an instant or sorcery. [Apocalypse FAQ 2001/05/24]
  • Note - This card was creature type "Merfolk" until Oracle 2007/10/01, when it became "Merfolk Wizard".

34. Whirlpool Drake

Creature - Drake 2/2 3U (4) Apocalypse (Uncommon)
Flying; When Whirlpool Drake comes into play, shuffle the cards from your hand into your library, then draw that many cards.; When Whirlpool Drake is put into a graveyard from play, shuffle the cards from your hand into your library, then draw that many cards.

35. Whirlpool Rider

Creature - Merfolk 1/1 1U (2) Apocalypse (Common)
When Whirlpool Rider comes into play, shuffle the cards from your hand into your library, then draw that many cards.

36. Whirlpool Warrior

Creature - Merfolk 2/2 2U (3) Apocalypse (Rare)
When Whirlpool Warrior comes into play, shuffle the cards from your hand into your library, then draw that many cards.; {R}, Sacrifice Whirlpool Warrior: Each player shuffles the cards from his or her hand into his or her library, then draws that many cards.

37. Dead Ringers

Sorcery 4B (5) Apocalypse (Common)
Destroy two target nonblack creatures unless either one is a color the other isn't. They can't be regenerated.
  • Both of the target creatures must be exactly the same color or combination of colors. Both being colorless is also okay. If they differ in any way, you can still play the spell, but it does not do anything on resolution. [Apocalypse FAQ 2001/05/24]
  • Colors are checked on resolution. [D'Angelo 2001/05/24]
  • If one of the targets left play before resolution, use the colors it had at the time it left play for the comparison. [DeLaney 2001/05/24]
  • If one of the targets became an illegal target before resolution, this spell will still check the color of that target even though it will not destroy that target. [D'Angelo 2001/09/13]

38. Desolation Angel

Creature - Angel 5/4 3BB (5) Apocalypse (Rare)
Kicker - {W}{W} (You may pay an additional {W}{W} as you play this spell.); Flying; When Desolation Angel comes into play, destroy all lands you control. If you paid the kicker cost, destroy all lands instead.

39. Foul Presence

Enchant Creature 2B (3) Apocalypse (Uncommon)
Enchanted creature gets -1/-1 and has, "{T}:Target creature gets -1/-1 until end of turn."

40. Grave Defiler

Creature - Zombie 2/1 3B (4) Apocalypse (Uncommon)
When Grave Defiler comes into play, reveal the top four cards of your library. Put all Zombie cards revealed this way into your hand and the rest on the bottom of your library.; {1}{B}: Regenerate Grave Defiler.

41. Last Caress

Sorcery 2B (3) Apocalypse (Common)
Target players loses 1 life and you gain 1life.; Draw a card.

42. Mind Extraction

Sorcery 2B (3) Apocalypse (Common)
As an additional cost to play Mind Extraction, sacrifice a creature.; Target player reveals his or her hand and discards all cards of each of the sacrificed creature's colors from it.
  • If you sacrifice a colorless creature, you get to see their hand but they discard no cards. [Apocalypse FAQ 2001/05/24]
  • If you sacrifice a multicolored creature, all cards that share at least one color with the creature are discarded. [Apocalypse FAQ 2001/05/24]

43. Mournful Zombie

Creature - Zombie 2/1 2B (3) Apocalypse (Common)
{W}, {T}: Target player gains 1 life.

44. Necra Disciple

Creature - Wizard 1/1 B (1) Apocalypse (Common)
{G}, {T}: Add one mana of any color to your mana pool.; {W}, {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

45. Necra Sanctuary

Enchantment 2B (3) Apocalypse (Uncommon)
At the beginning of your upkeep, if you control a green or white permanent, target player loses 1 life. If you control a green permanent and a white permanent, that player loses 3 life instead.
  • It can make a player lose 0, 1, or 3 life, but never 4. [Apocalypse FAQ 2001/05/24]
  • One permanent that is both white and green will cause the player to be affected by the lose 3 life portion. [D'Angelo 2001/07/22]

46. Necravolver

Creature - Volver 2/2 2B (3) Apocalypse (Rare)
Kicker {1}{G} and/or {W}; If you paid the {1}{G} kicker cost, Necravolver comes into play with two +1/+1 counters on it and has trample.; If you paid the {W} kicker cost, Necravolver comes into play with a +1/+1 counter on it and has "Whenever Necravolver deals damage, you gain that much life."

