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Ice Age

 Eiszeit  Ere Glaciaire  Era Glaciale  Era Glacial  Era Glacial

→ Checklist → Cards

1. Abyssal Specter

Summon Specter 2/3 2BB (4) Ice Age (Uncommon)
Flying
Whenever Abyssal Specter damages any player, that player chooses and discards a card from his or her hand. Ignore this ability if the player has no cards in hand.

2. Ashen Ghoul

Summon Ghoul 3/1 3B (4) Ice Age (Uncommon)
Ashen Ghoul can attack the turn it comes into play.
{B}: Return Ashen Ghoul to play under your control. Use this ability only at the end of your upkeep and only if Ashen Ghoul is in your graveyard with at least three creature cards above it.

3. Brine Shaman

Summon Cleric 1/1 1B (2) Ice Age (Common)
{T}: Sacrifice a creature to give target creature +2/+2 until end of turn.
{1}{U}{U}: Sacrifice a creature to counter target summon spell.
  • A creature spell is any card of type Creature or Artifact Creature. [D'Angelo 2000/03/09] Older cards of type Summon also count.
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric Shaman".

4. Burnt Offering

Interrupt B (1) Ice Age (Common)
Sacrifice a creature to add that creature's casting cost in any combination of red and/or black mana to your mana pool.

5. Cloak of Confusion

Enchant Creature 1B (2) Ice Age (Common)
If target creature you control attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, that player discards a card at random from his or her hand. Ignore this ability if that player has no cards in hand.

6. Dance of the Dead

Enchant Dead Creature 1B (2) Ice Age (Uncommon)
Take target creature from any graveyard and put it directly into play under your control, tapped, with +1/+1. Treat that creature as though it were just summoned. The creature does not untap during its controller's untap phase. At the end of his or her upkeep, its controller may pay an additional {1}{B} to untap it. If Dance of the Dead is removed, bury the creature in its owner's graveyard.
  • You can Dance of the Dead a creature which was discarded from a hand and therefore was never in play. [D'Angelo 1997/06/01]
  • Dance of the Dead becomes a creature enchantment spell and so it does activate the Rabid Wombat and trigger other cards which use creature enchantments. [Aahz 1997/06/06]
  • This is a targeted ability. Note that cards in the graveyard do not have Protection from Color abilities (see Rule 402.8). [D'Angelo 2002/12/19]
  • If more than one Dance of the Dead ends up on a creature, each contributes a +1/+1. [D'Angelo 1995/09/25] But you only have to pay the untap cost once. [D'Angelo 2000/03/09] You may pay for each one, however, and untap the card more than once during upkeep. [DeLaney 2000/03/11]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Dead Creature" until 1997/06/01, and then of type "Enchantment" until Oracle 2005/08/01.

7. Dark Banishing

Instant 2B (3) Ice Age (Common)
Bury target non-black creature.

8. Dark Ritual

Interrupt B (1) Ice Age (Common)
Add {B}{B}{B} to your mana pool.
  • This card, as with all instants cards, goes to the graveyard when it resolves. It does not stay in play. [D'Angelo 1999/05/01]
  • Extended tournaments (see Rule 803) have banned this card since 2000/04/01.
  • Note - In Mirage, Fifth Edition, Tempest, and Urza's Saga, this spell was of type Mana Source. In Ice Age, Fourth Edition (and before), it was of type Interrupt. It is now of type Instant.

9. Demonic Consultation

Instant B (1) Ice Age (Uncommon)
Name a card. Remove the top six cards of your library from the game and reveal the next card to all players. If it is the card named, put it into your hand. If not, remove that card from the game and continue revealing the top card of your library and removing it from the game until the named card appears.
  • The spell fails if you do not find the card before your library is empty. You do not lose the game at that point. You lose on the next time you have to draw. [Aahz 1995/06/08]
  • You name which card to look for on resolution. [D'Angelo 2000/03/09]
  • You must name a card that actually exists in the game of Magic. [Aahz 1995/10/07]
  • There is no way to make this card affect your opponent. It affects "you", and "you" means the caster. [Duelist Magazine #7, Page 9] It has no targets and cannot be Deflectioned.
  • Vintage tournaments (see Rule 801) have restricted this card since 2000/10/01.
  • Legacy tournaments (see Rule 802) have banned this card since 2000/10/01.
  • Extended tournaments (see Rule 803) have banned this card since 2001/04/01.

10. Dread Wight

Summon Wight 3/4 3BB (5) Ice Age (Rare)
At end of combat, put a paralyzation counter on any creature blocking or blocked by Dread Wight and tap that creature. As long as the creature has a paralyzation counter on it, it does not untap during its controller's untap phase. As a non-interrupt fast effect, the creature's controller may pay {4} to remove a paralyzation counter.
  • Note - This card was creature type "Wight" until Oracle 2007/10/01, when it became "Zombie".

11. Drift of the Dead

Summon Wall X/X 3B (4) Ice Age (Uncommon)
Drift of the Dead has power and toughness each equal to the number of snow-covered lands you control.

12. Fear

Enchant Creature BB (2) Ice Age (Common)
Target creature cannot be blocked except by artifact creatures or black creatures.

13. Flow of Maggots

Summon Insects 2/2 2B (3) Ice Age (Rare)
Cumulative Upkeep: {1}
Cannot be blocked by non-wall creatures.

14. Foul Familiar

Summon Spirit 3/1 2B (3) Ice Age (Common)
Cannot be declared as a blocking creature.
{B}: Pay 1 life to return Foul Familiar to owner's hand. Effects that prevent or redirect damage cannot be used to counter this loss of life.
  • Ability can only be used while this card is in play. [Duelist Magazine #7, Page 9]

15. Gangrenous Zombies

Summon Zombies 2/2 1BB (3) Ice Age (Common)
{T}: Sacrifice Gangrenous Zombies to have it deal 1 damage to each creature and player. If you control any snow-covered swamps, Gangrenous Zombies instead deals 2 damage to each creature and player.

16. Gaze of Pain

Sorcery 1B (2) Ice Age (Common)
For each creature you control that attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, it instead deals damage equal to its power to any target creature.

17. Gravebind

Instant B (1) Ice Age (Rare)
Target creature cannot regenerate this turn. Draw a card at the beginning of the next turn's upkeep.

18. Hecatomb

Enchantment 1BB (3) Ice Age (Rare)
When Hecatomb comes into play, sacrifice four creatures.
{0}: Tap target swamp you control to have Hecatomb deal 1 damage to target creature or player.
  • The sacrifice is done as a triggered ability just after it enters play. It is not done on announcement. [D'Angelo 1995/10/27]
  • If you have less than 4 creatures, you do not partially sacrifice. You pay 4 creatures or none. [WotC Rules Team 1995/06/15]
  • You choose whether to sacrifice creatures or not on resolution. If not, then you sacrifice this card. You can choose to not sacrifice creatures if you no longer control this card on resolution. [D'Angelo 1999/06/01]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.

19. Hoar Shade

Summon Shade 1/2 3B (4) Ice Age (Common)
{B}: +1/+1 until end of turn

20. Howl from Beyond

Instant XB (1) Ice Age (Common)
Target creature gets +X/+0 until end of turn.

21. Hyalopterous Lemure

Summon Lemure 4/3 4B (5) Ice Age (Uncommon)
{0}: Flying and -1/-0 until end of turn
  • Note - This card was of creature type "Lemure" until Oracle 2007/09/01 when it became "Spirit".

22. Icequake

Sorcery 1BB (3) Ice Age (Uncommon)
Destroy target land. If that land is a snow-covered land, Icequake deals 1 damage to the land's controller.

23. Infernal Darkness

Enchantment 2BB (4) Ice Age (Rare)
Cumulative Upkeep: {B} and 1 life
All mana-producing lands produce {B} instead of their normal mana.
  • All affected lands produce just one black mana regardless of how many it might normally generate. [Duelist Magazine #6, Page 131]
  • Will remove restrictions on how mana generated by the land is used. [Duelist Magazine #6, Page 131] For example, the black mana from a Mishra's Workshop can be used for any purpose.
  • The ability generates a replacement effect (see Rule 419). [DeLaney 1998/11/03]
  • Note - Also see Cumulative Upkeep, Rule 502.13.

24. Infernal Denizen

Summon Infernal Denizen 5/7 7B (8) Ice Age (Rare)
During your upkeep, sacrifice two swamps. If you cannot, tap Infernal Denizen, and target opponent may gain control of target creature of his or her choice you control. The opponent loses control of that creature if Infernal Denizen leaves play.
{T}: Gain control of target creature. Lose control of that creature if Infernal Denizen leaves play.
  • You must sacrifice the Swamps if you can. You cannot choose not to pay if you have them. [Aahz 1995/06/22]
  • You should always have one creature for your opponent to take (i.e. the Denizen). If by chance you have no creature for your opponent to take, then they don't get one. Remember that taking a creature is optional so your opponent is not forced to take the Denizen. [D'Angelo 1995/08/02]
  • Note - This card was creature type "Infernal-Denizen" until Oracle 2007/10/01, when it became "Demon".

25. Kjeldoran Dead

Summon Dead 3/1 B (1) Ice Age (Common)
When Kjeldoran Dead comes into play, sacrifice a creature.
{B}: Regenerate
  • If you control no creatures in play (other than this one) when it enters play, you have to sacrifice this card. [Duelist Magazine #6, Page 132]
  • The sacrifice is a triggered ability (see Rule 404) and not a cost. [Duelist Magazine #16, Page 25]
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.
  • Note - In Ice Age and Fifth Edition this card was of creature type Dead.

26. Knight of Stromgald

Summon Knight 2/1 BB (2) Ice Age (Uncommon)
Protection from white
{B}{B}: +1/+0 until end of turn
{B}: First strike until end of turn

27. Krovikan Elementalist

Summon Wizard 1/1 BB (2) Ice Age (Uncommon)
{2}{R}: Target creature gets +1/+0 until end of turn.
{U}{U}: Target creature you control gains flying until end of turn. At end of turn, bury that creature.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

28. Krovikan Fetish

Enchant Creature 2B (3) Ice Age (Common)
Draw a card at the beginning of the upkeep of the turn after Krovikan Fetish comes into play.
Target creature gets +1/+1.
  • If it is moved to a new creature by something that moves enchantments, the controller of the Fetish does not get to draw another card. [D'Angelo 1998/05/04]
  • You do not get a card if the target becomes illegal and Krovikan Fetish is countered when it would resolve. This is because it never successfully comes into play. [D'Angelo 1995/06/20]
  • Note - Also see Aura, Rule G1.30.
  • Note - Also see Comes Into Play Abilities, Rule 410.10a.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

29. Krovikan Vampire

Summon Vampire 3/3 3BB (5) Ice Age (Uncommon)
At the end of a turn in which any creature is damaged by Krovikan Vampire and put into any graveyard, put that creature directly into play under your control. Treat the creature as though it were just summoned. If you lose control of Krovikan Vampire or Krovikan Vampire leaves play, bury the creature.
  • The creature is returned to play only if the Vampire itself is in play at the end of turn. [D'Angelo 2007/10/01]
  • You do not get the creature back if the creature is not still in the graveyard at the end of the turn. [Aahz 1995/06/10]
  • If the creature goes to the graveyard, then leaves the graveyard by some means, then the Vampire effect loses track of it. It will not give you control of the creature even if the creature goes back to the graveyard before the end of the turn. [Aahz 1995/11/21]
  • You do not get the permanent back if the card that went to the graveyard is not a creature at the time it went to the graveyard. [D'Angelo 2003/06/14]
  • Works no matter how he damages the creature, in combat or by some other effect. [D'Angelo 1995/08/01]
  • All the creatures return to play under your control even if you didn't control this card when the creature was damaged. [D'Angelo 2007/10/09]

30. Legions of Lim-Dûl

Summon Zombies 2/3 1BB (3) Ice Age (Common)
Snow-covered swampwalk

31. Leshrac's Rite

Enchant Creature B (1) Ice Age (Uncommon)
Target creature gains swampwalk.

