Apocalypse

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Tempest (TMP) Rare

Combos Browse all

Related Questions

Apocalypse

Sorcery

Remove all permanents from the game. You discard your hand.

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Apocalypse Discussion

TheRedGoat on Tiana's Enchanted Evening

2 weeks ago

Well, in regards to the control-type spells, your first priority is political effects. As in interacting with the players as a player. Vow of Lightning is an easy example of this, but also Racecourse Fury could be a bargaining chip to get others to fight each other. Most recently there's even Frenzied Fugue, which lets you nab anyone's creature, at least for your turn. These type of "forced aggression" and "theft" effects are fairly specific to red (at least when you forget Mind Control and its ilk). That vow card is part of a cycle for good reason though, as white of course has access to numerous Pacifism and Arrest variants, so don't forget those either.

What also isn't unique to red or white, but is certainly prolific in the colors, is land hate. You have access to things like Apocalypse and Razia's Purification to give you some perspective. Now these spells are not aura's, but Destructive Urge is and Custody Battle, when placed on the right creature, might as well be land hate too. You've got Conquer too, but that one's a little high priced mana wise (but it is pretty janky too.

Now as far as the voltron/tokens build, I can say to you the same thing I mentioned to someone else: "the amount of evasion you need is inversely proportional to the amount of removal you intend to play". If you'd going wide with tokens as well as tall from suiting up one creature, it is inherent that you won't play as much removal or need evasion I would think. Really what you need at that point is the recursion and protection effects, because your aggression will demand opponents play their own removal or lose to aggro (which that recursion and protection acts like redundancy for your commander Tiana to boot).

In any case, I would suggest keeping in mind the mana cost of the cards you play, versus the amount of "cheat" spells you have (like Nomad Mythmaker and Replenish). If you want to only cheat out Eldrazi Conscription (or similar cards) then you could build around that, but having the back-up plan to hard cast it with ramp is also a safe bet.

As another small thing, curses are auras too. wink*

RazortoothMtg on Card creation challenge

2 weeks ago

Nuke

(That's 13 Red Mana)

Sorcery

Whenever your dealt damage by one or more sources, you may reveal Nuke from your hand and pay . If you do, you get a bomb counter.

~ costs less to cast for each bomb counter you have.

Exile all permanents, then restart the game, leaving all cards in exile in exile.

Make another massive, Worldfire or Apocalypse kind of card. Bonus: Make it NOT AND make it fit flavorfully.

cdkime on Red Spell Question

1 month ago

Nope. Red has four spells which can remove enchantments. They are as follows:

Enchantment removal or unrestricted permenant removal is not really Red's strong suit. If you want enchantment removal, you will need to splash White or Green.

lukas96 on Papa Rakdos

4 months ago

Hey, looks not bad for me. but i have a few things to mention.

Play Chaos Warp thats one op Reds best cards for the format. Id also recommend Vandalblast its always usefull to get rid of all the artifact your opponents control.

Im not happy with the board clears you've chosen Blasphemous Act is perfect and along with the other two cards ive mentioned one of the best of its color. In Garruk's Wake is a bit costly but fine I think. But i wouldnt play Jokulhaups and Apocalypse. First of all land wipes are one of the most nasty things you can do in Commander and they dont help your gameplan in any way so id get rid of those two.

You dont have much card advantage in your deck. I wouldnt rely on one time effects like Read the Bones repeatable card draw is much better. Id recommend cards such as Phyrexian Arena, Ob Nixilis Reignited and Necropotence

Your mana Curve seems a little odd because you have a lot of 6 and 7 drops which might be ok in a Rakdos deck but you dont have a lot of ways to make your opponents loose life so its relativley hard to cast your commander and to reduce the costs of your high cmc creatures.

sonnet666 on Feldon start

4 months ago

Any particular reason you're not running Mesmeric Orb? I'd think a deck focused on getting creatures into the yard would sooner use this than a lot of the crappier draw / discard cards you currently have.

And why no Combat Celebrant? It goes infinite with Feldon by itself (and also with Kiki).

And I hate to point it out, but Humble Defector is really really bad here. You can't sacrifice something you don't control, so if you hand this off to an opponent they'll get to keep it. Blegh... (The same is true for Starke of Rath, btw.)

I also agree with the other posters that a lot of the card parity cantrips you're using are dubious at best. Magmatic Insight is one of the worst offenders imo, as you're never really going to want to discard a land.