47. Phyrexian Arena

Enchantment 1BB (3) Apocalypse (Rare)
At the beginning of your upkeep, you draw a card and you lose 1 life.

48. Phyrexian Gargantua

Creature - Horror 4/4 4BB (6) Apocalypse (Uncommon)
When Phyrexian Gargantua comes into play, you draw two cards and you lose 2 life.

49. Phyrexian Rager

Creature - Horror 2/2 2B (3) Apocalypse (Common)
When Phyrexian Rager comes into play, you draw a card and you lose 1 life.

50. Planar Despair

Sorcery 3BB (5) Apocalypse (Rare)
All creatures get -1/-1 until end of turn for each basic land type among lands you control.

51. Quagmire Druid

Creature - Zombie Druid 2/2 2B (3) Apocalypse (Common)
{G}, {T}, Sacrifice a creature: Destroy target enchantment.

52. Suppress

Sorcery 2B (3) Apocalypse (Uncommon)
Target player removes all cards in his or her hand from the game face down. At the end of that player's next turn, that player returns those cards to his or her hand.
  • If played on the current player, it happens at the end of the current turn. The text is meant to mean "that player's next end-of-turn step". [D'Angelo 2002/12/19]

53. Urborg Uprising

Sorcery 4B (5) Apocalypse (Common)
Return up to two target creature cards from your graveyard to your hand.
Draw a card.
  • You can choose 0, 1, or 2 targets. [Apocalypse FAQ 2001/05/24]
  • You do not get to draw a card if you chose at least one target and all targets are illegal on resolution. [Apocalypse FAQ 2001/05/24]

54. Zombie Boa

Creature - Zombie Snake 3/3 4B (5) Apocalypse (Common)
{1}{B}: Chose a color. Whenever Zombie Boa becomes blocked by a creature of that color this turn, destroy that creature. Play this ability only any time you could play a sorcery.

55. Bloodfire Colossus

Creature - Giant 6/6 6RR (8) Apocalypse (Rare)
{R}, Sacrifice Bloodfire Colossus: Bloodfire Colossus deals 6 damage to each creature and each player.

56. Bloodfire Dwarf

Creature - Dwarf 1/1 R (1) Apocalypse (Common)
{R}, Sacrifice Bloodfire Dwarf: Bloodfire Dwarf deals 1 damage to each creature without flying.

57. Bloodfire Infusion

Enchant Creature 2R (3) Apocalypse (Common)
Bloodfire Infusion can enchant only a creature you control.
{R}, Sacrifice enchanted creature: Bloodfire Infusion deals damage equal to the enchanted creature's power to each creature.
  • If this card is ever on a creature you don't control, it is put into the graveyard as a State-Based Effect. [D'Angelo 2001/06/15]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

58. Bloodfire Kavu

Creature - Kavu 2/2 2RR (4) Apocalypse (Uncommon)
{R}, Sacrifice Bloodfire Kavu: Bloodfire Kavu deals 2 damage to each creature.

59. Desolation Giant

Creature - Giant 3/3 2RR (4) Apocalypse (Rare)
Kicker {W}{W} (You may pay an additional {W}{W} as you play this spell.); When Desolation Giant comes into play, destroy all other creatures you control. If you paid the kicker cost, destroy all other creatures instead.

60. Dwarven Landslide

Sorcery 3R (4) Apocalypse (Common)
Kicker {2}{R}, Sacrifice a land. (You may pay {2}{R} and sacrifice a land in addition to any other costs as you play this spell.); Destroy target land. If you paid the kicker cost, destroy another target land.

