
Apocalypse
Sorcery$7.75
Exile all permanents. You discard your hand.
Legal in Commander
Is
Does
Combos 10
Apocalypse + Teferi's Protection
- Exile all permanents opponents control
Commander Spellbook ↗How it works
Steps
Float at least {4}{W}{R}{R}{R}. Cast Teferi's Protection for {2}{W}, phasing out all of your permanents. Cast Apocalypse for {2}{R}{R}{R}, discarding your hand and exiling all permanents. At the beginning of your next upkeep, your permanents phase back in.
Apocalypse + Barren Glory + Oblivion Ring
- Win the game
Commander Spellbook ↗How it works
Steps
Cast Oblivion Ring by paying {2}{W}. Oblivion Ring enters the battlefield, exiling Barren Glory. Cast Apocalypse by paying {2}{R}{R}{R}, exiling all permanents and causing you to discard your hand. Oblivion Ring triggers, returning Barren Glory to the battlefield. Proceed to your next turn. At the beginning of your upkeep, Barren Glory triggers, causing you to win the game.
Apocalypse + Barren Glory + Detention Sphere
- Win the game
Commander Spellbook ↗How it works
Steps
Cast Detention Sphere by paying {1}{W}{U}. Detention Sphere enters the battlefield, exiling Barren Glory. Cast Apocalypse by paying {2}{R}{R}{R}, exiling all permanents and causing you to discard your hand. Detention Sphere triggers, returning Barren Glory to the battlefield. Proceed to your next turn. At the beginning of your upkeep, Barren Glory triggers, causing you to win the game.
Apocalypse + Barren Glory + Leonin Relic-Warder
- Win the game
Commander Spellbook ↗How it works
Steps
Cast Leonin Relic-Warder by paying {W}{W}. Leonin Relic-Warder enters the battlefield, exiling Barren Glory. Cast Apocalypse by paying {2}{R}{R}{R}, exiling all permanents and causing you to discard your hand. Leonin Relic-Warder triggers, returning Barren Glory to the battlefield. Proceed to your next turn. At the beginning of your upkeep, Barren Glory triggers, causing you to win the game.
Apocalypse + Barren Glory + Emergence Zone
- Win the game
Commander Spellbook ↗How it works
Steps
During the end step before your turn, activate Emergence Zone by paying {1}, tapping and sacrificing it, allowing you to cast spells this turn as though they had flash. Cast Barren Glory by paying {4}{W}{W}. Holding priority, cast Apocalypse by paying {2}{R}{R}{R}, exiling all permanents and causing you to discard your hand. Resolve Barren Glory. At the beginning of your upkeep, Barren Glory triggers, causing you to win the game.
Apocalypse + Zirilan of the Claw + Worldgorger Dragon
- Exile all permanents opponents control
Commander Spellbook ↗How it works
Before you start
Zirilan of the Claw does not have summoning sickness.
Steps
Activate Zirilan by paying {1}{R}{R} and tapping it, searching your library for Worldgorger Dragon, putting it onto the battlefield and shuffling your library. Worldgorger Dragon enters the batllefield, exiling all other permanents you control. Cast Apocalypse by paying {2}{R}{R}{R}, exiling all permanents and discarding your hand. Worldgorger Dragon leaves the battlefield, returning all permanents exiled by it to the battlefield.
Apocalypse + Barren Glory + Leyline of Anticipation
- Win the game
Commander Spellbook ↗How it works
Steps
During the end step before your turn, cast Barren Glory by paying {4}{W}{W}. Holding priority, cast Apocalypse by paying {2}{R}{R}{R}, exiling all permanents and causing you to discard your hand. Resolve Barren Glory. At the beginning of your upkeep, Barren Glory triggers, causing you to win the game.
Apocalypse + Barren Glory + Vedalken Orrery
- Win the game
Commander Spellbook ↗How it works
Steps
During the end step before your turn, cast Barren Glory by paying {4}{W}{W}. Holding priority, cast Apocalypse by paying {2}{R}{R}{R}, exiling all permanents and causing you to discard your hand. Resolve Barren Glory. At the beginning of your upkeep, Barren Glory triggers, causing you to win the game.
Apocalypse + Barren Glory + Borne Upon a Wind
- Win the game
Commander Spellbook ↗How it works
Steps
During the end step before your turn, cast Borne Upon a Wind by paying {1}{U}, allowing you to cast spells this turn as though they had flash. Cast Barren Glory by paying {4}{W}{W}. Holding priority, cast Apocalypse by paying {2}{R}{R}{R}, exiling all permanents and causing you to discard your hand. Resolve Barren Glory. At the beginning of your upkeep, Barren Glory triggers, causing you to win the game.
Apocalypse + Barren Glory + Tidal Barracuda
- Win the game
Commander Spellbook ↗How it works
Steps
During the end step before your turn, cast Barren Glory by paying {4}{W}{W}. Holding priority, cast Apocalypse by paying {2}{R}{R}{R}, exiling all permanents and causing you to discard your hand. Resolve Barren Glory. At the beginning of your upkeep, Barren Glory triggers, causing you to win the game.
Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.
Best commanders
Commanders whose abilities work with this card and share its colors, from what the cards do.
- Stella Lee, Wild CardStella Lee, Wild Card copies your spells and Apocalypse is an Instant or sorcery.
- Gandalf the GreyGandalf the Grey copies your spells and Apocalypse is an Instant or sorcery.
- Lutri, the SpellchaserLutri, the Spellchaser copies your spells and Apocalypse is an Instant or sorcery.
- Rootha, Mercurial ArtistRootha, Mercurial Artist copies your spells and Apocalypse is an Instant or sorcery.
- Venser, Fervent ForgerVenser, Fervent Forger copies your spells and Apocalypse is an Instant or sorcery.
- Zada, Hedron GrinderApocalypse is an Instant or sorcery, which Zada, Hedron Grinder can use.
- Krark, the ThumblessApocalypse is an Instant or sorcery, which Krark, the Thumbless can use.
- Prismari, the InspirationApocalypse is an Instant or sorcery, which Prismari, the Inspiration can use.
- Storm, Force of NatureApocalypse is an Instant or sorcery, which Storm, Force of Nature can use.
- Melek, Izzet ParagonApocalypse is an Instant or sorcery, which Melek, Izzet Paragon can use.