Some of the others that seem less than playable to me:

  • Burning Inquiry, -1 Card Advantage, Random
  • Collective Defiance, -1 Card Advantage, The other modes are meh.
  • Shattered Perception, -1 Card Advantage,
  • Dangerous Wager, is almost never CA
  • Fateful Showdown, -1 Card Advantage, high mana cost, extra effect isn't worth it.

Here are some discard outlets to consider in their place:

  • Sneak Attack, The best discard outlet that isn't even a discard outlet. Just lets you dump creatures out of your hand, and you don't care that they die because Feldon.
  • Mask of Memory, Continuous CA, Low investment
  • Memory Jar, Costs as much as a Reforge the Soul but can be recurred and generally leaves your opponents feeling worse than you.
  • Chandra Ablaze / Chandra, Flamecaller, These two are a maybe. Continuous wheeling is nice, but 6 mana is kinda hefty.

Some other suggested edits:

  • Cut Treasure Map, It does nothing.
  • Cut Past in Flames, I'm really not a fan of this in a deck that doesn't run rituals, too mana intensive.
  • Cut Purphoros, God of the Forge, I see the point of Fanatic of Mogis, but unlike him, Purph really is win-more. You're not dropping enough creatures to kill anyone with him, so outside of the Worldgorger combo he's completely useless.
  • Swap Swiftfoot Boots for Lightning Greaves, Like, really?
  • Swap Forgotten Cave for a Mountain, Less lands coming in tapped the better.
  • Swap Ghost Quarter for Strip Mine
  • Swap Urabrask the Hidden for Magus of the Moon, At 5 mana, you don't need the haste. You might as well have a better stax effect.
  • Hellkite Tyrant, Landing a hit will put you way ahead.
  • Balefire Dragon,
  • Hoarding Dragon, Feldon's ability makes this less slow and risky. Is still a little slow and risky.
  • Apocalypse & Jokulhaups, These with Feldon bringing back Worldgorger in response are just as good as a double activation.

greyninja on X Rosheen

4 months ago

Rosheen Meanderer was one of my first commander decks I built. It has since turned into Xenagos, God of Revels and currently Omnath, Locus of Mana; but the meanderer still holds a place in my heart

If you want to further pursue the avenue; I have a few more ideas.
Savageborn Hydra
Primordial Hydra
Lifeblood Hydra
Protean Hydra
Krakilin
Endless One
Verdeloth the Ancient
Steel Hellkite
Flameblast Dragon
Orcish Settlers
Banefire
Bonfire of the Damned
Hurricane
Stream of Life
Fireball
Clan Defiance

There's plenty more, but a lot of the one-shot burn spells are just that, one-shot, and don't keep hurting your opponent's turn after turn. Obviously that's a lot of suggestions so choose what's fun for you. This isn't a highly used archetype so a lot of the cards are pretty cheap :)

Cards like Decree of Annihilation scare me as they slow down the game, but one of your opponents could use something like Sensei's Divining Top to get ahead quicker. I know, I've done that to an opponent before after they played Apocalypse.

Genesis Wave drops all of your x-costing creatures onto the 'field as 0/0s and they die. So if you do add a ton of hydras etc I'd suggest removing it. Citanul Flute is epic in here since the converted cost of say, Savageborn Hydra, is only 2.

Anywho, have fun! +1 from me! Pease take a minute to check out some of my decks and +1 them! Cheers

Jonny994 on Jhoira the original Weatherlight Captain

4 months ago

If you trouble with enchantments think about Aura Thief. Also Apocalypse will remove everything (your hand too but if you yet suspended something this shouldnt be a problem). Perilous Vault could be another Neviral, Oblivion Stone a bit slowly but it's powerful too

Tyrant-Thanatos on But... I think it's cool...

5 months ago

Basically what turned me off from Combo decks was playing them. When I was younger and newer to the game there was something I found entertaining about putting together any form of instant-win combo. These days I honestly hate playing combo because I find it boring. You assemble the pieces and the game ends. woo.

No offense to anyone who enjoys combo, just not my cup of tea anymore.

I had a particularly stupid kitchen table combo that bewildered my friends back in the day. Barren Glory + Oblivion Ring + Apocalypse. Play Barren Glory, O-ring it, play Apocalypse. It wipes the whole board, O-ring returns Barren Glory to the field, and on your next upkeep you win. Your opponents get a whole round to sort something out but... all their permanents just got exiled, lands and all. Nobody at the table had Erase that day.

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