61. Dwarven Patrol

Creature - Dwarf 4/2 2R (3) Apocalypse (Uncommon)
Dwarven Patrol doesn't untap during your untap step.; Whenever you play a nonred spell, untap Dwarven Patrol.
  • Remember that lands are not spells. [Apocalypse FAQ 2001/05/24]

62. Goblin Ringleader

Creature - Goblin 2/2 3R (4) Apocalypse (Uncommon)
Haste (This creature may attack and {T} the turn it comes under your control.); When Goblin Ringleader comes into play, reveal the top four cards of your library. Put all Goblin cards revealed this way into your hand and the rest on the bottom of your library.

63. Illuminate

Sorcery XR (1) Apocalypse (Uncommon)
Kicker 2R and/or 3U (You may pay an additional {2}{R} and/or {3}{U} as you play this spell.); lluminate deals X damage to target creature. If you paid the {2}{R} kicker cost, Illuminate deals X damage to that creature's controller. If you paid the {3}{U} kicker cost, you draw X cards.

64. Kavu Glider

Creature - Kavu 2/1 2R (3) Apocalypse (Common)
{W}: Kavu Glider gets +0/+1 until end of turn.; {U}: Kavu Glider gains flying until end of turn.

65. Minotaur Tactician

Creature - Minotaur 1/1 3R (4) Apocalypse (Common)
Haste (This creature may attack and {T} the turn it comes under your control.); Minotaur Tactician gets +1/+1 as long as you control a white creature.; Minotaur Tactician gets +1/+1 as long as you control a blue creature.

66. Raka Disciple

Creature - Wizard 1/1 R (1) Apocalypse (Common)
{W}, {T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.; {U}, {T}: Target creature gains flying until end of turn.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

67. Raka Sanctuary

Enchantment 2R (3) Apocalypse (Uncommon)
At the beginning of your upkeep, if you control a white or blue permanent, Raka Sanctuary deals 1 damage to target creature. If you control a white permanent and a blue permanent, Raka Sanctuary deals 3 damage to that creature instead.
  • It can deal 0, 1, or 3 damage, but never 4. [Apocalypse FAQ 2001/05/24]

68. Rakavolver

Creature - Volver 2/2 2R (3) Apocalypse (Rare)
Kicker {1}{W} and/or {U}; If you paid the {1}{W} kicker cost, Rakavolver comes into play with two +1/+1 counters on it and has, "Whenever Rakavolver deals damage, you gain that much life."; If you paid the {U} kicker cost, Rakavolver comes into play with a +1/+1 counter on it and has flying.

69. Smash

Instant 2R (3) Apocalypse (Common)
Destroy target artifact.; Draw a card.

70. Tahngarth's Glare

Sorcery R (1) Apocalypse (Common)
Look at the top three cards of target opponent's library, then put them back in any order. That player looks at the top three cards of your library, then puts them back in any order.

71. Tundra Kavu

Creature - Kavu 2/2 2R (3) Apocalypse (Common)
{T}: Target land becomes a plains or an island until end of turn.

72. Wild Research

Enchantment 2R (3) Apocalypse (Rare)
{1}{W}: Search your library for an enchantment card and reveal that card. Put it into your hand, then discard a card at random from your hand. Then shuffle your library.; {1}{U}: Search your library for an instant card and reveal that card. Put it into your hand, then discard a card at random from your hand. Then shuffle your library.
  • You do not have to find an enchantment or instant card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

73. Ana Disciple

Creature - Wizard 1/1 G (1) Apocalypse (Common)
{U}, {T}: Target creature gains flying until end of turn.; {B}, {T}: Target creature gets -2/-0 until end of turn.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

74. Ana Sanctuary

Enchantment 2G (3) Apocalypse (Uncommon)
At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead.
  • The creature either gets +1/+1 or +5/+5, never +6/+6. [Apocalypse FAQ 2001/05/24]

75. Anavolver

Creature - Volver 3/3 3G (4) Apocalypse (Rare)
Kicker - {1}{U} and/or {B}; If you paid the {1}{U} kicker cost, Anavolver comes into play with two +1/+1 counters on it and has flying.
If you paid the {B} kicker cost, Anavolver comes into play with a +1/+1 counter on it and has, "Pay 3 life: Regenerate Anavolver."

