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Apocalypse Set
Review: Commons
by Jeff Zandi
Apocalypse is the newest expansion for Magic: the
Gathering, completing the three set block that includes
Invasion and Planeshift. This new expansion pushes the
idea of multiple color strategies to the very limit in a
way never before seen in Magic. This set is full of two
and three color cards, and several using all five
colors. Many of the cards in this set are going to be
used right away in constructed formats. There are many
powerful cards in the set that players are going to want
four of right away. Unfortunately for players and
collectors, most of the best cards in the set are rares.
The following is a look at the best cards in the set, as
I see it. The focus of this article is on commons,
because these are the cards that you will see most often
in limited play.
Top Five Gold Apocalypse Commons
The gold commons in Apocalypse are by far the best
commons in the set, and every one of them is very
playable in limited formats. Temporal Spring is a
sorcery for 1GU that puts target permanent on top of its
owner's library. This card is good, but would be a lot
better if it were an instant. Llanowar Dead is a 2/2
Zombie Elf for BG that taps for one black mana. Putrid
Warrior is a 2/2 Soldier Zombie for WB. When Putrid
Warrior deals damage you can either have each player
gain one life or lose one life. Razorfin Hunter is a 1/1
Merfolk Goblin for UR that taps to do a point of damage
to a player or creature. Quicksilver Dagger is a
creature enchantment for 1UR that allows enchanted
creature to tap to do a point of damage to a player
after which you draw a card. There is so much removal in
these sets that creature enchantments have become a
little less popular. Nonetheless, this is still a very
playable card in limited formats. Here are the best five
gold commons:
5. Gaea's Skyfolk is a 2/2 Elf Merfolk for GU that has
flying. This card is simple and elegant. This is a
legitimate 2/2 flyer that comes into play on turn two
with no other downside other than the necessity for
opposing colors of mana. In limited, evasion is still
important, and having two toughness AND two power for
just two mana is very exciting.
4. Soul Link is a creature enchantment for 1WB that says
that whenever enchanted creature deals or is dealt
damage, you gain that much life. At first glance, this
is just Spirit Link one more time, but unless this card
gets errata, this card is actually a little broken,
since you gain life BOTH when your creature deals damage
AND when it receives damage. When you attack with a 3/3
creature with this enchantment on it and he is blocked
by another 3/3, for example, both creatures will die,
but you will gain SIX life. When a creature enchanted
with this card is blocked by another creature, it is
more like your creature has two Spirit Link enchantments
on it.
3. Squee's Embrace is a creature enchantment for RW that
gives enchanted creature +2/+2 and returns the enchanted
creature to the owner's hand when enchanted creature
goes to the graveyard. An enchantment like this would
usually be played only in an aggressive limited deck,
but with the second function of the card to return the
creature to your hand if it goes to the graveyard, this
card will be a must-play in limited decks playing red
and white (a fairly unusual color combination in limited
these days, to tell the truth).
2. Consume Strength is an instant for 1BG that gives a
target creature +2/+2 and gives another target creature
-2/-2 until end of turn. What makes this card so special
is that it is an instant. Even as a sorcery, this would
have been a good card, but as an instant, this card
offers the ability to provide all kinds of card economy
during your combat step. Remove the pesky one or two
toughness creature with regeneration that has been in
your way and pump up one of your own creatures as well.
At the very least, this card evens an uneven matchup
between your opponent's 5/5 attacker and your own measly
2/2 blocker. The cost of this card is also very good.
1. Goblin Legionnaire is a 2/2 Goblin Soldier for RW
that can either be sacrificed for one red mana to do two
points of damage to either a player or a creature, or
can be sacrificed for one white mana to prevent the next
two damage dealt to either a player or creature. Both of
these abilities are very "stack friendly" in
that they can be played for maximum value after this
creature's damage is put on the stack, making this a
very valuable card for limited that will probably be
seen in some constructed decks as well.
Top Five Green Apocalypse Commons
All nine green commons in this set are potentially
useful in limited formats. Strength of Night is an
overpriced instant for 2G with a kicker of one black
mana that gives all of your creatures +1/+1 until end of
turn. Paying the black kicker gives Zombies you control
an additional +2/+2 until end of turn. Tranquil Path is
a sorcery that destroys all enchantments and is a
cantrip. The casting cost of 4G seems a little high, but
maybe we're all just getting a little spoiled from the
relatively low casting costs of spells these days.