32. Leshrac's Sigil

Enchantment BB (2) Ice Age (Uncommon)
{B}{B}: When any opponent successfully casts a green spell, look at that player's hand and choose a card; he or she then discards that card. Use this ability only once each time a green spell is cast.
{B}{B}: Return Leshrac's Sigil to owner's hand.

33. Lim-Dûl's Cohort

Summon Zombies 2/3 1BB (3) Ice Age (Common)
Creatures blocking or blocked by Lim-Dûl's Cohort cannot regenerate this turn.

34. Lim-Dûl's Hex

Enchantment 1B (2) Ice Age (Uncommon)
During your upkeep, Lim-Dûl's Hex deals 1 damage to each player. Each player may pay {B} or {3} to prevent the damage to himself or herself.

35. Mind Ravel

Sorcery 2B (3) Ice Age (Common)
Target player chooses and discards a card from his or her hand. Ignore this ability if that player has no cards in hand. Draw a card at the beginning of the next turn's upkeep.
  • You still draw a card if opponent had no cards in hand. [WotC Rules Team 1995/06/15]

36. Mind Warp

Sorcery X3B (4) Ice Age (Uncommon)
Look at target player's hand and choose X cards; that player then discards those cards. If the player does not have enough cards in hand, his or her entire hand is discarded.
  • The target player decides what order to put the cards in the graveyard. You decide which cards, but they do the discarding. [Duelist Magazine #14, Page 27]
  • Note - Also see X Costs, Rule G24.1.

37. Mind Whip

Enchant Creature 2BB (4) Ice Age (Rare)
During target creature's controller's upkeep, he or she pays {3} or Mind Whip deals 2 damage to him or her. If Mind Whip deals damage in this way, tap that creature.

38. Minion of Leshrac

Summon Demon 5/5 4BBB (7) Ice Age (Rare)
Protection from black
During your upkeep, sacrifice a creature or Minion of Leshrac deals 5 damage to you. If Minion of Leshrac deals damage to you in this way, tap it. You cannot sacrifice Minion of Leshrac to itself.
{T}: Destroy target creature or land.

39. Minion of Tevesh Szat

Summon Demon 4/4 4BBB (7) Ice Age (Rare)
During your upkeep, pay {B}{B} or Minion of Tevesh Szat deals 2 damage to you.
{T}: Target creature gets +3/-2 until end of turn.
  • Note - This card was creature type "Demon" until Oracle 2007/10/01, when it became "Demon Minion".

40. Mole Worms

Summon Worms 1/1 2B (3) Ice Age (Uncommon)
You may choose not to untap Mole Worms during your untap phase.
{T}: Tap target land. As long as Mole Worms remains tapped, that land does not untap during its controller's untap phase.

41. Moor Fiend

Summon Fiend 3/3 3B (4) Ice Age (Common)
Swampwalk

42. Necropotence

Enchantment BBB (3) Ice Age (Rare)
Skip your draw phase. If you discard a card from your hand, remove that card from the game.
{0}: Pay 1 life to set aside the top card of your library. At the beginning of your next discard phase, put that card into your hand. Effects that prevent or redirect damage cannot be used to counter this loss of life.
  • If the card is not still in the graveyard when the trigger resolves, it does not remove the card form the game. [D'Angelo 2008/07/12]
  • Removing Necropotence from play will not stop the cards from the life-payment ability from being put into your hand at the end of turn. [D'Angelo 1998/11/13]
  • Only has the effect of making you skip your draw step if it is in play when your draw step would normally start. [WotC Rules Team 1995/10/18]
  • The acquired cards are not considered draws. They will not cause damage with Underworld Dreams or have Enduring Renewal detect creatures. [D'Angelo 1995/12/08]
  • Can be used with Fasting. The reason is that Necropotence does not force you to skip your draw step unless it is in play at the end of your upkeep phase. Fasting allows you to mark the draw step as "skipped" during upkeep prior to Necropotence kicking in. [Aahz 1996/01/16]
  • Necropotence interacts with Madness (see Rule 502.24) so you cannot use the Madness ability. This is because Madness turns "discard to graveyard" into "discard to removed from game" and Necropotence turns any discard into simply "remove from game" with no discard. Madness only works if you remove it from game as part of its ability. [Jordan 2002/03/03]
  • The discard removal was a replacement ability until 2008/07/01 when it was made into a triggered ability. [D'Angelo 2008/07/12]
  • Vintage tournaments (see Rule 801) have restricted this card since 2000/10/01.
  • Legacy tournaments (see Rule 802) have banned this card since 2000/10/01.
  • Extended tournaments (see Rule 803) have banned this card since 2001/04/01.
  • Note - Also see Skipping a Phase, Rule 419.6e.

43. Norritt

Summon Imp 1/1 3B (4) Ice Age (Common)
{T}: Untap target blue creature.
{T}: Force target non-wall creature to attack. If creature cannot attack, destroy it at end of turn. Use this ability only during target creature's controller's turn, before the attack. Cannot target creatures brought under their controller's control this turn.
  • If the creature was not controlled continuously, it is not a legal target. [D'Angelo 2007/07/15]
  • The creature is destroyed if it does not attack because it simply cannot do so legally. For example, a Sea Serpent will be destroyed if it cannot attack because the opponent has no islands. [Aahz 1995/07/01]
  • You can use this effect on a creature you know won't be able to attack. For example, you can use it on a tapped creature. [Aahz 1995/07/01]
  • Note - Also see Must Attack, Rule 502.2.

44. Oath of Lim-Dûl

Enchantment 3B (4) Ice Age (Rare)
For each 1 damage dealt to you or 1 life you lose, sacrifice a permanent you control or choose and discard a card from your hand. You cannot sacrifice Oath of Lim-Dûl in this way. Ignore this effect if you control no permanents other than Oath of Lim-Dûl and have no cards in hand.
{B}{B}: Draw a card.
  • When a player is dealt damage, the damage causes loss of life and triggers this card. [Oracle 1998/11/11]
  • You can sacrifice one Oath of Lim-Dul to another one. You cannot sacrifice it to itself. [Duelist Magazine #14, Page 27]
  • Payments of life count as lost life for this and all other such effects. [Duelist Magazine #10, Page 43]

45. Pestilence Rats

Summon Rats X/3 2B (3) Ice Age (Common)
Pestilence Rats has power equal to the total number of other Rats in play, no matter who controls them. For example, as long as there are two other Rats in play, Pestilence Rats has power and toughness 2/3.
  • Does not count itself for determining power. It only counts _other_ Rats. [Card Text]

46. Pox

Sorcery BBB (3) Ice Age (Rare)
Each player loses 1/3 of his or her life; then chooses and discards 1/3 of the cards in his or her hand; then sacrifices 1/3 of the creatures he or she controls; and finally sacrifices 1/3 of the lands he or she controls. Round each loss up. Effects that prevent or redirect damage cannot be used to counter this loss of life.
  • Creatures with Protection from Black are not ignored by Pox. This is not considered a targeted effect so they are both counted and valid choices for being destroyed. [D'Angelo 1996/02/01]

47. Seizures

Enchant Creature 1B (2) Ice Age (Common)
Whenever target creature becomes tapped, that creature's controller pays {3} or Seizures deals 3 damage to him or her.

48. Songs of the Damned

Interrupt B (1) Ice Age (Common)
Add {B} to your mana pool for each creature in your graveyard.
  • A "creature card" is a Creature card or Artifact Creature card. [D'Angelo 1999/05/01] Older cards of type Summon are also Creature cards.
  • Note - This card was of type Interrupt and is now of type Instant. [Oracle 2000/02/01]

49. Soul Burn

Sorcery X2B (3) Ice Age (Common)
Soul Burn deals 1 damage to a single target creature or player for each {B} or {R} you pay in addition to the casting cost. Gain 1 life for each {B} you spend in this way. You cannot gain more life than the toughness of the creature or the total life of the targeted player.
  • Will give 1 life for each black mana used, but not more life than the amount of unprevented damage that is dealt. [D'Angelo 2001/02/18]
  • Note - Also see X Costs, Rule G24.1.

50. Soul Kiss

Enchant Creature 2B (3) Ice Age (Common)
When Soul Kiss comes into play, choose target creature.
{B}: Pay 1 life to give creature Soul Kiss enchants +2/+2 until end of turn. You cannot spend more than {B}{B}{B} in this way each turn. Effects that prevent or redirect damage cannot be used to counter this loss of life.

51. Spoils of Evil

Interrupt 2B (3) Ice Age (Rare)
For each artifact or creature in target opponent's graveyard, add one colorless mana to your mana pool and gain 1 life.
  • The text "for each artifact or creature" means the sum of cards which are either creature and/or artifact. Artifact creatures are not double counted. [D'Angelo 1995/10/31]
  • Note - This card was of type Interrupt and is now of type Instant. [Oracle 2000/02/01]

52. Spoils of War

Sorcery XB (1) Ice Age (Rare)
Put X +1/+1 counters on any number of target creatures, distributed any way you choose, where X is equal to the number of creatures and artifacts in target opponent's graveyard.
  • A "creature card" is a Creature card or Artifact Creature card. [D'Angelo 1999/05/01] Older cards of type Summon are also Creature cards.
  • Until Oracle 2008/07/01, this card allowed X to be any amount up to the number of artifact and/or creature cards, but now it must be exactly equal to that count. [D'Angelo 2008/07/12]

53. Stench of Evil

Sorcery 2BB (4) Ice Age (Uncommon)
Destroy all plains. Stench of Evil deals 1 damage to each player for each plains he or she controls that is destroyed in this way. Each player may pay {2} for each 1 damage he or she wishes to prevent from Stench of Evil.

54. Stromgald Cabal

Summon Knights 2/2 1BB (3) Ice Age (Rare)
{T}: Pay 1 life to counter target white spell. Effects that prevent or redirect damage cannot be used to counter this loss of life. Play this ability as an interrupt.
  • Note - This card was creature type "Knight" until Oracle 2007/10/01, when it became "Human Knight".

55. Touch of Death

Sorcery 2B (3) Ice Age (Common)
Touch of Death deals 1 damage to target player, and you gain 1 life. Draw a card at the beginning of the next turn's upkeep.

