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Apocalypse - a Complete Review (green)

Ana Disciple (C) G Creature - Wizard 1/1 U, T: Target creature gains flying until end of turn. B, T: Target creature gets -2/-0 until end of turn.

==> FUN: 2
Another disappointing disciple.

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Ana Sanctuary (U) 2G Enchantment 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.

==> FUN: 3
The +1/+1 isn't worth it, but +5/+5 for free each turn is pretty strong. If you're playing a creature deck, though, you'll usually only need one or two turns of this, which would make Might of Oaks a better choice as a kill card.

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Anavolver (R) 3G Creature - Volver 3/3 Kicker - 1U and/or B If you paid the 1U 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."

==> FUN: 3
True to form, green gets the biggest of the volvers. That doesn't necessarily make it a better creature, though. There's no casting Anavolver if you're stuck at 3 lands. Getting to 7 mana reliably is also a bit of a stretch, even for green. You can't really call it one of the few green fliers either, because it requires blue mana to turn into a flier.

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

==> FUN: 1
As color hosers go, this one isn't anything to write home about. Smart opponents will cast their spells during their own turn or at the end of yours, making it a massive 2/2 during your attack. I suspect the spoiler is wrong, though, because you'll still only have a 4/4 after a black spell is cast and that's not much for 5 mana. Of course you can go heavy on the black yourself, but I doubt that'll make Bog Gnarr usable.

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Gaea's Balance (U) 3G Sorcery 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.

==> FUN: 3
An interesting idea to make domain decks a bit easier to put together. I'm not crazy about the cost of five lands, though. In the end, it costs you a card and 4 mana to turn five lands into five different lands. Sure, you're thinning your deck by five cards at the same time and since the lands don't come into play tapped, you can even net one mana out of it. Still, I prefer Harrow and probably wouldn't play Gaea's Balance unless I wanted more lands in my graveyard for a Planar Birth.

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

==> FUN: 4
Compared to the Bog Gnarr, Glade Gnarr is better costed. For one extra mana, it gets +2/+2. It's also more useful as a hoser against blue, because you can try to draw out counterspells before you attack, making Glade Gnarr more powerful. You can even go heavy on the blue yourself and use a Shrieking Drake to pump your Gnarr.

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Kavu Howler (U) 4GG Creature - Kavu 4/5 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.

==> FUN: 4
That certainly makes it tempting to try to put together a Kavu deck. The Howler is nice and big for a reasonable mana cost and there are some very useful Kavus in the Invasion block. By using a Horned Kavu or a Sparkcaster to return the Howler back to your hand, you can even reuse it.

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

==> FUN: 2
It's a bit too similar in effect to Kavu Monarch. Sure, this one is green and bigger, but I just don't like rares with nothing special going for them.

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Lay of the Land (C) G Sorcery Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.

==> FUN: 3
Compared to Rampant Growth, Lay of the Land is cheaper, but doesn't put the land into play. That can be a benefit if you haven't played a land yet, because you can put it into play untapped and get the mana immediately. On the other hand, Lay of the Land won't speed up your mana development. Still, it's a worthwhile card if you're trying to keep the number of lands in your deck down to a minimum, because you're playing with Scent of Ivy or Bounty of the Hunt.

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

==> FUN: 4
A 2/1 isn't that strong, really, but I like creatures that can shrug off most types of removal, including Wrath of God. The black cat is even better, because it can't be targeted by Terrors or Dark Banishings.

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

==> FUN: 3
It's a bit expensive for a 3/3, but it makes me want to break out the Fecundities. It's almost like playing with four extra creatures in your deck.

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

==> FUN: 5
6/6 Tramplers are pretty good, especially if they can shrug off a Perish.

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Savage Gorilla (C) 4G Creature - Ape 3/3 U, B, T, Sacrifice Savage Gorilla: Target creature gets -3/-3 until end of turn. Draw a card.

==> FUN: 3
As a creature it's nothing special. As removal it costs 7 mana in total and you have to wait for summoning sickness to wear off. That's a bit much, even if it is a cantrip. Savage Gorilla looks like a useful blocker, though. Block and kill a creature, followed by sacrificing the Gorilla to kill another creature and draw a card.

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Strength of Night (C) 2G Instant Kicker B 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.

==> FUN: 3
Without the kicker it isn't really worth it. With the kicker, it only fits in a zombie deck. +3/+3 for all your zombies is pretty good for 2GB, though.

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Sylvan Messenger (U) 3G Creature - Elf 2/2 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 in any order.

==> FUN: 3
Strange that green gets two recruiters, one for Kavu and one for Elves. I'm not crazy about a 2/2 with trample, though. Trample is wasted on small creatures.

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Symbiotic Deployment (R) 2G Enchantment Skip your draw step. 1, Tap two untapped creatures you control: Draw a card.

==> FUN: 3
Nice idea, but you need at least four creatures in play to get some use out of this. Unless you're using Awakening or Intruder Alarm.

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Tranquil Path (C) 4G Sorcery Destroy all enchantments. Draw a card.

==> FUN: 4
Tranquil Path is a lot more playable than the cantrip Shatter, because it doesn't need any targets.

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Urborg Elf 1G Creature - Elf 1/1 T: Add G, U, or B to your mana pool.

==> FUN: 3
Useful in the right deck. Quirion Elves are usually a better choice, though.

 
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Onslaught

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