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Apocalypse  Apokalypse Apocalypse Apocalisse Apocalipsis Apocalipse
| 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".
| 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.
| 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".
| 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".
| 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]
| 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.
|
| Enchantment |
3W (4) |
Apocalypse (Uncommon) |
| Tap two untapped creatures you control: Tap target creature. |
| Sorcery |
W (1) |
Apocalypse (Common) |
| Prevent all damage that would be dealt this turn to creatures you control. |
| 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. |
| 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]
| 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".
| 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. |
| 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".
| 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.
|
| 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. |
| Enchant Creature |
W (1) |
Apocalypse (Common) |
| Enchanted creature has protection from green and from blue. |
| Creature - Cat 2/1 |
1W (2) |
Apocalypse (Rare) |
| Protection from green; {B}: Regenerate Spectral Lynx. |
| 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".
| 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".
| 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]
| 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. |
| Creature - Drake 2/1 |
2U (3) |
Apocalypse (Common) |
Flying; {1}{U}, {T}: Return target Kavu to its owner's hand.
|
| Instant |
1U (2) |
Apocalypse (Uncommon) |
| Counter target spell unless its caster pays {1} for each basic land type among lands you control. |
| 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]
| Sorcery |
U (1) |
Apocalypse (Common) |
| Look at the top five cards of your library, then put them back in any order. |
| 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]
| 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. |
| 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".
| 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".
| Instant |
1U (2) |
Apocalypse (Common) |
Target land's type becomes the basic land type of your choice until end of turn. Draw a card. |
| 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.
|
| 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]
| 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".
| 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. |
| 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. |
| 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. |
| 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]
| 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. |
| Enchant Creature |
2B (3) |
Apocalypse (Uncommon) |
| Enchanted creature gets -1/-1 and has, "{T}:Target creature gets -1/-1 until end of turn." |
| 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. |
| Sorcery |
2B (3) |
Apocalypse (Common) |
Target players loses 1 life and you gain 1life.; Draw a card.
|
| 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]
| Creature - Zombie 2/1 |
2B (3) |
Apocalypse (Common) |
| {W}, {T}: Target player gains 1 life. |
| 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".
| 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]
| 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." |
| Enchantment |
1BB (3) |
Apocalypse (Rare) |
| At the beginning of your upkeep, you draw a card and you lose 1 life. |
| Creature - Horror 4/4 |
4BB (6) |
Apocalypse (Uncommon) |
When Phyrexian Gargantua comes into play, you draw two cards and you lose 2 life.
|
| Creature - Horror 2/2 |
2B (3) |
Apocalypse (Common) |
| When Phyrexian Rager comes into play, you draw a card and you lose 1 life. |
| Sorcery |
3BB (5) |
Apocalypse (Rare) |
| All creatures get -1/-1 until end of turn for each basic land type among lands you control. |
| Creature - Zombie Druid 2/2 |
2B (3) |
Apocalypse (Common) |
{G}, {T}, Sacrifice a creature: Destroy target enchantment.
|
| 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]
| 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]
| 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. |
| Creature - Giant 6/6 |
6RR (8) |
Apocalypse (Rare) |
| {R}, Sacrifice Bloodfire Colossus: Bloodfire Colossus deals 6 damage to each creature and each player. |
| Creature - Dwarf 1/1 |
R (1) |
Apocalypse (Common) |
{R}, Sacrifice Bloodfire Dwarf: Bloodfire Dwarf deals 1 damage to each creature without flying.
|
| 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.
| Creature - Kavu 2/2 |
2RR (4) |
Apocalypse (Uncommon) |
| {R}, Sacrifice Bloodfire Kavu: Bloodfire Kavu deals 2 damage to each creature. |
| 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.
|
| 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.
|
| 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]
| 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.
|
| 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. |
| 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.
|
| 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. |
| 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".
| 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]
| 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. |
| Instant |
2R (3) |
Apocalypse (Common) |
Destroy target artifact.; Draw a card.
|
| 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. |
| Creature - Kavu 2/2 |
2R (3) |
Apocalypse (Common) |
| {T}: Target land becomes a plains or an island until end of turn. |
| 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]
| 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".
| 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]
| 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." |
| Creature - Beast 2/2 |
4G (5) |
Apocalypse (Common) |
| Whenever a player plays a black spell, Bog Gnarr gets +2/+2 until end of turn. |
| 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]
| Creature - Beast 4/4 |
5G (6) |
Apocalypse (Common) |
| Whenever a player plays a blue spell, Glade Gnarr gets +2/+2 until end of turn. |
| 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. |
| 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. |
| 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]
| 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. |
| 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. |
| 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. |
| 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]
| 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. |
| 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. |
| Enchantment |
2G (3) |
Apocalypse (Rare) |
Skip your draw step. {1}, Tap two untapped creatures you control: Draw a card. |
| Sorcery |
4G (5) |
Apocalypse (Common) |
| Destroy all enchantments.; Draw a card. |
| 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".
| 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.
|
| 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.
| Instant |
1BG (3) |
Apocalypse (Common) |
Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn.