56. Withering Wisps

Enchantment 1BB (3) Ice Age (Uncommon)
At the end of any turn, if there are no creatures in play, bury Withering Wisps.
{B}: Withering Wisps deals 1 damage to each creature and each player. You cannot spend more {B} in this way each turn than the number of snow-covered swamps you control.

57. Arnjlot's Ascent

Enchantment 1UU (3) Ice Age (Common)
Cumulative Upkeep: {U}
{1}: Target creature gains flying until end of turn.

58. Balduvian Conjurer

Summon Wizard 0/2 1U (2) Ice Age (Uncommon)
{T}: Target snow-covered land becomes a 2/2 creature until end of turn. The target still counts as land but cannot be tapped for mana if it came into play on a side this turn.
  • Note - Also see Snow, Rule G19.13.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

59. Balduvian Shaman

Summon Cleric 1/1 U (1) Ice Age (Common)
{T}: Permanently change the text of target white enchantment you control that does not have cumulative upkeep by replacing all instances of one color word with another. For example, you may change "Counters black spells" to "Counters blue spells". Balduvian Shaman cannot change mana symbols. That enchantment now has Cumulative Upkeep: {1}.

60. Binding Grasp

Enchant Creature 3U (4) Ice Age (Uncommon)
During your upkeep, pay {1}{U} or bury Binding Grasp.
Gain control of target creature; that creature gets +0/+1.

61. Brainstorm

Instant U (1) Ice Age (Common)
Draw three cards; then, take two cards from your hand and put them on top of your library in any order.
  • This is all one effect. You draw 3 and return 2 cards all in one resolution. Nothing may be used between the two. [D'Angelo 1999/10/12]
  • Vintage tournaments (see Rule 801) have restricted this card since 2008/06/20.

62. Breath of Dreams

Enchantment 2UU (4) Ice Age (Uncommon)
Cumulative Upkeep: {U}
Green creatures each require an additional Cumulative Upkeep: {1}.

63. Clairvoyance

Instant U (1) Ice Age (Common)
Look at target player's hand. Draw a card at the beginning of the next turn's upkeep.

64. Counterspell

Interrupt UU (2) Ice Age (Common)
Counter target spell.
  • Note - In Fifth Edition (and before) this was an Interrupt. All such spells are now Instants.

65. Deflection

Interrupt 3U (4) Ice Age (Rare)
Target spell, which must have a single target, targets a new legal target of your choice.
  • Only targets the spell being Deflected and not the original or new target of the spell it is affecting. [Aahz 1995/07/09]
  • You choose the spell to target on announcement, but you pick the new target for that spell on resolution. [bethmo 1999/11/30]
  • You cannot make a spell which is on the stack target itself. Thus, you cannot make Counterspell target itself or make another Deflection target itself. [D'Angelo 1999/12/07]
  • You can choose to make a spell on the stack target the Deflection you are playing (if such a target choice would be legal had the spell be cast while Deflection was on the stack). The new target for the Deflected spell is not chosen until Deflection resolves. Deflection is still on the stack when new targets are selected for the spell. [D'Angelo 2000/06/20]
  • Once Deflection resolves, the new target is considered to be targeted by the deflected spell. This will trigger any effects, such as Skulking Ghost, which trigger on being targeted. [bethmo 1997/08/08]
  • A Counterspell can be changed to target something that is further down the stack (meaning the target will resolve before the Counterspell does). [D'Angelo 2000/05/20]
  • Note - In Fifth Edition and Ice Age this card was of type Interrupt. All such cards are now of type Instant.

66. Dreams of the Dead

Enchantment 3U (4) Ice Age (Uncommon)
{1}{U}: Take target white or black creature from your graveyard and put it directly into play as though it were just summoned. That creature now requires an additional Cumulative Upkeep: {2}. If the creature leaves play, remove it from the game.
  • A "creature card" is a Creature card or Artifact Creature card. [D'Angelo 1999/05/01] Older cards of type Summon are also Creature cards.
  • Removes the creature from the game no matter how it leaves play, including Unsummoning or being killed. [D'Angelo 1995/11/15]
  • If it is removed from the game by Safe Haven, then this effect will not do anything additional. Each player has only one "out of the game" zone, so this effect will not cause the Safe Haven to lose track of the creature. [WotC Rules Team 1996/10/03]
  • The remove from the game is a replacement effect. [D'Angelo 2000/03/09]
  • Note - Also see Cumulative Upkeep, Rule 502.13.

67. Enervate

Instant 1U (2) Ice Age (Common)
Tap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep.

68. Errant Minion

Enchant Creature 2U (3) Ice Age (Common)
During target creature's controller's upkeep, Errant Minion deals 2 damage to him or her. He or she may pay {1} for each 1 damage he or she wishes to prevent from Errant Minion.

69. Essence Flare

Enchant Creature U (1) Ice Age (Common)
Target creature gets +2/+0.
During each of its controller's upkeeps, put a -0/-1 counter on the creature. These counters remain even if Essence Flare is removed.

70. Force Void

Interrupt 2U (3) Ice Age (Uncommon)
Counter target spell unless that spell's caster pays an additional {1}. Draw a card at the beginning of the next turn's upkeep.
  • Note - This card was of type Interrupt and is now of type Instant. [Oracle 2000/02/01]

71. Glacial Wall

Summon Wall 0/7 2U (3) Ice Age (Uncommon)
Defender (This creature can't attack.)

72. Hydroblast

Interrupt U (1) Ice Age (Common)
Counter target spell if it is red or destroy target permanent if it is red.
  • You can target any spell or permanent, it need not be red. It just does not do anything unless the color matches. [D'Angelo 1995/06/09]
  • The decision to counter a spell or destroy a permanent is a decision made on announcement before a target of the proper type is selected. If the spell is redirected, this mode cannot be changed, so only targets of the selected type are valid. [WotC Rules Team 1995/09/22] See Rule G13.13 on Modal spells.
  • Note - Also see Modal Spells and Abilities, Rule G13.13.
  • Note - This card was of type Interrupt and is now type Instant. [Oracle 2000/02/01]

73. Iceberg

Enchantment XUU (2) Ice Age (Uncommon)
When Iceberg comes into play, put X ice counters on it.
{3}: Put an ice counter on Iceberg.
{0}: Remove an ice counter from Iceberg to add one colorless mana to your mana pool. Play this ability as an interrupt.

74. Icy Prison

Enchantment UU (2) Ice Age (Rare)
When Icy Prison comes into play, remove target creature from the game. When Icy Prison leaves play, return that creature to play under its owner's control as though it were just summoned. During your upkeep, destroy Icy Prison. Any player may pay {3} to prevent this.
  • Enchantments on the creature are destroyed and counters on creatures removed when the creature is removed from the game. [Aahz 1995/06/30]

75. Illusionary Forces

Summon Illusion 4/4 3U (4) Ice Age (Common)
Flying
Cumulative Upkeep: {U}

76. Illusionary Presence

Summon Illusion 2/2 1UU (3) Ice Age (Rare)
Cumulative Upkeep: {U}
During your upkeep, Illusionary Presence gains a landwalk ability of your choice until end of turn.
  • Can give a basic land landwalk, legendary landwalk (all legendary lands), or a specific non-basic landwalk (like Maze of Ith-Walk). [Duelist Magazine #7, Page 99]
  • Cannot give a type of Snow-Covered landwalk, because Snow-Covered is an attribute like color is, and not part of the land's type. [D'Angelo 1998/05/04]
  • Note - Also see Cumulative Upkeep, Rule 502.13.
  • Note - Also see Landwalk, Rule 502.6.

77. Illusionary Terrain

Enchantment UU (2) Ice Age (Uncommon)
Cumulative Upkeep: {2}
All basic lands of one type become basic lands of a different type of your choice.
  • Does not affect non-basic lands, even if those lands "are" or "count as" a basic land type. [D'Angelo 2000/03/09]
  • Will not add or remove Snow-Covered nature from a land. [Duelist Magazine #6, Page 132]
  • Note - Also see Cumulative Upkeep, Rule 502.13.

78. Illusionary Wall

Summon Wall 7/4 4U (5) Ice Age (Common)
Flying, first strike
Cumulative Upkeep: {U}

79. Illusions of Grandeur

Enchantment 3U (4) Ice Age (Rare)
Cumulative Upkeep: {2}
When Illusions of Grandeur comes into play, gain 20 life. When Illusions of Grandeur leaves play, lose 20 life. Effects that prevent or redirect damage cannot be used to counter this loss of life.
  • If a player takes control of this card away from you, you do not lose 20 life because the loss of 20 life is a separate ability. That player is now subject to the loss. [Aahz 1997/11/02]
  • Note - Also see Cumulative Upkeep, Rule 502.13.

80. Infuse

Instant 2U (3) Ice Age (Common)
Untap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep.

81. Krovikan Sorcerer

Summon Wizard 1/1 2U (3) Ice Age (Common)
{T}: Choose and discard a card from your hand to draw a card. If the card discarded was black, draw two cards instead of one; keep one and discard the other.
  • The cards are discarded from your hand during announcement and as a cost. [Duelist Magazine #11, Page 56]
  • It is not a forced discard, so it cannot be used with Library of Leng. [Duelist Magazine #11, Page 56]
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

82. Magus of the Unseen

Summon Wizard 1/1 1U (2) Ice Age (Rare)
{1}{U}, {T}: Untap target artifact opponent controls and gain control of it until end of turn. If that artifact is an artifact creature, it can attack, and you may use any of its abilities that require {T} as part of the activation cost. When you lose control of the artifact, tap it.
  • Can be used on an untapped artifact. Being tapped is not a targeting requirement. [Aahz 1995/06/08]
  • The artifact taps after returning to the opponent (if it is not already tapped), so any abilities triggered off it tapping happen at that time. [Aahz 1995/07/05]
  • Note - Also see Haste, Rule 502.5.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

83. Mesmeric Trance

Enchantment 1UU (3) Ice Age (Rare)
Cumulative Upkeep: {1}
{U}: Discard a card from your hand to draw a card.

84. Mistfolk

Summon Mistfolk 1/2 UU (2) Ice Age (Common)
{U}: Counter target spell that targets Mistfolk.
  • Note - This card was of creature type "Mistfolk" and not "Illusion" until Oracle 2006/07/14.

85. Musician

Summon Mage 1/3 2U (3) Ice Age (Rare)
Cumulative Upkeep: {1}
{T}: Put a music counter on target creature. During that creature's controller's upkeep, he or she pays {1} for each music counter on the creature, or destroy the creature.

86. Mystic Might

Enchant Land U (1) Ice Age (Rare)
Cumulative Upkeep: {1}{U}
When Mystic Might comes into play, choose target land you control.
{0}: Tap land Mystic Might enchants to give target creature +2/+2 until end of turn.

87. Mystic Remora

Enchantment U (1) Ice Age (Common)
Cumulative Upkeep: {1}
Whenever target opponent successfully casts a non-creature spell, you may draw a card. That player may pay {4} to counter this effect.
  • A "noncreature spell" is any spell other than a Creature or Artifact Creature spell. [D'Angelo 2000/03/09] Older cards of type Summon are also creature spells.
  • Note - Also see Cumulative Upkeep, Rule 502.13.