76. Bog Gnarr

Creature - Beast 2/2 4G (5) Apocalypse (Common)
Whenever a player plays a black spell, Bog Gnarr gets +2/+2 until end of turn.

77. Gaea's Balance

Sorcery 3G (4) Apocalypse (Uncommon)
As an additional cost to play Gaea's Balance, sacrifice five lands.; Search your library for a land card of each basic land type and put them into play. Then shuffle your library.
  • You are not forced to find a basic land of each type, so you can choose to pull out fewer lands if you want. [Apocalypse FAQ 2001/05/24]
  • You do not have to find the basic land cards if you do not want to, even if you have them in your library. See Rule G19.4. [D'Angelo 2001/07/14]

78. Glade Gnarr

Creature - Beast 4/4 5G (6) Apocalypse (Common)
Whenever a player plays a blue spell, Glade Gnarr gets +2/+2 until end of turn.

79. Kavu Howler

Creature - Kavu 4/5 4GG (6) Apocalypse (Uncommon)
When Kavu Howler comes into play, reveal the top four cards of your library. Put all Kavu cards revealed this way into your hand and the rest on the bottom of your library.

80. Kavu Mauler

Creature - Kavu 4/4 4GG (6) Apocalypse (Rare)
Trample; Whenever Kavu Mauler attacks, it gets +1/+1 until end of turn for each other attacking Kavu.

81. Lay of the Land

Sorcery G (1) Apocalypse (Common)
Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.
  • You do not have to find a basic land card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

82. Penumbra Bobcat

Creature - Cat 2/1 2G (3) Apocalypse (Common)
When Penumbra Bobcat is put into a graveyard from play, put a 2/1 black Cat creature token into play.

83. Penumbra Kavu

Creature - Kavu 3/3 4G (5) Apocalypse (Uncommon)
When Penumbra Kavu is put into a graveyard from play, put a 3/3 black Kavu creature token into play.

84. Penumbra Wurm

Creature - Wurm 6/6 5GG (7) Apocalypse (Rare)
Trample; When Penumbra Wurm is put into a graveyard from play, put a 6/6 black Wurm creature token with trample into play.

85. Savage Gorilla

Creature - Ape 3/3 4G (5) Apocalypse (Common)
{U}{B}, {T},Sacrifice Savage Gorilla: Target creature gets -3/-3 until end of turn. Draw a card.
  • You do not get to draw a card if the target is not legal on resolution. [Apocalypse FAQ 2001/05/24]

86. Strength of Night

Instant 2G (3) Apocalypse (Common)
Kicker {B} (You may pay an additional {B} as you play this spell.); Creatures you control get +1/+1 until end of turn. If you paid the kicker cost, Zombies you control get an additional +2/+2 until end of turn.

87. Sylvan Messenger

Creature - Elf 2/2 3G (4) Apocalypse (Uncommon)
Trample; When Sylvan Messenger comes into play, reveal the top four cards of your library. Put all Elf cards revealed this way into your hand and the rest on the bottom of your library.

88. Symbiotic Deployment

Enchantment 2G (3) Apocalypse (Rare)
Skip your draw step.
{1}, Tap two untapped creatures you control: Draw a card.

89. Tranquil Path

Sorcery 4G (5) Apocalypse (Common)
Destroy all enchantments.; Draw a card.

90. Urborg Elf

Creature - Elf 1/1 1G (2) Apocalypse (Common)
{T}: Add or {B} to your mana pool.
  • Note - This card was creature type "Elf" until Oracle 2007/10/01, when it became "Elf Druid".

91. Æther Mutation

Sorcery 3UG (5) Apocalypse (Uncommon)
Return target creature to its owner's hand. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost.

92. Captain's Maneuver

Instant XWR (2) Apocalypse (Uncommon)
The next X damage that would be dealt to target creature or player this turn is dealt to another target creature or player instead.
  • If the second target is no longer in play, or if the second target is no longer a creature or player when the damage would be redirected, the damage is dealt to the first target as if this spell was not played. [Apocalypse FAQ 2001/05/24]
  • If the first target is no longer in play, then the damage will not be dealt at all, so it cannot be redirected by this ability. [DeLaney 2001/06/22]
  • Note - Also see X Costs, Rule G24.1.

