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Apocalypse - a Complete Review (multicolor)

AEther Mutation (U) 3GU Sorcery Return target creature to its owner's hand. Put X 1/1 green Saproling tokens into play, where X is its converted mana cost.

==> FUN: 4
Not all that strong, but a must for any serious saproling deck. Cast it on Verdeloth, the Ancient and follow it up with a Collective Unconscious. It's too bad AEther Mutation is a sorcery or it would have been a useful surprise to spring at the end of your opponent's turn. Get rid of his biggest creature for a turn and give yourself extra attackers at the same time.

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Captain's Maneuver (U) XRW Instant The next X damage that would be dealt to target creature or player this turn is dealt to another target creature or player instead.

==> FUN: 3
Saving one of your own creatures and potentially killing one of your opponent's creatures is good. It could get hard to keep enough mana open to be able to use Captain's Maneuver effectively, though.

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Consume Strength (C) 1BG Instant Target creature gets +2/+2 until end of turn. Another target creature gets -2/-2 until end of turn.

==> FUN: 4
A bigger version of Steal Strength. A very useful trick to have up your sleeve during creature combat.

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Cromat (R) WUBRG Creature - Legend 5/5 WB: Destroy target creature blocking or blocked by Cromat. UR: Cromat gains flying until end of turn. BG: Regenerate Cromat. RW: Cromat gets +1/+1 until end of turn. GU: Put Cromat on top of its owner's library.

==> FUN: 3
Cromat should be pretty strong in any deck that can cast it reliably, but those abilities look pretty bland. It doesn't help that two different colors of mana for each ability makes them hard to use. The abilities overlap a lot as well. Defensively, Cromat can regenerate, go to the top of your library or increase its toughness. To win creature combats, it can avoid them by gaining flying, destroy blockers outright or increase power and toughness. Although none of the abilities are superfluous, I could have done with more variation.

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

==> FUN: 2
It's too similar to Drain Life to get me excited. It makes me wonder why they made it a rare.

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Death Mutation (U) 6BG Sorcery Destroy target nonblack creature. Put X 1/1 green Saproling tokens into play, where X is its converted mana cost.

==> FUN: 3
It looks like a good idea at first, but it's overcosted. AEther Mutation could at least be used on your own big creatures to reuse their comes-into-play abilities and get some extra 1/1s in the process. With Death Mutation you have to depend on your opponent playing a big creature, because anything small just isn't worth spending 8 mana to kill.

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Ebony Treefolk (U) 1BG Creature - Treefolk 3/3 BG: Ebony Treefolk gets +1/+1 until end of turn.

==> FUN: 3
Three mana for a 3/3 is a good creature. The fact that it's also pumpable, although for 2 mana per +1/+1 makes it even better. Nothing all that special, but a solid creature nevertheless.

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Fervent Charge (R) 1WBR Enchantment Whenever a creature you control attacks, it gets +2/+2 until end of turn.

==> FUN: 3
It looks strong, but I can't see myself using it. It doesn't help on defense and its casting cost makes it hard to fit into fast decks. It could be used as a killing blow in a saproling deck, but Overrun does that much better.

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Flowstone Charger (U) 2RW Creature - Beast 2/5 Whenever Flowstone Charger attacks, it gets +3/-3 until end of turn.

==> FUN: 1
A 5/2 attacker is too easy to kill. A Shock or a Grizzly Bears will do.

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

==> FUN: 5
This is one of the few cards that really benefits from having trample. Each attack that deals damage to an opponent can get you two cards advantage. It's almost too good, especially in multiplayer, where it shouldn't be too hard to find an opponent that can be attacked safely.

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Gaea's Skyfolk (C) GU Creature - Elf Merfolk 2/2 Flying

==> FUN: 4
A 2/2 flier for 2 mana is a good addition to any elf or merfolk deck that can handle the extra color.

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Gerrard's Verdict (U) WB Sorcery Target player discards two cards from his or her hand. You gain 3 life for each land card discarded this way.

==> FUN: 5
Discarding two cards usually costs at least 3 mana (Stupor). Two cards for 2 mana proved to be too powerful in Hymn to Tourach, but that was easier to cast and the discard was random. The potential life gain is a nice bonus.