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| 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".
| Sorcery |
XWB (2) |
Apocalypse (Rare) |
Death Grasp deals X damage to target creature or player. You gain X life.
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| 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. |
| Creature - Treefolk 3/3 |
1BG (3) |
Apocalypse (Uncommon) |
| {B}{G}: Ebony Treefolk gets +1/+1 until end of turn. |
| Enchantment |
1WBR (4) |
Apocalypse (Rare) |
Whenever a creature you control attacks, it gets +2/+2 until end of turn.
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| Creature - Beast 2/5 |
2WR (4) |
Apocalypse (Uncommon) |
Whenever Flowstone Charger attacks, it gets +3/-3 until end of turn.
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| 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.
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| Creature - Elf Merfolk 2/2 |
UG (2) |
Apocalypse (Common) |
Flying
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| 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.
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| 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.
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| Enchantment |
1WR (3) |
Apocalypse (Rare) |
{2}, Sacrifice a land: Put two 1/1 red and white Goblin Soldier creature tokens into play.
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| 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.
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- 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]
| Creature - Wall 2/6 |
2UG (4) |
Apocalypse (Uncommon) |
(Walls can't attack.); When Jungle Barrier comes into play, draw a card.
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| 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. |
| 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.
|
| Creature - Zombie Elf 2/2 |
BG (2) |
Apocalypse (Common) |
{T}: Add { }{B} to your mana pool.
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| Enchantment |
2WB (4) |
Apocalypse (Uncommon) |
Pay 2 life: Prevent the next 1 damage that would be dealt to target creature this turn.
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| 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".
| 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.
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| Enchantment |
WBG (3) |
Apocalypse (Rare) |
Sacrifice a land: You gain 3 life.
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| Enchantment |
1BG (3) |
Apocalypse (Rare) |
{X}, Sacrifice Pernicious Deed: Destroy each artifact, creature, and enchantment with converted mana cost X or less.
|
| Enchantment |
2WR (4) |
Apocalypse (Rare) |
Whenever a creature attacks or blocks, Powerstone Minefield deals 2 damage to it.
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| 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. |
| 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.
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| Enchant Creature |
1UR (3) |
Apocalypse (Common) |
Enchanted creature has, "{T}: This creature deals 1 damage to target player. You draw a card."
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| Creature - Merfolk Goblin 1/1 |
UR (2) |
Apocalypse (Common) |
{T}: Razorfin Hunter deals 1 damage to target creature or player.
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| Enchant Creature |
1WB (3) |
Apocalypse (Common) |
Whenever enchanted creature deals or is dealt damage, you gain that much life.
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- 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.
| 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.
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| 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.
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| 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. |
| Instant |
1UUR (4) |
Apocalypse (Rare) |
| Counter target spell and Suffocating Blast deals 3 damage to target creature |
| Sorcery |
1UG (3) |
Apocalypse (Common) |
Put target permanent on top of its owner's library.
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| Sorcery |
1WB (3) |
Apocalypse (Rare) |
Destroy target permanent.
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| Enchant Creature |
5UUG (8) |
Apocalypse (Rare) |
You control enchanted creature.; Enchanted creature gets +2/+2 and has trample.
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| Instant |
1R (4) |
Apocalypse (Uncommon) |
| Fire deals 2 damage divided as you choose among any number of target creatures and/or players. |
| Instant |
U (4) |
Apocalypse (Uncommon) |
| Target spell or permanent becomes the color of your choice until end of turn. |
| Sorcery |
G (3) |
Apocalypse (Uncommon) |
| Until end of turn, all lands you control are 1/1 creatures that are still lands. |
| Instant |
B (4) |
Apocalypse (Uncommon) |
| Target creature gets -1/-1 until end of turn. |
| Instant |
3W (7) |
Apocalypse (Uncommon) |
| Remove target attacking creature from the game. |
| 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]
| 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.
| 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]
| 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. |
| 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. |
| 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. |
| 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.
|
| 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.
|
| 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.
|
| 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. |
| 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. |
| Instant |
1U (2) |
Apocalypse (Uncommon) |
| Instant |
2G (3) |
Apocalypse (Uncommon) |
| Sorcery |
1B (2) |
Apocalypse (Uncommon) |
| 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.
| Instant |
2R (3) |
Apocalypse (Uncommon) |
|