93. Consume Strength

Instant 1BG (3) Apocalypse (Common)
Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn.

94. Cromat

Creature - Legend 5/5 WUBRG (5) Apocalypse (Rare)
{W}{B}: Destroy target creature blocking or blocked by Cromat.; {U}{R}: Cromat gains flying until end of turn.; {B}{G}: Regenerate Cromat.; {R}{W}: Cromat gets +1/+1 until end of turn.; {G}{U}: Put Cromat on top of its owner's library.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became no type. Then with Oracle 2007/10/01 it became "Illusion".

95. Death Grasp

Sorcery XWB (2) Apocalypse (Rare)
Death Grasp deals X damage to target creature or player. You gain X life.

96. Death Mutation

Sorcery 6BG (8) Apocalypse (Uncommon)
Destroy target nonblack creature. It can't be regenerated. Put X 1/1 green Saproling creature tokens into play, where X is its converted mana cost.

97. Ebony Treefolk

Creature - Treefolk 3/3 1BG (3) Apocalypse (Uncommon)
{B}{G}: Ebony Treefolk gets +1/+1 until end of turn.

98. Fervent Charge

Enchantment 1WBR (4) Apocalypse (Rare)
Whenever a creature you control attacks, it gets +2/+2 until end of turn.

99. Flowstone Charger

Creature - Beast 2/5 2WR (4) Apocalypse (Uncommon)
Whenever Flowstone Charger attacks, it gets +3/-3 until end of turn.

100. Fungal Shambler

Creature - Beast 6/4 4UBG (7) Apocalypse (Rare)
Trample; Whenever Fungal Shambler deals damage to an opponent, you draw a card and that opponent discards a card from his or her hand.

101. Gaea's Skyfolk

Creature - Elf Merfolk 2/2 UG (2) Apocalypse (Common)
Flying

102. Gerrard's Verdict

Sorcery WB (2) Apocalypse (Uncommon)
Target player discards two cards from his or her hand. You gain 3 life for each land card discarded this way.

103. Goblin Legionnaire

Creature - Goblin Soldier 2/2 WR (2) Apocalypse (Common)
{R}, Sacrifice Goblin Legionnaire: Goblin Legionnaire deals 2 damage to target creature or player.; {W}, Sacrifice Goblin Legionnaire: Prevent the next two damage that would be dealt to target creature or player this turn.

104. Goblin Trenches

Enchantment 1WR (3) Apocalypse (Rare)
{2}, Sacrifice a land: Put two 1/1 red and white Goblin Soldier creature tokens into play.

105. Guided Passage

Sorcery URG (3) Apocalypse (Rare)
Reveal the cards in your library. An opponent chooses from among them a creature card, a land card, and a noncreature, nonland card. You put chosen cards into your hand. Then shuffle your library.
  • Yes, your opponents get to look at all the cards in your library. [D'Angelo 2001/06/15]
  • If you have no cards of any of the specified card types, then ignore those types and the opponent only selects cards of the types you do have. [Apocalypse FAQ 2001/05/24]

106. Jungle Barrier

Creature - Wall 2/6 2UG (4) Apocalypse (Uncommon)
(Walls can't attack.); When Jungle Barrier comes into play, draw a card.

107. Last Stand

Sorcery WUBRG (5) Apocalypse (Rare)
Target opponent loses 2 life for each swamp you control. Last Stand deals damage equal to the number of mountains you control to target creature. Put a 1/1 green Saproling creature token into play for each forest you control. You gain 2 life for each plains you control. Draw a card for each island you control, then discard that many cards from your hand.

108. Lightning Angel

Creature - Angel 3/4 1WUR (4) Apocalypse (Rare)
Flying, haste (This creature may attack and {T} the turn it comes under your control.); Attacking doesn't cause Lightning Angel to tap.

109. Llanowar Dead

Creature - Zombie Elf 2/2 BG (2) Apocalypse (Common)
{T}: Add { }{B} to your mana pool.