Urborg Elf is a 1/1 Elf for 1G that can tap for green,
blue or black mana. Bog Gnarr is a 2/2 Beast for 4G that
gains +2/+2 until end of turn whenever any player casts
a black spell. This would be a lot better creature if it
cost at least one mana less. When you get to five
casting cost creatures, you generally would like
something better than a 2/2. Here are the best green
commons in the set:
5. Ana Disciple is a 1/1 Wizard for one green mana. For
one blue and tap, target creature gains flying until end
of turn. For one black and tap, target creature gets
-2/-0 until end of turn. Granting flying will probably
be enough to make this card marginally useful in limited
decks. The black ability will slow down the beats from
your opponent until you can find a better answer.
4. Glade Gnarr is a 4/4 Beast for 5G that gains +2/+2
until end of turn whenever any player plays a blue
spell. This card is similar to the Bog Gnarr, but costs
only one more colorless mana for a 4/4 creature instead
of the 2/2 Bog Gnarr. This card will be most useful when
you are the one casting the blue spells, pumping up this
big guy before you attack with him. With all the good
blue bounce spells in use in limited decks, this should
not be a problem.
3. Lay of the Land is a sorcery for one green mana that
lets you search your library for any basic land and put
it into your hand. This card can almost functionally
replace some land slots in your deck, much as Land Grant
has in the past. In today's limited deck, as well as in
the new multi colored constructed decks, this card is a
fast efficient way to get to your different colors of
mana in a green deck.
2. Penumbra Bobcat is a 2/1 Cat for 2G. When this
creature is put into a graveyard from play, you put a
2/1 black Cat creature token into play. You essentially
get two 2/1 creatures for the price of one. Imagine
having your opponent down to two life, and now not even
Wrath of God can save him! Even stranger could be you
casting your own Wrath of God to destroy all creatures
in play, only to have some of your own creatures pop
back into play as creature tokens. It's called card
economy… look into it!
1. Savage Gorilla is a 3/3 Ape for 4G that can be tapped
and sacrificed for UB to give a target creature -3/-3
until end of turn. Oh yeah, when you use this ability,
you also draw a card. It is very unusual for green to
have removal spells, and this is the first green
creature I can think of that also does double-duty as
creature removal. AND it's a cantrip. If you are playing
green in a limited tournament, you just have to play
this creature
Top Five Black Apocalypse Commons
The news is not all that good for the nine black common
cards in this set. Several of them are playable in
limited, but only one or two are likely to ever appear
in constructed decks. Mournful Zombie is a 2/1 Zombie
for 2B. When you spend one white mana and tap this
creature, target player gains one life. If this was
damage prevention to another creature, this card would
be slightly better. Necra Disciple is a 1/1 Wizard for
one black mana that has two abilities, like all the
other Disciple creatures in the set. Spend a green mana
and tap this creature and you can add one mana of any
type. Chances are, though, if you have this creature in
play and green mana available, you probably already have
access to the mana you need. Necra Disciple's other
ability is spend a white mana and tap to prevent the
next one point of damage that would be dealt to target
creature or player this turn. This second ability makes
this card playable in limited, but not very good. Mind
Extraction might be the worst black card in the set, and
maybe one of the worst cards overall. Mind Extraction is
a Sorcery for 2B that has for an additional cost the
sacrifice of one of your creatures. Target player
reveals his or her hand and discards all cards of the of
the colors of the sacrificed creature. I suppose if you
used this card to sacrifice a five colored creature, you
could remove all of the cards from your opponents' hand,
but that doesn't seem very likely. On second thought,
though, this card could probably be somewhat useful in
mirror matches where your opponent has cards of the same
color as your own. Dead Ringers is a Sorcery for 4B that
destroys two target non-black creatures as long as they
are both exactly the same color or combination of
colors. At first glance, this looks like great
two-for-one removal, but it really is not. Not only do
both targets have to be non-black, they must be EXACTLY
the same colors, so you cannot destroy a green creature
and a green and red creature, or a green creature and a
red creature. The high casting cost of this card, while
also making this card less desirable, does make this
card possibly useful in late game situations. Here are
the best black commons:
5. Quagmire Druid is a 2/2 Zombie Druid that you can
spend a green mana and tap and sacrifice a creature to
destroy a target enchantment. Enchantment removal in the
form of a creature is generally welcome in limited
events, and this is still a 2/2 for three mana, making
him certainly playable, if not wonderful.