88. Phantasmal Mount

Summon Phantasm 1/1 1U (2) Ice Age (Uncommon)
Flying
{T}: Target creature you control, which has toughness less than 3, gains flying and gets +1/+1 until end of turn. Other effects may later be used to increase the creature's toughness beyond 3. If Phantasmal Mount leaves play before end of turn, bury the creature. If the creature leaves play before end of turn, bury Phantasmal Mount.
  • Note - This card was creature type "Phantasm" until Oracle 2007/10/01, when it became "Illusion Horse".

89. Polar Kraken

Summon Kraken 11/11 8UUU (11) Ice Age (Rare)
Trample
Cumulative Upkeep: Sacrifice a land.
Comes into play tapped.

90. Portent

Sorcery U (1) Ice Age (Common)
Look at the top three cards of target player's library; then, either shuffle that library or put those three cards on top of the library in any order. Draw a card at the beginning of the next turn's upkeep.
  • This does not cause a player to lose if they have less than 3 cards in their library. It allows you to look at and reorder or shuffle whatever remaining cards there might be. [Duelist Magazine #6, Page 130]

91. Power Sink

Interrupt XU (1) Ice Age (Common)
Counter target spell unless that spell's caster pays an additional {X}. That player must draw and pay all available mana from lands and mana pool until {X} is paid; he or she may also pay mana from other sources if desired.
  • When this spell resolves, you either pay X mana or let all your lands become tapped. The lands that become tapped are not "tapped for mana". [bethmo 1997/10/09] If you choose to pay, you may pay the X mana using whatever mana abilities you want to use.
  • Special lands which do not provide mana are also tapped by this card. [D'Angelo 2000/11/06]
  • If the land provides mana only for specific purposes (like Mishra's Workshop), it cannot be used to pay the X mana (unless that purpose is being filled). Mishra's Workshop, like most purposed mana, could not be used to pay for Power Sink. [WotC Rules Team 1994/09/30]
  • Does not increase the mana cost of the spell. It just requires a separate expenditure in order for it to succeed. [bethmo 1994/05/05]
  • Note - Also see X Costs, Rule G24.1.

92. Ray of Command

Instant 3U (4) Ice Age (Common)
Untap target creature opponent controls and gain control of it until end of turn. That creature can attack or use abilities that require {T} as part of the activation cost. When you lose control of the creature, tap it.
  • Can be used on an untapped creature. Being tapped is not a targeting requirement. [Aahz 1995/06/08]
  • The creature returns to the opponent when the "until end of turn" effect wears off during the cleanup step. It taps during the Cleanup step (if it is not already tapped), so any abilities triggered off it tapping happen at that time. [D'Angelo 1999/07/10]
  • Note that the creature gets summoning sickness again when it returns so it cannot be tapped for an ability or attack until it begins that player's turn under their control again. [D'Angelo 1995/08/02]
  • This effect ends if the creature phases out. The creature will phase back in during your next untap phase without the Ray of Command's control effect, which typically means it will be under its original controller's control. [D'Angelo 1997/09/02]
  • Note - Also see Haste, Rule 502.5.

93. Ray of Erasure

Instant U (1) Ice Age (Common)
Target player takes the top card of his or her library and puts it in his or her graveyard. Draw a card at the beginning of the next turn's upkeep.
  • Can be played if the player has no cards in their library. They do not lose the game. You still get to draw a card next turn. [Aahz 1995/06/08]

94. Reality Twist

Enchantment UUU (3) Ice Age (Rare)
Cumulative Upkeep: {1}{U}{U}
Instead of their normal mana, plains produce {R}, swamps produce {G}, mountains produce {W}, and forests produce {B}.
  • If a player uses Magical Hack to make a land type be listed as producing two different colors, the player tapping the land for mana can choose to produce mana of either color. [Duelist Magazine #7, Page 100] But if it produces more than one mana, all mana is of the same color. [D'Angelo 1995/07/21]
  • Note - Also see Cumulative Upkeep, Rule 502.13.

95. Sea Spirit

Summon Spirit 2/3 4U (5) Ice Age (Uncommon)
{U}: +1/+0 until end of turn
  • Note - This card was creature type "Spirit" until Oracle 2007/10/01, when it became "Elemental Spirit".

96. Shyft

Summon Shyft 4/2 4U (5) Ice Age (Rare)
During your upkeep, you may change the color of Shyft to any color or combination of colors.
  • You must choose at least one color, but can choose more than one. [Aahz 1996/11/07]
  • Note - This card was creature type "Shyft" until Oracle 2007/10/01, when it became "Shapeshifter".

97. Sibilant Spirit

Summon Spirit 5/6 5U (6) Ice Age (Rare)
Flying
Whenever Sibilant Spirit is declared as an attacker, defending player may draw a card.
  • Your opponent does not have to draw a card if they don't want to. [D'Angelo 1995/08/10]

98. Silver Erne

Summon Erne 2/2 3U (4) Ice Age (Uncommon)
Flying, trample

99. Sleight of Mind

Interrupt U (1) Ice Age (Uncommon)
Change the text of target spell or permanent by replacing all instances of one color word with another. For example, you may change "Counters black spells" to "Counters blue spells." Sleight of Mind cannot change mana symbols.
  • If played on a spell being cast, and that spell becomes a permanent, the permanent enters play with an effect on it. It does not change the base characteristics of the permanent. This is just like having the permanent enter play, and then playing this spell except it is never in play with its original text. [bethmo 1998/05/22]
  • Can target a card with no color words on it. [Duelist Magazine #5, Page 23]
  • Cannot change a color word to the same color word. It must be a different word. [Duelist Magazine #5, Page 23]
  • You cannot Sleight proper nouns (i.e. card names). This means that you cannot affect Black Vise. [WotC Rules Team 1995/04/26]
  • You cannot Sleight explanatory references to a card's own color. This applies to Dark Heart of the Wood, Scarwood Goblins, and Marsh Goblins. [Duelist Magazine #6, Page 132]
  • This spell can be used to change the "flavor text" (the italicized text) on the card. This has no game effect but uses up the spell. [bethmo 1994/04/01]
  • Note - Also see Text Changing, Rule 418.6.
  • Note - This card was of type Interrupt and is now of type Instant. [Oracle 2000/02/01]

100. Snow Devil

Enchant Creature 1U (2) Ice Age (Common)
Target creature gains flying. As long as you control any snow-covered lands, that creature also gains first strike when blocking.

101. Snowfall

Enchantment 2U (3) Ice Age (Common)
Cumulative Upkeep: {U}
Islands may produce an additional {U} when tapped for mana. This mana is usable only for cumulative upkeep.
Snow-covered islands may produce either an additional {U}{U} or an additional {U} when tapped for mana. This mana is usable only for cumulative upkeep.

102. Soldevi Machinist

Summon Wizard 1/1 1U (2) Ice Age (Uncommon)
{T}: Add two colorless mana to your mana pool. This mana may only be used to pay the activation cost of an artifact. Play this ability as an interrupt.
  • Mana from the ability can only be used to activate an artifact. It cannot be used to pay any penalties on the cost of activation imposed by other effects. [WotC Rules Team 1995/10/18]
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard Artificer".

103. Soul Barrier

Enchantment 2U (3) Ice Age (Uncommon)
Whenever target opponent casts a summon spell, Soul Barrier deals 2 damage to him or her. That player may pay {2} to prevent this damage.
  • A creature spell is any Creature or Artifact Creature spell. [D'Angelo 2000/03/03] Older cards of type Summon are also creature spells.

104. Thunder Wall

Summon Wall 0/2 1UU (3) Ice Age (Uncommon)
Flying
{U}: +1/+1 until end of turn

105. Updraft

Instant 1U (2) Ice Age (Uncommon)
Target creature gains flying until end of turn. Draw a card at the beginning of the next turn's upkeep.

106. Wind Spirit

Summon Spirit 3/2 4U (5) Ice Age (Uncommon)
Flying
Cannot be blocked by only one creature.
  • Note - This card was creature type "Spirit" until Oracle 2007/10/01, when it became "Elemental Spirit".

107. Winter's Chill

Instant XU (1) Ice Age (Rare)
Cast only during combat before defense is chosen. At end of combat, destroy X target attacking creatures; X cannot be greater than the number of snow-covered lands you control. For each attacking creature, its controller may pay {1} or {2} to prevent it from being destroyed in this way. If that player pays {1}, the creature neither deals nor receives damage in combat. If that player pays {2}, the creature deals and receives damage in combat as normal.
  • The payments are made when the spell resolves. The three options are: pay {2} to let creature act as normal, pay {1} to have creature neither deal or receive damage, or pay nothing and the creature does deal and receive damage but it will be destroyed at end of combat. [D'Angelo 2000/03/09]
  • Note - Also see X Costs, Rule G24.1.

108. Word of Undoing

Instant U (1) Ice Age (Common)
Return target creature to owner's hand. Return any white enchantments you own on that creature to your hand.

109. Wrath of Marit Lage

Enchantment 3UU (5) Ice Age (Rare)
When Wrath of Marit Lage comes into play, tap all red creatures. Red creatures do not untap during their controller's untap phase.

110. Zuran Enchanter

Summon Wizard 1/1 1U (4) Ice Age (Common)
{2}{B}, {T}: Target player chooses and discards one card from his or her hand. Ignore this ability if that player has no cards in his or her hand. Use this ability only during your turn.
  • Note - This card was creature type "Wizard" until Oracle 2007/10/01, when it became "Human Wizard".

111. Zuran Spellcaster

Summon Wizard 1/1 2U (3) Ice Age (Common)
{T}: Zuran Spellcaster deals 1 damage to target creature or player.
  • Note - This card was of creature type "Wizard" and not "Human Wizard" until Oracle 2006/07/14.

112. Zur's Weirding

Enchantment 3U (4) Ice Age (Rare)
All players play with the cards in their hands face up on the table. Whenever any player draws a card, any other player may pay 2 life to force the drawing player to discard that card. Effects that prevent or redirect damage cannot be used to counter this loss of life.
  • This is continuous replacement effect that modifies a draw. [D'Angelo 1999/05/01]
  • If a spell or ability causes more than one card to be drawn, draw the cards one at a time and deal with this replacement before drawing the next card. [8E FAQ 2003/07/28]
  • If someone pays the cost, then the card was never drawn or discarded. It just gets put into the graveyard directly from the library. [8E FAQ 2003/07/28] Gaea's Blessing can trigger from this. [D'Angelo 2000/07/24]

113. Aurochs

Summon Aurochs 2/3 3G (4) Ice Age (Common)
Trample
When attacking, Aurochs gets +1/+0 for each other Aurochs that attacks.
  • The bonus is not applied until after you check for attack legality, so it is a 2/3 creature when declaring attackers. [DeLaney 2000/03/02]
  • Yes, this is supposed to be of creature type Aurochs and it is supposed to get the bonus for other creatures of its type. [Barclay 2001/06/22]
  • Other creatures of type Aurochs are: Aurochs Herd, Bull Aurochs, and Rimehorn Aurochs. [D'Angelo 2006/08/01]
  • Note - Also see Trample, Rule 502.9.