110. Martyrs' Tomb

Enchantment 2WB (4) Apocalypse (Uncommon)
Pay 2 life: Prevent the next 1 damage that would be dealt to target creature this turn.

111. Minotaur Illusionist

Creature - Minotaur 3/4 3UR (5) Apocalypse (Uncommon)
{1}{U}: Minotaur Illusionist can't be the target of spells or abilities this turn.; {R}, Sacrifice Minotaur Illusionist: Minotaur Illusionist deals damage equal to its power to target creature.
  • Note - Also see Shroud, Rule 502.36.
  • Note - This card was creature type "Minotaur" until Oracle 2007/10/01, when it became "Minotaur Wizard".

112. Mystic Snake

Creature - Snake 2/2 1UUG (4) Apocalypse (Rare)
You may play Mystic Snake any time you could play an instant.; When Mystic Snake comes into play, counter target spell.

113. Overgrown Estate

Enchantment WBG (3) Apocalypse (Rare)
Sacrifice a land: You gain 3 life.

114. Pernicious Deed

Enchantment 1BG (3) Apocalypse (Rare)
{X}, Sacrifice Pernicious Deed: Destroy each artifact, creature, and enchantment with converted mana cost X or less.

115. Powerstone Minefield

Enchantment 2WR (4) Apocalypse (Rare)
Whenever a creature attacks or blocks, Powerstone Minefield deals 2 damage to it.

116. Prophetic Bolt

Instant 3UR (5) Apocalypse (Rare)
Prophetic Bolt deals 4 damage to target creature or player. Look at the top four cards of your library. Put one of those cards into your hand and the rest on the bottom of your library.

117. Putrid Warrior

Creature - Soldier Zombie 2/2 WB (2) Apocalypse (Common)
Whenever Putrid Warrior deals damage, choose one - each player loses 1 life; or each player gains 1 life.

118. Quicksilver Dagger

Enchant Creature 1UR (3) Apocalypse (Common)
Enchanted creature has, "{T}: This creature deals 1 damage to target player. You draw a card."

119. Razorfin Hunter

Creature - Merfolk Goblin 1/1 UR (2) Apocalypse (Common)
{T}: Razorfin Hunter deals 1 damage to target creature or player.

120. Soul Link

Enchant Creature 1WB (3) Apocalypse (Common)
Whenever enchanted creature deals or is dealt damage, you gain that much life.
  • If the creature damages itself, both abilities trigger. [DeLaney 2001/06/17]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

121. Spiritmonger

Creature - Beast 6/6 3BG (5) Apocalypse (Rare)
Whenever Spiritmonger deals damage to a creature, put a +1/+1 counter on Spiritmonger.; {B}: Regenerate Spiritmonger.; {G}: Spiritmonger becomes the color of your choice until end of turn.

122. Squee's Embrace

Enchant Creature WR (2) Apocalypse (Common)
Enchanted creature gets +2/+2.; When enchanted creature is put into a graveyard, return that creature card to its owner's hand.

123. Squee's Revenge

Sorcery 1UR (3) Apocalypse (Uncommon)
Choose a number. Flip a coin that many times or until you lose a flip, whichever comes first. If you win all the flips, draw two cards for each flip.

124. Suffocating Blast

Instant 1UUR (4) Apocalypse (Rare)
Counter target spell and Suffocating Blast deals 3 damage to target creature

125. Temporal Spring

Sorcery 1UG (3) Apocalypse (Common)
Put target permanent on top of its owner's library.

126. Vindicate

Sorcery 1WB (3) Apocalypse (Rare)
Destroy target permanent.

127. Yavimaya's Embrace

Enchant Creature 5UUG (8) Apocalypse (Rare)
You control enchanted creature.; Enchanted creature gets +2/+2 and has trample.

128. Fire (Fire/Ice)

Instant 1R (4) Apocalypse (Uncommon)
Fire deals 2 damage divided as you choose among any number of target creatures and/or players.