4. Last Caress is a sorcery cantrip for 2B that causes
target opponent to lose one life and causes you to gain
one life, after which you draw a card. This card would
not make the cut in a three colored limited deck very
often, but it might be the 22nd or 23rd best card in a
two colored limited deck. This card would be a little
better if it were an instant.
3. Urborg Uprising is a sorcery for 4B that returns up
to two target creature cards from your graveyard to your
hand, then you draw a card. This card is good for the
most obvious reason of all: you can get two important
creatures from your graveyard back to your hand. The
addition of drawing a card only makes this card better.
Less obvious is that this card can be cast without any
creatures in your graveyard just in order to draw a
card, and it is nice that you can cast this card with
zero, one or two creatures being targeted. The high
casting cost makes this less useful in general, and
probably keeps this card out of constructed play. Also,
I think the face in the upper left hand section of the
card looks like Dennis Hopper.
2. Zombie Boa is a 3/3 Zombie Snake for 4B. For 1B, you
can choose a color give the Zombie Boa "hate"
for that color, specifically, whenever the Zombie Boa is
blocked by a creature of that color this turn, destroy
that creature. This ability can only be played when you
could play a sorcery. This guy is quite good. Late in
the game, you can activate this creature's ability for
as many colors as you need to, even all five colors,
then send him. Creatures destroyed by his ability do not
deal any combat damage, so your Zombie never dies. This
guy definitely makes the cut in limited decks. Even
though he costs five mana, his special ability is sort
of evasive and destructive at the same time.
1. Phyrexian Rager is a 2/2 Horror for 2B that causes
you to lose a life when he comes into play and causes
you to draw a card. A 2/2 bear for three mana is
reasonable enough, and when you can play several of
these early in a limited format game, the card economy
that you gain from the extra cards far outweighs the
loss of life. When you consider all the cards in
Invasion and Planeshift and Apocalypse that either
bounce this card back to your hand, or bring it back
from the graveyard, you can see how this creature can
end up drawing a lot of extra cards for you.
It is hard to say whether this guy is good enough for
constructed decks, but you can feel good about playing
as many of these as possible in limited decks.
Top Five Red Apocalypse Commons
The nine red common cards in this set are unusually
weak. There are no common direct damage spells, or
creatures of note. The lack of good red commons in this
set will probably cause drafters to move away from red
somewhat. Of the four weakest red commons, the worst is
certainly Tahngarth's Glare, a sorcery for one red mana
that lets each player look at and rearrange the top five
cards of the other player's deck. This card should not
be played by anyone, anywhere, under any circumstances.
Minotaur Tactician is a 1/1 Minotaur for 3R that has
haste and gets +1/+1 as long as you control a white
creature and gets +1/+1 as long as you control a blue
creature. For four mana, you can put a lot of better
creatures into play. If your limited deck was extremely
tight in blue, white and red, it is conceivable that you
would play this card. Dwarven Landslide is a sorcery for
3R that destroys a target land. If you pay the kicker of
2R, you can destroy another target land. This card is
not too bad, but it's hard to imagine where it would fit
in many constructed land destruction decks, and land
destruction spells don't see much play in limited decks,
either. Smash is an instant for 2R that destroys a
target artifact and causes you to draw a card. This card
could be fairly useful from the sideboard in limited
decks, since this set contains a number of playable
artifacts. Here are the best five red commons.
5. Bloodfire Infusion is a creature enchantment for 2R
that can only be used on creatures you control. By
spending one red mana and sacrificing the creature
enchanted with this card, damage equal to the sacrificed
creature's power is dealt to all creatures. This is NOT
quality removal, but sometimes you have to play bad
cards in order to win.
4. Bloodfire Dwarf is a 1/1 Dwarf for one red mana. When
you pay one red and sacrifice this creature, Bloodfire
Dwarf deals one damage to each creature without flying.
This card looks a little better than it is. In the three
color reality of today's limited environment, you
usually either have one toughness creatures of your own
that you wouldn't want destroyed by this card, or else
this tiny earthquake just doesn't manage to do much
except provide you with a chump blocker.
3. Tundra Kavu is a 2/2 Kavu for 2R that can be tapped
to turn a target land into a plains or island until end
of turn. This is a solid, if not exciting 2/2 creature
that can help you smooth out your mana problems in the
early game.
2. Kavu Glider is a 2/1 Kavu for 2R with the ability to
pump +0/+1 until end of turn for white mana and can gain
flying for one blue mana. You can count the common red
flying creatures in the game of Magic on one hand. Kavu
Glider is certainly playable in limited (it's not a big
risk to imagine that nobody will ever construct a
tournament-worthy deck that includes this card).