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Goblin Legionnaire (C) RW Creature - Goblin Soldier 2/2 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.

==> FUN: 4
Mogg Fanatic's big brother. A very nice creature with an ever-present threat of a Shock. The damage prevention isn't nearly as useful, but it's an extra option.

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Goblin Trenches (R) 1RW Enchantment 2, Sacrifice a land: Put two 1/1 red and white Goblin Soldier creature tokens into play.

==> FUN: 4
I like most reusable ways of creating creatures and Goblin Trenches is no exception. Still, it's limited by the number of lands you have in play, which keeps it from being a must-have for me.

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Guided Passage (R) URG Sorcery 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.

==> FUN: 4
This is one very strange card. You can try to use it as a tutor, but only for creatures. You can't count on getting a land you need, unless all you need is more mana and color doesn't matter. For the non-creature, non-land card you'll probably end up with another Guided Passage instead of what you really wanted. You can be sure of getting the creature you wanted, but only if you're playing with only that creature in your deck.

As a tutor, I don't think Guided Passage is very useful, but it'll still be a useful card. As long as all your lands and creatures are useful, you're assured two good cards when you cast Guided Passage. If you play with only Guided Passages as non-creature non-land spells, you'll end up being able to cast four of them in a row.

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Jungle Barrier (U) 2GU Creature - Wall 2/6 When Jungle Barrier comes into play, draw a card.

==> FUN: 5
It can stop a Blastoderm cold and doesn't cost a card. I want four of them.

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Last Stand (R) WUBRG Sorcery 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 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.

==> FUN: 4
A fun card. It has the potential to be big, depending on how many basic lands of each type you have in play, but by the time it is, other game winners become castable. One of Last Stand's problems is that not all of its effects will always be useful. If your opponent doesn't have any small creatures, you may end up having to kill one of your own. If you don't have any cards in hand, you'll just end up discarding the cards you draw. 1/1 Saprolings are fun, but often too small to make a real difference. Lifegain isn't very useful against control decks. That leaves only the lifeloss as guaranteed to be useful.

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Lightning Angel (R) 1RWU Creature - Angel 3/4 Flying, haste Attacking doesn't cause Lightning Angel to tap.

==> FUN: 2
A strong creature, but too vanilla. I don't really want to pay three different colors of mana if I can use a Serra Angel instead. Sure it costs one more mana and doesn't have haste, but it also has one extra power.

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Llanowar Dead (C) BG Creature - Zombie Elf 2/2 T: Add B to your mana pool.

==> FUN: 3
It's more useful in combat than regular mana elves, but the use as a mana source and in combat conflict. You can't attack with it if you're using it for mana.

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Martyr's Tomb (U) 2WB Enchantment Pay 2 life: Prevent the next 1 damage that would be dealt to target creature this turn.

==> FUN: 3
Not a bad card, considering often preventing one or two damage to a creature will save it. The life cost is a bit much, but most of the time just the threat of being able to nullify an attack will give your opponent pause. It'd be a good idea to play with plenty of lifegain, though. Gerrard is a good choice.

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Minotaur Illusionist (U) 3UR Creature - Minotaur 3/4 1U: 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.

==> FUN: 3
The second ability isn't as useful on a big creature like this, because most of the time you don't really want to sacrifice a big creature to kill a smaller one. Sure, it can be done as a bonus when it's about to be destroyed by a Terminate, but the first ability can usually save it.

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Mystic Snake (R) 1GUU Creature - Snake 2/2 You may play Mystic Snake any time you could play an instant. When Mystic Snake comes into play, counter target spell.

==> FUN: 3
Like Absorb and Undermine, this shouldn't have been a rare. It's too useful and doesn't have enough of an effect on the game. Because Mystic Snake is a creature, it'll be easier to reuse with cards like Urborg Uprising and Gravedigger.

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Overgrown Estate (R) BGW Enchantment Sacrifice a land: You gain 3 life.

==> FUN: 2
I never saw the attraction of Zuran Orb and this is much harder to cast. Sure, it can be used to stall a game, but it will rarely get rid of a problem for you.