114. Balduvian Bears

Summon Bears 2/2 1G (2) Ice Age (Common)

115. Blizzard

Enchantment GG (2) Ice Age (Rare)
Cumulative Upkeep: {2}
You cannot cast Blizzard if you control no snow-covered lands.
Creatures with flying do not untap during their controller's untap phase.

116. Brown Ouphe

Summon Ouphe 1/1 G (1) Ice Age (Common)
{1}{G}, {T}: Counter target artifact ability requiring an activation cost. Play this ability as an interrupt.
  • Attacking is not an activation and cannot be countered. [D'Angelo 1995/07/24]

117. Chub Toad

Summon Toad 1/1 2G (3) Ice Age (Common)
Chub Toad gets +2/+2 until end of turn when blocking or blocked.
  • Note - This card was of creature type "Toad" until Oracle 2007/09/01 when it became "Frog".

118. Dire Wolves

Summon Wolves 2/2 2G (3) Ice Age (Common)
Gains banding if you control any plains.

119. Earthlore

Enchant Land G (1) Ice Age (Common)
When Earthlore comes into play, choose target land you control.
{0}: Tap land Earthlore enchants to give target blocking creature +1/+2 until end of turn.
  • It is destroyed if you lose control of the enchanted land. [WotC Rules Team 1995/06/15]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Land" until Oracle 2005/08/01.

120. Elder Druid

Summon Cleric 2/2 3G (4) Ice Age (Rare)
{3}{G}, {T}: Tap or untap target artifact, creature, or land.
  • The decision of whether to tap or untap is made on resolution. [D'Angelo 1999/05/01]
  • The type of target gives free range of lands, creatures, and artifacts. You do not lock in on one type as a casting decision. [D'Angelo 1995/10/04]
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Elf Cleric Druid".

121. Essence Filter

Sorcery 1GG (3) Ice Age (Common)
Destroy all enchantments or destroy all non-white enchantments.

122. Fanatical Fever

Instant 2GG (4) Ice Age (Uncommon)
Target creature gains trample and gets +3/+0 until end of turn.

123. Folk of the Pines

Summon Dryads 2/5 4G (5) Ice Age (Common)
{1}{G}: +1/+0 until end of turn

124. Forbidden Lore

Enchant Land 2G (3) Ice Age (Rare)
When Forbidden Lore comes into play, choose target land.
{0}: Tap land Forbidden Lore enchants to give target creature +2/+1 until end of turn.

125. Forgotten Lore

Sorcery G (1) Ice Age (Uncommon)
Target opponent chooses target card from your graveyard. You may pay {G} to have that opponent choose a new target that he or she has not already chosen. Put the last target card in your hand.
  • It targets the opponent. But it didn't until errata on 2007/02/01. [D'Angelo 2007/02/04]
  • The opponent chooses a card during resolution and you get the option to pay {G} at that time. If you do, they must change this choice. [D'Angelo 2003/07/23]
  • You can keep paying until you're happy with the card choice or run out of green mana. [Aahz 1995/06/08]

126. Foxfire

Instant 2G (3) Ice Age (Common)
Untap target attacking creature. That creature neither receives nor deals damage in combat this turn. Draw a card at the beginning of the next turn's upkeep.

127. Freyalise Supplicant

Summon Cleric 1/1 1G (2) Ice Age (Uncommon)
{T}: Sacrifice a red or white creature to have Freyalise Supplicant deal an amount of damage equal to half the creature's power, rounded down, to target creature or player.
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric".

128. Freyalise's Charm

Enchantment GG (2) Ice Age (Uncommon)
{G}{G}: When any opponent successfully casts a black spell, draw a card. Use this ability only once each time a black spell is cast.
{G}{G}: Return Freyalise's Charm to owner's hand.

129. Freyalise's Winds

Enchantment 2GG (4) Ice Age (Rare)
Whenever a permanent becomes tapped, put a wind counter on it. Permanents with any wind counters on them do not untap during their controller's untap phase; instead, remove all wind counters from those permanents.
  • If this card leaves play, the wind counters remain but no longer have any effect. They have an effect again if another copy of this card enters play. [D'Angelo 2008/10/01]

130. Fyndhorn Brownie

Summon Brownie 1/1 2G (3) Ice Age (Common)
{2}{G}, {T}: Untap target creature.
  • Note - This card was creature type "Brownie" until Oracle 2007/10/01, when it became "Ouphe".

131. Fyndhorn Elder

Summon Elf 1/1 2G (3) Ice Age (Uncommon)
{T}: Add {G}{G} to your mana pool. Play this ability as an interrupt.
  • Note - This card was creature type "Elf" until Oracle 2007/10/01, when it became "Elf Druid".

132. Fyndhorn Elves

Summon Elves 1/1 G (1) Ice Age (Common)
{T}: Add {G} to your mana pool. Play this ability as an interrupt.
  • Note - This card was of creature type "Elf" until Oracle 2007/09/01 when it became "Elf Druid".

133. Fyndhorn Pollen

Enchantment 2G (3) Ice Age (Rare)
Cumulative Upkeep: {1}
All creatures get -1/-0.
{1}{G}: All creatures get -1/-0 until end of turn.

134. Giant Growth

Instant G (1) Ice Age (Common)
Target creature gets +3/+3 until end of turn.

135. Gorilla Pack

Summon Gorilla Pack 3/3 2G (3) Ice Age (Common)
Gorilla Pack cannot attack if defending player controls no forests. Bury Gorilla Pack if you control no forests.
  • Note - This card was of creature type "Gorilla Pack" and is now of creature type "Ape". [Oracle 2000/02/01]

136. Hot Springs

Enchant Land 1G (2) Ice Age (Rare)
When Hot Springs comes into play, choose target land you control.
{0}: Tap land Hot Springs enchants to prevent 1 damage to any creature or player.
  • It is destroyed if you lose control of the enchanted land. [WotC Rules Team 1995/06/15]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Land" until Oracle 2005/08/01.

137. Hurricane

Sorcery XG (1) Ice Age (Uncommon)
Hurricane deals X damage to each creature with flying and each player.
  • This is not a targeted spell, and so it may be cast when there are no creatures in play. [bethmo 1994/06/01]
  • Whether or not a creature is Flying is only checked on resolution. [D'Angelo 1995/10/05]
  • Note - Also see X Costs, Rule G24.1.

138. Johtull Wurm

Summon Wurm 6/6 5G (6) Ice Age (Uncommon)
For each blocking creature assigned to Johtull Worm beyond the first, Johtull Worm gets -2/-1 until end of turn.

139. Juniper Order Druid

Summon Cleric 1/1 2G (3) Ice Age (Common)
{T}: Untap target land. Play this ability as an interrupt.
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Human Cleric Druid".

140. Lhurgoyf

Summon Lhurgoyf X/X+1 2GG (4) Ice Age (Rare)
Lhurgoyf has power equal to the total number of creatures in all graveyards, and toughness equal to 1 plus the total number of creatures in all graveyards.
  • A "creature card" is a Creature card or Artifact Creature card. [D'Angelo 1999/05/01] Older cards of type Summon are also Creature cards.

141. Lure

Enchant Creature 1GG (3) Ice Age (Uncommon)
All creatures able to block target creature must do so. Lure does not prevent a creature from blocking more than one creature if blocker has that ability. If blocker is forced to block more creatures than it is allowed to, defender chooses which of these creatures to block, but must block as many creatures as allowed.
  • Lure does not give a creature the ability to block the Lured creature, it just forces those creatures which are already able to block the Lured creature to do so. [D'Angelo 1994/06/01]
  • Opponent does not have to power special effects in an attempt to make all creatures block the Lured creature. For example, you do not need to power a Goblin Balloon Brigade to block a flying creature with Lure, but if you do power it, the Brigade must block. [bethmo 1994/08/01] More specifically, even a cost of zero mana is an optional cost you can choose not to pay. [WotC Rules Team 2000/02/16]
  • If a Lured creature is in a band, only blockers able to block the Lured creature are affected by the Lure. [bethmo 1994/10/01]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.

142. Maddening Wind

Enchant Creature 2G (3) Ice Age (Uncommon)
Cumulative Upkeep: {G}
During target creature's controller's upkeep, Maddening Wind deals 2 damage to that player.

143. Nature's Lore

Sorcery 1G (2) Ice Age (Uncommon)
Search your library for any forest and put it directly into play. This does not count towards your one land per turn limit. Reshuffle your library afterwards.
  • Basic forests and lands that say "counts as a Forest" can be drawn. [Duelist Magazine #7, Page 8]
  • Can get a Snow-Covered Forest out. [Duelist Magazine #6, Page 132]
  • You do not have to find a forest card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

144. Pale Bears

Summon Bears 2/2 2G (3) Ice Age (Rare)
Islandwalk

145. Pygmy Allosaurus

Summon Dinosaur 2/2 2G (3) Ice Age (Rare)
Swampwalk

146. Pyknite

Summon Pyknite 1/1 2G (3) Ice Age (Common)
Draw a card at the beginning of the upkeep of the turn after Pyknite comes into play.
  • You draw a card next upkeep when playing a Clone or Vesuvan Doppelganger of this card. [Duelist Magazine #6, Page 132] You do not draw one when changing the Doppelganger form to a Pyknite. [Aahz 1995/06/13]
  • Note - This card was creature type "Pyknite" until Oracle 2007/10/01, when it became "Ouphe".

147. Regeneration

Enchant Creature 1G (2) Ice Age (Common)
When Regeneration comes into play, choose target creature.
{G}: Regenerate creature Regeneration enchants.

148. Rime Dryad

Summon Dryad 1/2 G (1) Ice Age (Common)
Snow-covered forestwalk

149. Ritual of Subdual

Enchantment 4GG (6) Ice Age (Rare)
Cumulative Upkeep: {2}
All mana producing lands produce colorless mana instead of their normal mana.
  • All affected lands produce colorless mana and the amount generated is not affected. [Duelist Magazine #6, Page 131]
  • Will remove restrictions on how mana generated by the land is used. [Duelist Magazine #6, Page 131] For example, the 3 mana from a Mishra's Workshop still is not limited any more.
  • The ability generates a replacement effect (see Rule 419). [DeLaney 1998/11/03]
  • Note - Also see Cumulative Upkeep, Rule 502.13.

150. Scaled Wurm

Summon Wurm 7/6 7G (8) Ice Age (Common)

151. Shambling Strider

Summon Strider 5/5 4GG (6) Ice Age (Common)
{R}{G}: +1/-1 until end of turn
  • Note - This card was of creature type "Strider" until Oracle 2007/09/01 when it became "Yeti".

152. Snowblind

Enchant Creature 3G (4) Ice Age (Rare)
Target creature gets -*/-*. When that creature attacks, * is equal to the number of snow-covered lands defending player controls. At other times, * is equal to the number of snow-covered lands its controller controls. If this reduces the creature's toughness to less than 1, the creature's toughness is 1.