1. Raka Disciple is a 1/1 Wizard for one red mana. If
you spend a white mana and tap the Disciple, you can
prevent the next point of damage to a target player or
creature. If you spend a blue mana and tap this card,
you can give a target creature flying until end of turn.
These seem to be the best of the five Disciple abilities
in the set, and since this 1/1 easy-to-cast creature has
both of them, the Raka Disciple is probably the best red
common in this set.
Top Five Blue Apocalypse Commons
A number of the nine blue commons in this set are quite
good, and at least one of them, my choice for best blue
common, will likely see play in constructed formats. The
best five blue commons are all very playable in limited
formats. Shimmering Mirage is an instant for 1U that
changes a target land into the basic land type of your
choice until the end of the turn and causes you to draw
a card. Cantrips are nice, but this card just won't be
useful enough in any three colored limited decks to get
played. Jaded Response is an instant for 1U that
counters target spell if it shares a color with a
creature you control. At any given moment during your
game, this card will either be an effective counterspell
for anything your opponent casts, or will be completely
worthless. More often than not, this card will be
incapable of countering your opponent's spell. It is
possible that this card could come in from the sideboard
in limited format matches when your opponent is playing
the same colors as you, and it still won't be very good
then! Index is a sorcery for one blue mana that lets you
look at the top five cards of your library and rearrange
those cards in any order. This card is NOT an Impulse or
even a Brainstorm. At best, this card will be like a
very weak Tutor card. In limited, one could see where
this would be a useful spell on the first turn to help
you get started. This card will help you find a useful
spell later in the game, as well, but you're going to
wish this card actually let you draw a card every time
you cast it. Whirlpool Rider is a 1/1 Merfolk for 1U
that, when it comes into play, causes you to shuffle the
cards from your hand into your library and then to draw
that many cards. This card has two things to offer, a
low casting early game creature and the chance to ditch
your hand and draw a new one. Unfortunately, whenever
one of this is actually a good ability, the other will
probably not be useful. Changing your hand could be nice
late in the game, if you are holding a couple of lands
you don't need to play, but the 1/1 Merfolk creature
will probably not be useful then. On turn two, it might
be nice to have a 1/1 Merfolk in play, but you might not
want to ditch your hand at that time. The top five blue
commons are a lot easier to love.
5. Reef Shaman is a 0/2 Merfolk for one blue mana that
taps to change a target land's type to become the basic
land type of your choice until end of turn. This card
should become as popular in limited play as Invasion's
Dream Thrush. The two toughness of the Reef Shaman, and
the ability to block 1/1 creatures safely, makes up for
the fact that, unlike the Dream Thrush, the Reef Shaman
cannot fly.
4. Ceta Disciple is a 1/1 Wizard for one blue mana that
has the following abilities; spend a red mana and tap to
give a target creature +2/+0 or spend a green mana and
tap to add one mana of any color to your mana pool. This
card offers good flexibility for blue decks containing
green or red. The red ability is perfectly suited for
pumping up the flyers in your deck that are less likely
to be blocked, or just to pump up a creature so that it
can destroy a larger creature that it would not
ordinarily trade with. The green ability is a great mana
smoother that is particularly useful considering the
large amount of good blue-green cards in this set, like
this next card…
3. Living Airship is a 2/3 Ship for 3U with flying that
can regenerate for 2G. This card is very good for
limited, even if it never appears an any constructed
format decks. Flying creatures with the ability to
regenerate are extremely unusual in Magic. This card is
perfect for splashing in a green deck without much blue,
since the casting cost is only four, with only one blue
mana needed. This is a reasonably costed creature,
especially since it can block just about every creature
out there and live to tell about it.
2. Coastal Drake is a 2/1 Drake for 2U that has flying.
For 1U and tapping, you can return target Kavu to its
owner's hand. This card is a reasonably priced 2/1
flyer, first of all, but the ability to return a Kavu to
its owner's hand is quite good. There are A LOT of Kavu
creatures in the Invasion block. Continuously returning
your opponent's high-mana cost Kavu to their hand for
just two of your own mana is very fun. Returning your
own Kavu Climber to your hand each turn in order to draw
an extra card each turn is even more fun!
1. Jilt is an instant for 1U that returns a target
creature to its owner's hand. If you pay the kicker of
1R, Jilt deals two damage to another target creature.
