Angelfire Crusader
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-1
Description:
Pow/Tgh: 2/3
Rules Text:
{R}: Angelfire Crusader gets +1/+0 until end of turn.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-1
Pow/Tgh: 2/3
Rules Text:
{R}: Angelfire Crusader gets +1/+0 until end of turn.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-2
Rules Text:
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.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-3
Pow/Tgh: 2/4
Rules Text:
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.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-4
Pow/Tgh: 1/1
Rules Text:
{B}, {T}: Target creature gets -2/-0 until end of turn.
{R}, {T}: Target creature gets +2/+0 until end of turn.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-5
Rules Text:
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.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-6
Pow/Tgh: 1/1
Rules Text:
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, it 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, it enters the battlefield with a +1/+1 counter on it and with first strike.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-7
Rules Text:
Tap two untapped creatures you control: Tap target creature.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-8
Rules Text:
Prevent all damage that would be dealt this turn to creatures you control.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-9
Pow/Tgh: 2/3
Rules Text:
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 in any order.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-10
Rules Text:
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.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-11
Rules Text:
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.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-12
Pow/Tgh: 3/3
Rules Text:
Flying
When Haunted Angel dies, exile Haunted Angel and each other player puts a 3/3 black Angel creature token with flying onto the battlefield.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-13
Pow/Tgh: 1/2
Rules Text:
Flying
{1}, {T}: Add one mana of any color to your mana pool.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-14
Rules Text:
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.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-15
Rules Text:
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.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-16
Rules Text:
Enchant creature
Enchanted creature has protection from green and from blue.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-17
Pow/Tgh: 2/1
Rules Text:
Protection from green
{B}: Regenerate Spectral Lynx.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-18
Pow/Tgh: 1/1
Rules Text:
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.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-19
Pow/Tgh: 1/1
Rules Text:
{R}, {T}: Target creature gets +2/+0 until end of turn.
{G}, {T}: Add one mana of any color to your mana pool.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-20
Rules Text:
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.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-21
Pow/Tgh: 1/1
Rules Text:
Kicker {1}{R} and/or {G} (You may pay an additional {1}{R} and/or {G} as you cast this spell.)
If Cetavolver was kicked with its {1}{R} kicker, it enters the battlefield with two +1/+1 counters on it and with first strike.
If Cetavolver was kicked with its {G} kicker, it enters the battlefield with a +1/+1 counter on it and with trample.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-22
Pow/Tgh: 2/1
Rules Text:
Flying
{1}{U}, {T}: Return target Kavu to its owner's hand.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-23
Rules Text:
Domain Counter target spell unless its controller pays {1} for each basic land type among lands you control.
Game: Magic the Gathering
Set: Apocalypse
Code: mtg-apocalypse-24
Rules Text:
Whenever a player casts a spell, any other player may pay that spell's mana cost. If a player does, counter the spell. (Mana cost includes color.)