153. Stampede

Instant 1GG (3) Ice Age (Rare)
All attacking creatures gain trample and get +1/+0 until end of turn.

154. Stunted Growth

Sorcery 3GG (5) Ice Age (Rare)
Target player chooses three cards from his or her hand and puts them on top of his or her library in any order. If that player does not have enough cards in hand, his or her entire hand is put on top of his or her library in any order.
  • This is not a discard effect and will not trigger Psychic Purge. [D'Angelo 1995/10/06]

155. Tarpan

Summon Tarpan 1/1 G (1) Ice Age (Common)
If Tarpan is put into the graveyard from play, gain 1 life.
  • Note - This card was creature type "Tarpan" until Oracle 2007/10/01, when it became "Horse".

156. Thermokarst

Sorcery 1GG (3) Ice Age (Uncommon)
Destroy target land. If that land is a snow-covered land, gain 1 life.

157. Thoughtleech

Enchantment GG (2) Ice Age (Uncommon)
Whenever an island controlled by target opponent becomes tapped, gain 1 life.

158. Tinder Wall

Summon Wall 0/3 G (1) Ice Age (Common)
{0}: Sacrifice Tinder Wall to add {R}{R} to your mana pool. Play this ability as an interrupt.
{R}: Sacrifice Tinder Wall to have it deal 2 damage to target creature it blocks.

159. Touch of Vitae

Instant 2G (3) Ice Age (Uncommon)
Target creature may untap one additional time this turn. That creature may attack or use abilities that require {T} as part of the activation cost this turn. Draw a card at the beginning of the next turn's upkeep.
  • The creature's controller (and not necessarily the caster of this spell) decides whether and when to untap the creature that turn. [Duelist Magazine #7, Page 99]
  • Note - Also see Haste, Rule 502.5.
  • Note - Before the errata, it said to draw a card at the beginning of the next upkeep, but it should be played by the new wording.

160. Trailblazer

Instant 2GG (4) Ice Age (Rare)
Target creature cannot be blocked this turn.

161. Venomous Breath

Instant 3G (4) Ice Age (Uncommon)
At end of combat, destroy all creatures blocking or blocked by target creature this turn.
  • It affects creatures that had blocked the target when this spell resolves, even if they are no longer blocking the creature. [D'Angelo 1999/12/11]

162. Wall of Pine Needles

Summon Wall 3/3 3G (4) Ice Age (Uncommon)
{G}: Regenerate

163. Whiteout

Instant 1G (2) Ice Age (Uncommon)
All creatures with flying lose flying until end of turn. If Whiteout is in your graveyard, you may sacrifice a snow-covered land to return Whiteout to your hand.

164. Wiitigo

Summon Wiitigo 0/0 3GGG (6) Ice Age (Rare)
When Wiitigo comes into play, put six +1/+1 counters on it.
During your upkeep, put a +1/+1 counter on Wiitigo if it has blocked or been blocked since your last upkeep. Otherwise, remove a +1/+1 counter from Wiitigo. Ignore this effect if there are no counters left on Wiitigo.
  • Any +1/+1 counter from any source can be used with his ability. [D'Angelo 1997/11/25]
  • Note - This card was creature type "Wiitigo" until Oracle 2007/10/01, when it became "Yeti".

165. Wild Growth

Enchant Land G (1) Ice Age (Common)
Wild Growth adds {G} to your mana pool whenever target land is tapped for mana.
  • The additional mana is not an ability of the land and is not something the land can produce for purposes of Fellwar Stone, Reflecting Pool, and similar cards. [DeLaney 1999/07/21]
  • The additional {G} is not a valid choice for Mana Flare and similar cards. This mana is produced by a triggered ability. [DeLaney 1999/08/10]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Land" until Oracle 2005/08/01.

166. Woolly Mammoths

Summon Mammoths 3/2 1GG (3) Ice Age (Common)
Gains trample as long as you control any snow-covered lands.

167. Woolly Spider

Summon Spider 2/3 1GG (3) Ice Age (Common)
Can block creatures with flying.
If Woolly Spider is assigned to block a creature with flying, Woolly Spider gets +0/+2 until end of turn.

168. Yavimaya Gnats

Summon Insects 0/1 2G (3) Ice Age (Uncommon)
Flying
{G}: Regenerate

169. Aggression

Enchant Creature 2R (3) Ice Age (Uncommon)
Target non-wall creature gains first strike and trample. At the end of its controller's turn, destroy that creature if it did not attack that turn.

170. Anarchy

Sorcery 2RR (4) Ice Age (Uncommon)
Destroy all white permanents.

171. Avalanche

Sorcery X2RR (4) Ice Age (Uncommon)
Destroy X target snow-covered lands.

172. Balduvian Barbarians

Summon Barbarians 3/2 1RR (3) Ice Age (Common)
  • Note - Prior to Ninth Edition and Oracle 2005/08/01, this card was of creature type Barbarian and not Human Barbarian.

173. Balduvian Hydra

Summon Hydra 0/1 XRR (2) Ice Age (Rare)
When Balduvian Hydra comes into play, put X +1/+0 counters on it.
{0}: Remove a +1/+0 counter from Balduvian Hydra to prevent 1 damage to Balduvian Hydra.
{R}{R}{R}: Put a +1/+0 counter on Balduvian Hydra. Use this ability only during your upkeep.

174. Barbarian Guides

Summon Barbarians 1/2 2R (3) Ice Age (Common)
{2}{R}, {T}: Target creature you control gains a snow-covered landwalk ability of your choice until end of turn. At end of turn, return that creature to its owner's hand.
  • Can give Snow landwalk for basic or non-basic types, but it must be for a specific type. Examples include, Mountainwalk, Maze of Ith-Walk, and Tolaria-Walk. Entire classes of landwalk are not supported. [Duelist Magazine #7, Page 99] Legendary Landwalk, black Landwalk, and so on are not usable.
  • Note - Also see Landwalk, Rule 502.6.
  • Note - Also see Snow, Rule G19.13.
  • Note - This card was creature type "Barbarian" until Oracle 2007/10/01, when it became "Human Barbarian".

175. Battle Frenzy

Instant 2R (3) Ice Age (Common)
All green creatures you control get +1/+1 until end of turn. All non-green creatures you control get +1/+0 until end of turn.

176. Bone Shaman

Summon Giant 3/3 2RR (4) Ice Age (Common)
{B}: Any creature damaged by Bone Shaman this turn cannot regenerate until end of turn.
  • Note - This card was creature type "Giant" until Oracle 2007/10/01, when it became "Giant Shaman".

177. Brand of Ill Omen

Enchant Creature 3R (4) Ice Age (Rare)
Cumulative Upkeep: {R}
Target creature's controller cannot cast summon spells.

178. Chaos Lord

Summon Lord 7/7 4RRR (7) Ice Age (Rare)
First strike
Chaos Lord can attack the first turn it comes into play on a side, except the turn it first comes into play. During your upkeep, count the number of permanents. If that number is even, target opponent gains control of Chaos Lord.
  • The Lord's changing of controllers is a new effect each upkeep so it will take precedence over any other control effects. This means that using Control Magic on a Chaos Lord won't guarantee that you keep it. [WotC Rules Team 1995/07/19]
  • Note - Also see First Strike, Rule 502.2.
  • Note - Also see Haste, Rule 502.5.
  • Note - This card was creature type "Lord" until Oracle 2007/10/01, when it became "Human".

179. Chaos Moon

Enchantment 3R (4) Ice Age (Rare)
During each player's upkeep, count the number of permanents. If that number is odd, all red creatures get +1/+1 and mountains produce an additional {R} when tapped for mana until end of turn. If the number is even, all red creatures get -1/-1 and mountains produce colorless mana instead of their normal mana until end of turn.
  • It checks at the beginning of each player's upkeep, not just your own. [D'Angelo 2006/05/13]

180. Conquer

Enchant Land 3RR (5) Ice Age (Uncommon)
Gain control of target land.

181. Curse of Marit Lage

Enchantment 3RR (5) Ice Age (Rare)
When Curse of Marit Lage comes into play, tap all islands. Islands do not untap during their controller's untap phase.

182. Dwarven Armory

Enchantment 2RR (4) Ice Age (Rare)
{2}: Sacrifice a land to put a +2/+2 counter on target creature. Use this ability only during upkeep.
  • Can be used during your opponent's upkeep as well as your own. [Duelist Magazine #7, Page 100] The upkeep restriction is there to avoid its use during combat.

183. Errantry

Enchant Creature 1R (2) Ice Age (Common)
Target creature gets +3/+0. If that creature attacks, no other creatures can attack this turn.

184. Flame Spirit

Summon Spirit 2/3 4R (5) Ice Age (Uncommon)
{R}: +1/+0 until end of turn
  • Note - This card was creature type "Spirit" until Oracle 2007/10/01, when it became "Elemental Spirit".

185. Flare

Instant 2R (3) Ice Age (Common)
Flare deals 1 damage to target creature or player. Draw a card at the beginning of the next turn's upkeep.

186. Game of Chaos

Sorcery RRR (3) Ice Age (Rare)
Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, you gain 1 life and that opponent loses 1 life. Otherwise, you lose 1 life and the opponent gains 1 life. Effects that prevent or redirect damage cannot be used to counter this loss of life. The winner of each round decides whether to continue. Double the stakes in life each round.
  • To "double the stakes" means to double the amount of life lost or gained. [D'Angelo 1999/01/18]

187. Glacial Crevasses

Enchantment 2R (3) Ice Age (Rare)
{0}: Sacrifice a snow-covered mountain. No creatures deal damage in combat this turn.

188. Goblin Mutant

Summon Goblin 5/3 2RR (4) Ice Age (Uncommon)
Trample
Cannot attack if defending player controls an untapped creature with power greater than 2.
Cannot be assigned to block any creature with power greater than 2.

189. Goblin Sappers

Summon Goblins 1/1 1R (2) Ice Age (Common)
{R}{R}, {T}: Target creature you control cannot be blocked this turn. At end of combat, destroy that creature and Goblin Sappers.
{R}{R}{R}{R}, {T}: Target creature you control cannot be blocked this turn. At end of combat, destroy that creature.
  • If there is no attack declared this turn or the ability is used after the attack, the creature is destroyed at the end of the next combat that takes place. [Oracle Update 1998/11/11]

190. Goblin Ski Patrol

Summon Goblins 1/1 1R (2) Ice Age (Common)
{1}{R}: Flying and +2/+0. At end of turn, bury Goblin Ski Patrol. Use this ability only once and only if you control any snow-covered mountains.

191. Goblin Snowman

Summon Goblins 1/1 3R (4) Ice Age (Uncommon)
When blocking, Goblin Snowman neither deals nor receives damage in combat.
{T}: Goblin Snowman deals 1 damage to target creature it blocks.

192. Grizzled Wolverine

Summon Wolverine 2/2 1RR (3) Ice Age (Common)
{R}: +2/+0 until end of turn. Use this ability only when a creature is assigned to block Grizzled Wolverine and only once each turn.
  • It can only get +2/+0 even if more than one creature blocks it. [D'Angelo 1998/02/03]

193. Imposing Visage

Enchant Creature R (1) Ice Age (Common)
Target creature cannot be blocked by only one creature.