This card is extremely solid. The un-kicked cost of this
spell is entirely reasonable and can be played in decks
relying heavily on blue as well as those with just a
splash of blue in them. With the kicker paid, this card
becomes extremely powerful, giving you huge amounts of
control over the playing field. It is particularly
satisfying to use this card to save your own creature in
response to being targeting by an Assassin while
destroying the Assassin with the same spell. If there is
any constructed format future for blue-red decks, this
card will be in them.
Top Five White Apocalypse Commons
Most of the nine white commons in this set are playable
in limited, but only the top five are likely to be
played very often. Shield of Duty and Reason is a
creature enchantment for one white mana that gives
enchanted creature protection from blue and from green.
Of all the cards in this set, this card is the weakest
link, GOODBYE! Angelfire Crusader is a 2/3 Soldier for
3W that pumps up +1/+0 for red mana. This card is
playable, but may be too expensive to make the cut much
of the time. Orim's Thunder is an instant for 2W with a
kicker cost of one red mana. This card destroys a target
artifact or enchantment. If the kicker cost was paid,
Orim's Thunder deals damage equal to that artifact or
enchantment's converted cost to target creature.
Although this card cannot do damage to a player, it
certainly would be fun to remove a creature and an
enchantment or artifact on your opponent's side of the
table for just four mana. Divine Light is a sorcery for
one white mana that prevents all damage that would be
dealt this turn to creatures you control. This card has
some possibilities, but won't be good very often because
it simply does not help you deal more damage to your
opponent. The following cards are quite a bit more
useful.
5. Dega Disciple is a 1/1 Wizard for one white mana that
has two tap abilities, either spend one black mana and
tap to give a target creature -2/-0 until end of turn,
or spend one red mana and tap to give a target creature
+2/+0 until end of turn. Since black-white strategies
abound in this set, the black ability of this card will
be more popular than the red ability.
4. Manacles of Decay is a creature enchantment for 1W
that makes the creature enchanted with it unable to
attack. Furthermore, this enchantment lets you spend a
black mana to give the enchanted creature -1/-1 until
end of turn, or spend red mana to make the enchanted
creature unable to block this turn. This card is most
effective in a deck with a lot of black mana in play,
since you could activate the black ability of this
enchantment many times, if necessary, in one turn to
reduce a creature's toughness to zero and, in effect,
destroy it. (even if it is a regenerating creature).
3. Standard Bearer is a 1/1 Flagbearer for 1W that uses
a new mechanic. If an opponent plays a spell or ability
that could target a Flagbearer in play, that player must
choose at least one Flagbearer as a target. This means
that if you have this creature in play, your opponent
must destroy your Flagbearer before he can use his
targeted spells on any other creature. Your Flagbearer
is a "lightning rod", requiring your opponent
to direct spells and abilities at the Flagbearer instead
of any of the more powerful creatures you may have in
play. A more interesting aspect of this game mechanic is
that if your opponent has creature enchantments in his
hand that he would like to use on his own creatures, he
will not be able to while you have a Flagbearer in play
(unless he has a Flagbearer of his own in play in his
own control). The reason this card is good is simply
because, for a very low mana cost, you have a card in
play that forces your opponent to change the way he
plays his own cards.
2. Helionaut is a 1 /2 Soldier for 2W that has flying
that you can spend one colorless mana and tap to add one
mana of any color to your mana pool. This card is well
costed at three mana for a two toughness flyer. Among
the various "mana smoothers" in this set, this
is the only card that lets you turn one mana of any
color into one mana of any color you choose. This card
is particuarly well-loved by Helio Rosenthal, a Magic
player who works on the Portuguese translation of Magic
cards, since the card appears to be named after him!
1. Coalition Honor Guard is a 2/4 Flagbearer for 3W.
This creature offers all the advantages of the Standard
Bearer described above, only with a 2/4, making
Coalition Honor Guard a VERY difficult card for your
opponent to deal with.
Apocalypse is a great expansion with lots of cards
that will be both very playable and very collectible.
While most of the very good cards in this set are rares,
the commons in this set will definitely affect the way
that this block is played in limited formats. This set
is very well-designed, continuing the playing themes
found in Invasion and Planeshift. These three sets, more
than any other ever created by Wizards of the Coast,
require the player to balance powerful cards with mana
considerations. Over the next few months, it will be
very exciting to see how players use this set in both
constructed and limited formats. In limited formats,
this set will require more deck building skill than any
other block of card sets has in the past.
Jeff Zandi
DCI Level II Judge
Texas Guildmages
Zanman@ThoughtCastle.com
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