Apocrypha (Group)

Zanzel's creations in the fight against imperfection. They don't laugh. They don't feel. They don't think or cry. All they do from dusk to dawn is make the soldiers die.
The Apocrypha Group is a Green Group that is the remastered version of the now legacy Mythic Shadows. This Group focuses on putting ghostly actions into your hand and manifesting them into fighters.
The Apocrypha start as Apocryphantoms: Fighters that give Apocryphantasmal actions when a condition is met. As many Apocryphantasmal actions are given, it's a good idea to discard them liberally.
Apocryhantasmal Actions are half-actions, half-fighters. When cast, they transform all allied fighters into a copy of it, maining health, power, and locks.
Once Zanzel's Apocrypha is cast, every apocrypha in your hand gets buffed. This makes the ghostly actions manifest fighters, enabling stronger plays and the casting of the very powerful Apocryphantasy.
Pros:
* Insane green stud generation via Apocryphantasmal Assault and discarding given actions.
* Huge stallbreaking potential.
* Once set up, provides near-endless kill spells, AoE buffing, and constant versatile transforming.
* Fighters and Actions doesn't require colourless studs.
Cons:
* Requires a deal of setup.
* Costs a lot of green studs.
* Weak to aggro and fighters with relatively high power, as well as swapping.
* Can be slow.
* Prone to boardwipes.
=LIST OF APOCRYPHA CARDS=
<tabber>Apocrypha Fighters=
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|-|Apocrypha Actions=
|-|Apocrypha Benefactors=
|-|Former Apocrypha Cards=
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|-|Apocrypha Alt Arts=
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|-|Former Apocrypha Alt Arts=
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</tabber>
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Category:Groups