194. Incinerate

Instant 1R (2) Ice Age (Common)
Incinerate deals 3 damage to target creature or player. No creature damaged by Incinerate can regenerate this turn.

195. Jokulhaups

Sorcery 4RR (6) Ice Age (Rare)
Bury all artifacts, creatures, and lands.

196. Karplusan Giant

Summon Giant 3/3 6R (7) Ice Age (Uncommon)
{0}: Tap target snow-covered land you control to give Karplusan Giant +1/+1 until end of turn.

197. Karplusan Yeti

Summon Yeti 3/3 3RR (5) Ice Age (Rare)
{T}: Karplusan Yeti deals an amount of damage equal to its power to target creature. That creature deals an amount of damage equal to its power to Karplusan Yeti.

198. Lava Burst

Sorcery XR (1) Ice Age (Common)
Lava Burst deals X damage to target creature or player. Effects that prevent or redirect damage cannot be used to protect that creature.
  • Lava Burst does not prevent a regeneration spell or ability from removing the damage after it is dealt. [Oracle 1998/07/01]
  • Note - Also see X Costs, Rule G24.1.

199. Márton Stromgald

Summon Legend 1/1 2RR (4) Ice Age (Rare)
If Marton Stromgald attacks, all other attacking creatures get +*/+* until end of turn, where * is equal to the number of other attacking creatures. If Marton blocks, all other blocking creatures get +*/+* until end of turn, where * is equal to the number of other blocking creatures.

200. Melee

Instant 4R (5) Ice Age (Uncommon)
Cast only on your turn during combat before defense is chosen. Choose how attacking creatures you control are blocked; all defense must be legal. After declaring blocking, untap any unblocked attacking creature. Treat those creatures as though they had not attacked.

201. Melting

Enchantment 3R (4) Ice Age (Uncommon)
All snow-covered lands become non-snow-covered lands of the same type.

202. Meteor Shower

Sorcery XXR (2) Ice Age (Common)
Meteor Shower deals X+1 damage divided any way you choose among any number of target creatures and/or players.
  • The "RXX" mana cost is not a misprint. It means to spend one red plus two times X of any color to cast the spell. Choose X based on how much damage you want to do. [Duelist Magazine #7, Page 8]
  • Cannot choose to do fractional or zero damage to a target. [WotC Rules Team 1995/07/19]
  • You cannot choose zero targets. You must choose between 1 and X+1 targets. [DeLaney 2003/05/19]
  • Note - Also see X Costs, Rule G24.1.

203. Mountain Goat

Summon Goat 1/1 R (1) Ice Age (Common)
Mountainwalk

204. Mudslide

Enchantment 2R (3) Ice Age (Rare)
Creatures without flying do not untap during their controller's untap phase. At the end of his or her upkeep, each player may pay an additional {2} per creature to untap a creature without flying he or she controls.

205. Orcish Cannoneers

Summon Orcs 1/3 1RR (3) Ice Age (Uncommon)
{T}: Orcish Cannoneers deals 2 damage to target creature or player and 3 damage to you.
  • Note - This card was creature type "Orc" until Oracle 2008/01/01, when it became "Orc Warrior".

206. Orcish Conscripts

Summon Orcs 2/2 R (1) Ice Age (Common)
Cannot be declared as attacking unless at least two other creatures are also declared as attacking. Cannot be assigned to block unless at least two other creatures are also assigned to block.

207. Orcish Farmer

Summon Orc 2/2 1RR (3) Ice Age (Common)
{T}: Target land becomes a swamp until its controller's next untap phase.

208. Orcish Healer

Summon Cleric 1/1 RR (2) Ice Age (Uncommon)
{R}{R}, {T}: Target creature cannot regenerate this turn.
{R}{B}{B}, {T}: Regenerate target black or green creature.
{R}{G}{G}, {T}: Regenerate target black or green creature.
  • Note - This card was of creature type "Cleric" and not "Orc Cleric" until Oracle 2006/07/14.

209. Orcish Librarian

Summon Orc 1/1 1R (2) Ice Age (Rare)
{R}, {T}: Take the top eight cards of your library; remove four of them at random from the game. Put the remaining four on top of your library in any order.
  • You do get to look at the remaining 4 cards before deciding which order to put them back in. [Duelist Magazine #7, Page 99]

210. Orcish Lumberjack

Summon Orc 1/1 R (1) Ice Age (Common)
{T}: Sacrifice a forest to add three mana in any combination of red and/or green to your mana pool. Play this ability as an interrupt.

211. Orcish Squatters

Summon Orcs 2/3 4R (5) Ice Age (Rare)
If Orcish Squatters attacks and is not blocked, you may gain control of target land controlled by defending player. If you do so, Orcish Squatters deals no damage in combat this turn. Lose control of that land if Orcish Squatters leaves play or if you lose control of Orcish Squatters.
  • The ability triggers on the declaration of blockers (see Rule 309) if no blockers are declared for it. [D'Angelo 2000/03/03]

212. Panic

Instant R (1) Ice Age (Common)
Target creature cannot block this turn. Cast only during combat before defense is chosen. Draw a card at the beginning of the next turn's upkeep.

213. Pyroblast

Interrupt R (1) Ice Age (Common)
Counter target spell if it is blue or destroy target permanent if it is blue.
  • You can target any spell or permanent, it need not be blue. It just does not do anything unless the color matches. [D'Angelo 1995/06/09]
  • You can use Sleight of Mind after announcing this spell to change the color word and make it do something on resolution. [D'Angelo 1995/06/09]
  • The decision to counter a spell or destroy a permanent is a decision made on announcement before a target of the proper type is selected. If the spell is redirected, this mode cannot be changed, so only targets of the selected type are valid. [WotC Rules Team 1995/09/22] See Rule G13.13 on Modal spells.
  • Note - Also see Modal Spells and Abilities, Rule G13.13.
  • Note - This card was of type Interrupt and is now of type Instant. [Oracle 2000/02/01]

214. Pyroclasm

Sorcery 1R (2) Ice Age (Uncommon)
Pyroclasm deals 2 damage to each creature.

215. Sabretooth Tiger

Summon Tiger 2/1 2R (3) Ice Age (Common)
First strike

216. Shatter

Instant 1R (2) Ice Age (Common)
Destroy target artifact.
  • Regenerating artifacts can regenerate from this. [D'Angelo 1998/02/03]

217. Stone Rain

Sorcery 2R (3) Ice Age (Common)
Destroy target land.

218. Stone Spirit

Summon Spirit 4/3 4R (5) Ice Age (Uncommon)
Cannot be blocked by creatures with flying.
  • It can be blocked by a creature with Reach. [Future Sight FAQ 2007/05/01]
  • Note - This card was creature type "Spirit" until Oracle 2007/10/01, when it became "Elemental Spirit".

219. Stonehands

Enchant Creature 2R (3) Ice Age (Common)
Target creature gets +0/+2.
{R}: Creature Stonehands enchants gets +1/+0 until end of turn.

220. Tor Giant

Summon Giant 3/3 3R (4) Ice Age (Common)

221. Total War

Enchantment 3R (4) Ice Age (Rare)
Whenever any player declares an attack, destroy all untapped non-wall creatures that player controls that don't attack. Do not destroy creatures the player did not control at the beginning of the turn.
  • Destroys creatures as a triggered ability on the declaration of attackers. [D'Angelo 2000/03/09]

222. Vertigo

Instant R (1) Ice Age (Uncommon)
Vertigo deals 2 damage to target creature with flying; that creature loses flying until end of turn.

223. Wall of Lava

Summon Wall 1/3 1RR (3) Ice Age (Uncommon)
{R}: +1/+1 until end of turn

224. Word of Blasting

Instant 1R (2) Ice Age (Uncommon)
Bury target wall. Word of Blasting deals an amount of damage equal to that wall's casting cost to the wall's controller.

225. Adarkar Unicorn

Summon Unicorn 2/2 1WW (3) Ice Age (Common)
{T}: Add either {U} or {U} and one colorless mana to your mana pool. This mana is usable only for cumulative upkeep. Play this ability as an interrupt.

226. Arctic Foxes

Summon Foxes 1/1 1W (2) Ice Age (Common)
If defending player controls any snow-covered lands, no creature with power greater than 1 may be assigned to block Arctic Foxes.

227. Arenson's Aura

Enchantment 2W (3) Ice Age (Common)
{W}: Sacrifice an enchantment to destroy target enchantment.
{3}{U}{U}: Counter target enchantment.
  • Counters an enchantment spell as it is being played from someone's hand. It does not counter the effect of an enchantment. [Aahz 1995/06/13]

228. Armor of Faith

Enchant Creature W (1) Ice Age (Common)
Target creature gets +1/+1.
{W}: Creature Armor of Faith enchants gets +0/+1 until end of turn.

229. Battle Cry

Instant 2W (3) Ice Age (Uncommon)
Untap all white creatures you control. Any creature that blocks this turn gets +0/+1 until end of turn.

230. Black Scarab

Enchant Creature W (1) Ice Age (Uncommon)
Target creature gets +2/+2 as long as any opponent controls any black cards. That creature cannot be blocked by black creatures.

231. Blessed Wine

Instant 1W (2) Ice Age (Common)
Gain 1 life. Draw a card at the beginning of the next turn's upkeep.

232. Blinking Spirit

Summon Blinking Spirit 2/2 3W (4) Ice Age (Rare)
{0}: Return Blinking Spirit to owner's hand.
  • Note - This card was of creature type Blinking Spirit and is now of creature type Spirit. [Oracle 2000/02/01]

233. Blue Scarab

Enchant Creature W (1) Ice Age (Uncommon)
Target creature gets +2/+2 as long as any opponent controls any blue cards. That creature cannot be blocked by blue creatures.

234. Call to Arms

Enchantment 1W (2) Ice Age (Rare)
Choose a color. As long as target opponent controls more cards of that color than any other color, all white creatures get +1/+1. If at any time that opponent does not control more cards of that color than any other color, bury Call to Arms.
  • You cannot choose "colorless" as a color. [Aahz 1995/06/08]
  • Only sacrificed if opponent controls less or exactly the same number of cards of the chosen color than of any other single color. Thus, if you chose red and they had 5 red cards, 4 blue ones, and 3 white ones, it would not be sacrificed. [WotC Rules Team 1995/07/19]
  • Only counts cards in play. [Duelist Magazine #10, Page 44]
  • Colorless cards are effectively ignored by this card's ability. [D'Angelo 1997/06/23]

235. Caribou Range

Enchant Land 2WW (4) Ice Age (Rare)
When Caribou Range comes into play, choose target land you control.
{W}{W}: Tap land Caribou Range enchants to put a Caribou token into play. Treat this token as a 0/1 white creature.
{0}: Sacrifice a Caribou token to gain 1 life.

