Apocalypse

Apocalypse contains 148 cards.
It is part of Invasion block.
Released: 2001-06-04
Base set size: 143 cards.
Angelfire Crusader

Angelfire Crusader {3}{W}

Creature - Human Soldier Knight
{R}: Angelfire Crusader gets +1/+0 until end of turn.
Nothing burns hotter than the fires of holy rage.
2/3
Coalition Flag

Coalition Flag {W}

Enchantment - Aura
Enchant creature you control
Enchanted creature is a Flagbearer.
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
Coalition Honor Guard

Coalition Honor Guard {3}{W}

Creature - Human Flagbearer
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
Giving little thought to their own defense, they carried the flag that united their army.
2/4
Dega Disciple

Dega Disciple {W}

Creature - Human Wizard
{B}, {T}: Target creature gets -2/-0 until end of turn.
{R}, {T}: Target creature gets +2/+0 until end of turn.
"There is no true equity of power. There is only more and less."
1/1
Dega Sanctuary

Dega Sanctuary {2}{W}

Enchantment
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.
Degavolver

Degavolver {1}{W}

Creature - Volver
Kicker {1}{B} and/or {R}
If Degavolver was kicked with its {1}{B} kicker, it enters with two +1/+1 counters on it and with "Pay 3 life: Regenerate Degavolver."
If Degavolver was kicked with its {R} kicker, it enters with a +1/+1 counter on it and with first strike.
1/1
Diversionary Tactics

Diversionary Tactics {3}{W}

Enchantment
Tap two untapped creatures you control: Tap target creature.
"It's the oldest trick in the book," said Guff. "And I ought to know—I wrote it."
Divine Light

Divine Light {W}

Sorcery
Prevent all damage that would be dealt this turn to creatures you control.
"Phyrexia is an unforgiving place, and I am an angry lord in an unforgiving mood."
—Lord Windgrace
Enlistment Officer

Enlistment Officer {3}{W}

Creature - Human Soldier
First strike
When Enlistment Officer enters, 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.
2/3
False Dawn

False Dawn {1}{W}

Sorcery
Until end of turn, spells and abilities you control that would add colored mana instead add that much white mana. Until end of turn, you may spend white mana as though it were mana of any color.
Draw a card.
Gerrard Capashen

Gerrard Capashen {3}{W}{W}

Legendary Creature - Human Soldier
At the beginning of your upkeep, you gain 1 life for each card in target opponent's hand.
{3}{W}: Tap target creature. Activate only if Gerrard Capashen is attacking.
3/4
Haunted Angel

Haunted Angel {2}{W}

Creature - Angel
Flying
When Haunted Angel dies, exile Haunted Angel and each other player creates a 3/3 black Angel creature token with flying.
3/3
Helionaut

Helionaut {2}{W}

Creature - Human Soldier
Flying
{1}, {T}: Add one mana of any color.
Hope kept the defenders aloft, but only courage kept them in the fight.
1/2
Manacles of Decay

Manacles of Decay {1}{W}

Enchantment - Aura
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.
Orim's Thunder

Orim's Thunder {2}{W}

Instant
Kicker {R}
Destroy target artifact or enchantment. If this spell was kicked, it deals damage equal to that permanent's mana value to target creature.
Shield of Duty and Reason

Shield of Duty and Reason {W}

Enchantment - Aura
Enchant creature
Enchanted creature has protection from green and from blue.
The duty: to defend. The reason: to survive.
Spectral Lynx

Spectral Lynx {1}{W}

Creature - Cat Spirit
Protection from green
{B}: Regenerate Spectral Lynx.
A shadowy version of its corporeal cousin, this lynx hunts souls, not meals.
2/1
Standard Bearer

Standard Bearer {1}{W}

Creature - Human Flagbearer
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
The standard was a rallying point for the army and a target for the enemy.
1/1
Ceta Disciple

Ceta Disciple {U}

Creature - Merfolk Wizard
{R}, {T}: Target creature gets +2/+0 until end of turn.
{G}, {T}: Add one mana of any color.
"The sea holds all that you need. You simply must know how to ask for it."
1/1
Ceta Sanctuary

Ceta Sanctuary {2}{U}

Enchantment
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.
Cetavolver

Cetavolver {1}{U}

Creature - Volver
Kicker {1}{R} and/or {G}
If Cetavolver was kicked with its {1}{R} kicker, it enters with two +1/+1 counters on it and with first strike.
If Cetavolver was kicked with its {G} kicker, it enters with a +1/+1 counter on it and with trample.
1/1
Coastal Drake

Coastal Drake {2}{U}

Creature - Drake
Flying
{1}{U}, {T}: Return target Kavu to its owner's hand.
When the kavu emerged from their ancient nests, food chains long dormant became vibrant again.
2/1
Evasive Action

Evasive Action {1}{U}

Instant
Domain — Counter target spell unless its controller pays {1} for each basic land type among lands you control.
Effective use of terrain is a lesson good commanders learn quickly.
Ice Cave

Ice Cave {3}{U}{U}

Enchantment
Whenever a player casts a spell, any other player may pay that spell's mana cost. If a player does, counter the spell.
Even the oppressive cold of the cave could not temper Eladamri's ire.
Index

Index {U}

Sorcery
Look at the top five cards of your library, then put them back in any order.
"Let's see . . . Mercadia, mercenary, merfolk . . . you know, I really need a better filing system."