129. Illusion (Illusion/Reality)

Instant U (4) Apocalypse (Uncommon)
Target spell or permanent becomes the color of your choice until end of turn.

130. Life (Life/Death)

Sorcery G (3) Apocalypse (Uncommon)
Until end of turn, all lands you control are 1/1 creatures that are still lands.

131. Night (Night/Day)

Instant B (4) Apocalypse (Uncommon)
Target creature gets -1/-1 until end of turn.

132. Order (Order/Chaos)

Instant 3W (7) Apocalypse (Uncommon)
Remove target attacking creature from the game.

133. Brass Herald

Artifact Creature - Golem 2/2 6 (6) Apocalypse (Uncommon)
As Brass Herald comes into play, choose a creature type.; When Brass Herald comes into play, reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library.; Creatures of the chosen type get +1/+1.
  • See Rule 212.1e for rules on choosing a creature type. [D'Angelo 2001/06/15]

134. Dodecapod

Artifact Creature 3/3 4 (4) Apocalypse (Uncommon)
If a spell or ability an opponent controls causes you to discard Dodecapod from your hand, put it into play with two +1/+1 counters on it instead of putting it into your graveyard.
  • Note - This card had no creature type until Oracle 2006/10/01.

135. Dragon Arch

Artifact 5 (5) Apocalypse (Uncommon)
{2}, {T}: Put a multicolored creature card from your hand into play.
  • A multicolored card has more than one color in its mana cost. [Apocalypse FAQ 2001/05/24]

136. Emblazoned Golem

Artifact Creature - Golem 1/2 2 (2) Apocalypse (Uncommon)
Kicker {X} (You may pay an additional {X} as you play this spell.); Spend only colored mana on X. No more than one mana of each color may be spent this way.; If you paid the kicker cost, Emblazoned Golem comes into play with X +1/+1 counters on it.

137. Legacy Weapon

Legd Art 7 (7) Apocalypse (Rare)
{W}{U}{B}{R}{G}: Remove target permanent from the game.; If Legacy Weapon would be put into a graveyard from anywhere, reveal Legacy Weapon and shuffle it into its owner's library instead.

138. Mask of Intolerance

Artifact 2 (2) Apocalypse (Rare)
At the beginning of each player's upkeep, if there are four or more basic land types among lands that player controls, Mask of Intolerance deals 3 damage to him or her.

139. Battlefield Forge

Land Apocalypse (Rare)
{T}: Add one colorless mana to your mana pool.
{T}: Add {R} or {W} to your mana pool. Battlefield Forge deals 1 damage to you.

140. Caves of Koilos

Land Apocalypse (Rare)
{T}: Add one colorless mana to your mana pool.; {T}: Add {W} or {B} to your mana pool. Caves of Koilos deals 1 damage to you.

141. Llanowar Wastes

Land Apocalypse (Rare)
{T}: Add one colorless mana to your mana pool.
{T}: Add {B} or {G} to your mana pool. Llanowar Wastes deals 1 damage to you.

142. Shivan Reef

Land Apocalypse (Rare)
{T}: Add one colorless mana to your mana pool.
{T}: Add {U} or {R} to your mana pool. Shivan Reef deals 1 damage to you.

143. Yavimaya Coast

Land Apocalypse (Rare)
{T}: Add one colorless mana to your mana pool.
{T}: Add {G} or {U} to your mana pool. Yavimaya Coast deals 1 damage to you.

144. Ice (Fire/Ice)

Instant 1U (2) Apocalypse (Uncommon)

145. Reality (Illusion/Reality)

Instant 2G (3) Apocalypse (Uncommon)

146. Death (Life/Death)

Sorcery 1B (2) Apocalypse (Uncommon)

147. Day (Night/Day)

Instant 2W (3) Apocalypse (Uncommon)
  • Only affects creatures which are in play at the time it resolves. Ones that enter play later in the turn are not affected. [Apocalypse FAQ 2001/05/24]
  • Note - Also see Night (Day/Night) for the second half of this card.
  • Note - Also see Split Cards, Rule 505.

148. Chaos (Order/Chaos)

Instant 2R (3) Apocalypse (Uncommon)