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

==> FUN: 4
The only thing that stops Pernicious Deed from being the new Nevinyrral's Disk is that it's not an artifact. The Deed is limited to decks that use black and green, which is only a small subset of all the decks that can put a disk-like effect to good use. That doesn't stop Pernicious Deed from being a good card, though.

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Powerstone Minefield (R) 2RW Enchantment Whenever a creature attacks or blocks, Powerstone Minefield deals 2 damage to it.

==> FUN: 3
It looks like mostly a defensive card. Your own attackers and blockers will also be affected by it, so they should have high toughness and/or protection from red or white.

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

==> FUN: 3
I really don't get why this one is rare. It combines red direct damage with blue library manipulation, both of which is usually common and much cheaper.

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

==> FUN: 2
Compared to the other 2/2s with opposite colors, this one looks pretty bad. Sure, if you don't care about your own life total, it can do one extra damage on each attack. If you don't care about your opponent's life total, you can even use it to gain some life. Still, the result is mediocre.

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Quicksilver Dagger (C) 1UR Enchant Creature Enchanted creature has, "T: This creature deals 1 damage to target player. You draw a card."

==> FUN: 4
A Hermetic Study and Curiosity in one, sort of. I'm not crazy about the concept of combining two cards that work well together in one card, though. It takes the fun out of doing it yourself.

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

==> FUN: 5
I love pingers and this one is cheap, like Cuombajj Witches, has more toughness than standard Tims and can even be fetched with Goblin Matrons and Goblin Recruiters.

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Soul Link (C) 1WB Enchant Creature Whenever enchanted creature deals or is dealt damage, you gain that much life.

==> FUN: 3
It's not worth 2 mana extra over Spirit Link, because being dealt damage is usually too unreliable to plan for. It can still serve as a fifth Spirit Link, though.

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Spiritmonger (R) 3BG Creature - Beast 6/6 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.

==> FUN: 4
It's undercosted, grows like a Wiitigo and is almost impossible to kill. That's Spiritmonger.

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Squee's Embrace (C) RW Enchant Creature Enchanted creature gets +2/+2. When enchanted creature is put into a graveyard, return that creature to its owner's hand.

==> FUN: 4
+2/+2 for two mana is pretty good. The Squee ability even makes it less likely to lose card advantage when an opponent kills your creature. Of course, they can still kill it in response to the Embrace being cast, but if they do it later, you get the creature back.

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Squee's Revenge (U) 1UR Sorcery 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.

==> FUN: 2
Most coinflip cards in existence aren't worth the risk when you calculate the odds. Squee's Revenge is no exception, assuming you're not using Goblin Bookies. Let's make a quick table:

___Number:_________Chance of winning all flips:__Average return:


________0__________________________100.0%______0
________1___________________________50.0%____16/16
________2___________________________25.0%____16/16
________3___________________________12.5%____12/16
________4____________________________6.3%_____8/16
________5____________________________3.2%_____5/16

As you can see, the average return is never bigger than 1, which makes it no more than a cantrip. Don't use without a two-headed coin.

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Suffocating Blast (R) 1UUR Instant Counter target spell and Suffocating Blast deals 3 damage to target creature.

==> FUN: 2
The fourth in the series of counterspells with something extra. This one is pretty weak, if only because it requires a creature in play before you can cast it. In multiplayer that's usually a safe bet, but in one-on-one it's too easy to get stuck with a dead card against a creatureless opponent.

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Temporal Spring (C) 1GU Sorcery Put target permanent on top of its owner's library.

==> FUN: 5
I love sneaky cards like Time Ebb, Memory Lapse, Plow Under and Fallow Earth. It's not particularly strong, but I'm going to love annoying my opponents with it.

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Vindicate (R) 1WB Sorcery Destroy target permanent.

==> FUN: 1
I have two big problems with this card: At only half the price of a Desert Twister it's way too cheap and it's too much a staple card to be a rare.

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Yavimaya's Embrace (R) 5GUU Enchant Creature You control enchanted creature. Enchanted creature gets +2/+2 and has trample.

==> FUN: 3
Eight mana is a bit much, even for a powerful effect like Control Magic. The +2/+2 and trample is just overkill, considering you're already taking your opponent's best creature.

 
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