236. Circle of Protection: Black

Enchantment 1W (2) Ice Age (Common)
{1}: Prevent all damage against you from one black source. If a source deals damage to you more than once in a turn, you may pay {1} each time to prevent the damage.
  • Can be used even when there is no damage to prevent. It prevents the next damage (if any) from the source this turn. [D'Angelo 1999/05/01]
  • A source is a permanent (a land, creature, artifact, or enchantment) or a spell. [D'Angelo 1999/05/01]
  • Can be used multiple times each turn for damage from the same source or for damage from different sources. [D'Angelo 1997/10/10]
  • Note - Was not in the Alpha printing of the Limited Edition.

237. Circle of Protection: Blue

Enchantment 1W (2) Ice Age (Common)
{1}: Prevent all damage against you from one blue source. If a source deals damage to you more than once in a turn, you may pay {1} each time to prevent the damage.

238. Circle of Protection: Green

Enchantment 1W (2) Ice Age (Common)
{1}: Prevent all damage against you from one green source. If a source deals damage to you more than once in a turn, you may pay {1} each time to prevent the damage.

239. Circle of Protection: Red

Enchantment 1W (2) Ice Age (Common)
{1}: Prevent all damage against you from one red source. If a source deals damage to you more than once in a turn, you may pay {1} each time to prevent the damage.

240. Circle of Protection: White

Enchantment 1W (2) Ice Age (Common)
{1}: Prevent all damage against you from one white source. If a source deals damage to you more than once in a turn, you may pay {1} each time to prevent the damage.

241. Cold Snap

Enchantment 2W (3) Ice Age (Uncommon)
Cumulative Upkeep: {2}
During each player's upkeep, Cold Snap deals 1 damage to that player for each snow-covered land he or she controls.

242. Cooperation

Enchant Creature 2W (3) Ice Age (Common)
Target creature gains banding.

243. Death Ward

Instant W (1) Ice Age (Common)
Regenerate target creature.

244. Disenchant

Instant 1W (2) Ice Age (Common)
Destroy target artifact or enchantment.
  • Artifact creatures can regenerate from destroy effects like this. [D'Angelo 1998/02/03]
  • This spell is not modal. If the target changes from an artifact to an enchantment or vice versa (as with Transmogrifying Licid), this spell still destroys it. [WotC Rules Team 1998/07/01]

245. Drought

Enchantment 2WW (4) Ice Age (Uncommon)
During your upkeep, pay {W}{W} or destroy Drought. Before a spell that requires {B} as part of its casting cost may be cast, or an ability that requires {B} as part of its activation cost may be played, the controller of that spell or ability sacrifices a swamp for each {B} in the spell's casting cost or the ability's activation cost.
  • You have to sacrifice a Swamp for each black mana in the activation cost. If you use Pestilence with BBBB, that's 4 activations with B each so you sacrifice 4 Swamps. [D'Angelo 1996/06/28]

246. Elvish Healer

Summon Cleric 1/2 2W (3) Ice Age (Common)
{T}: Prevent 1 damage to any non-green creature or any player or up to 2 damage to any green creature.
  • It checks the color of the creature on resolution of the ability. [D'Angelo 2000/03/09]
  • Note - This card was creature type "Cleric" until Oracle 2007/10/01, when it became "Elf Cleric".

247. Enduring Renewal

Enchantment 2WW (4) Ice Age (Rare)
Play with the cards in your hand face up on the table. If you draw a creature card from your library, discard it. Whenever a creature goes to your graveyard from play, put that creature into your hand.
  • Token creatures are removed from the game if they leave play, so this effect will not let you get them in your hand. [D'Angelo 1994/06/08]
  • The "draw a creature" ability is a replacement effect (see Rule 419). [D'Angelo 2000/03/09]
  • You can use Resurrection or Safe Haven to get creatures into play. [D'Angelo 1995/06/14] This is because the creatures come to your hand or into play in some way that is not considered a "draw". Enduring Renewal only affects creatures that are "drawn".
  • If you Animate Dead a creature and then the Animate is removed, the creature goes to your hand. [D'Angelo 1995/06/14]
  • If the creature is only a creature due to an effect, it still comes to your hand. [Duelist Magazine #7, Page 9] This includes Mishra's Factory, Titania's Song, and any other way to animate a card.
  • The triggered ability that returns the creature card to your hand fails to do so if the creature is no longer there when the ability resolves. [D'Angelo 2006/08/01]

248. Energy Storm

Enchantment 1W (2) Ice Age (Rare)
Cumulative Upkeep: {1}
Damage dealt by instants, interrupts, and sorceries is reduced to 0.
Creatures with flying do not untap during their controller's untap phase.

249. Formation

Instant 1W (2) Ice Age (Rare)
Target creature gains banding until end of turn. Draw a card at the beginning of the next turn's upkeep.

250. Fylgja

Enchant Creature W (3) Ice Age (Common)
When Fylgja comes into play, put four healing counters on it.
{0}: Remove a healing counter from Fylgja to prevent 1 damage to creature Fylgja enchants.
{2}{W}: Put a healing counter on Fylgja.
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.
  • Note - This card has the old white mana symbol on it instead of the new one introduced for Fourth Edition and Ice Age.

251. General Jarkeld

Summon Legend 1/2 3W (4) Ice Age (Rare)
{T}: Switch the blocking creatures of two target attacking creatures; all defense must remain legal. Use this ability only during combat after defense is chosen and before damage is dealt.
  • Does not undo any abilities which triggered due to the declaration of blockers. A creature which is switched away still has any triggered abilities resolve on it. [D'Angelo 2000/03/09]
  • The new blocker does not trigger any abilities which trigger on creatures becoming blockers, because the creatures were already blockers and the simple change of who is blocking does not trigger such abilities. [D'Angelo 2000/03/09]
  • Can target any two attacking creatures but only works if both of them have at least one blocker when it resolves and when you are done choosing new blockers. [Duelist Magazine #7, Page 99]
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when it became no type. Then with Oracle 2007/10/01 it became "Human Soldier".

252. Green Scarab

Enchant Creature W (1) Ice Age (Uncommon)
Target creature gets +2/+2 as long as any opponent controls any green cards. That creature cannot be blocked by green creatures.

253. Hallowed Ground

Enchantment 1W (2) Ice Age (Uncommon)
{W}{W}: Return target non-snow-covered land you control to owner's hand.

254. Heal

Instant W (1) Ice Age (Common)
Prevent 1 damage to any creature or player. Draw a card at the beginning of the next turn's upkeep.

255. Hipparion

Summon Hipparion 1/3 1W (2) Ice Age (Uncommon)
Cannot be assigned to block a creature with power 3 or greater unless you pay an additional {1}.
  • The cost is paid as blockers are declared. [D'Angelo 2007/02/04]
  • Note - This card was creature type "Hipparion" until Oracle 2007/10/01, when it became "Horse".

256. Justice

Enchantment 2WW (4) Ice Age (Uncommon)
During your upkeep, pay {W}{W} or destroy Justice.
Whenever a red creature or spell deals damage, Justice deals an equal amount of damage to the controller of that creature or spell. If another spell or effect reduces the amount of damage a red creature or spell deals, it does not reduce the amount of damage dealt by Justice.
  • The damage done by Justice is done as a triggered ability, which is added to the stack just after the red creature or spell deals its damage. [D'Angelo 2000/03/03]
  • Remember that Justice only works on red spell and creature sources. It does not do anything for non-creature permanents, so using Chaoslace on Justice will not cause an infinite loop. [Duelist Magazine #7, Page 9]
  • If a single source does damage to multiple targets at once, Justice will add up all the damage done and deal damage to the source's controller at one time (not multiple separate damagings). [Duelist Magazine #7, Page 100]

257. Kelsinko Ranger

Summon Ranger 1/1 W (1) Ice Age (Common)
{1}{W}: Target green creature gains first strike until end of turn.

258. Kjeldoran Elite Guard

Summon Soldier 2/2 3W (4) Ice Age (Uncommon)
{T}: Target creature gets +2/+2 until end of turn. If that creature leaves play this turn, bury Kjeldoran Elite Guard. Use this ability only when attack or defense is announced.
  • Can be assigned as a blocker and then have its ability used. [WotC Rules Team 1995/06/15]
  • Note - This card was of creature type "Soldier" and not "Human Soldier" until Oracle 2006/07/14.

259. Kjeldoran Guard

Summon Soldier 1/1 1W (2) Ice Age (Common)
{T}: Target creature gets +1/+1 until end of turn. If that creature leaves play this turn, bury Kjeldoran Guard. Use this ability only when attack or defense is announced and only if defending player controls no snow-covered lands.
  • Can be assigned as a blocker and then have its ability used. [WotC Rules Team 1995/06/15]
  • Note - Also see Snow, Rule G19.13.
  • Note - This card was creature type "Soldier" until Oracle 2007/10/01, when it became "Human Soldier".

260. Kjeldoran Knight

Summon Knight 1/1 WW (2) Ice Age (Rare)
Banding
{1}{W}: +1/+0 until end of turn
{W}{W}: +0/+2 until end of turn

261. Kjeldoran Phalanx

Summon Soldiers 2/5 5W (6) Ice Age (Rare)
Banding, first strike

262. Kjeldoran Royal Guard

Summon Soldiers 2/5 3WW (5) Ice Age (Rare)
{T}: Redirect to Kjeldoran Royal Guard all damage dealt to you from unblocked creatures this turn.
  • The effect only works as long as this card is in play. Once it leaves play, the effect can no longer redirect damage. [D'Angelo 1999/11/14]
  • Note - This card was of creature type "Soldier" until Tenth Edition and Oracle 2007/07/13 when it became "Human Soldier"

263. Kjeldoran Skycaptain

Summon Soldier 2/2 4W (5) Ice Age (Uncommon)
Banding, flying, first strike

264. Kjeldoran Skyknight

Summon Soldier 1/1 2W (3) Ice Age (Common)
Banding, flying, first strike

265. Kjeldoran Warrior

Summon Hero 1/1 W (1) Ice Age (Common)
Banding

266. Lightning Blow

Instant 1W (2) Ice Age (Rare)
Target creature gains first strike until end of turn. Draw a card at the beginning of the next turn's upkeep.

267. Lost Order of Jarkeld

Summon Knights X+1/X+1 2WW (4) Ice Age (Rare)
Lost Order of Jarkeld has power and toughness each equal to 1 plus the number of creatures target opponent controls.
  • Note - This card was creature type "Knight" until Oracle 2007/10/01, when it became "Human Knight".

268. Mercenaries

Summon Mercenaries 3/3 3W (4) Ice Age (Rare)
Whenever Mercenaries damages a player, that player may pay {3} to prevent that damage.
  • Note - This card was creature type "Mercenary" until Oracle 2007/10/01, when it became "Human Mercenary".

269. Order of the Sacred Torch

Summon Paladin 2/2 1WW (3) Ice Age (Rare)
{T}: Pay 1 life to destroy target black spell. Effects that prevent or redirect damage cannot be used to counter this loss of life. Play this ability as an interrupt.
  • Note - This card was creature type "Paladin" until Oracle 2007/10/01, when it became "Human Knight".

270. Order of the White Shield

Summon Knights 2/1 WW (2) Ice Age (Uncommon)
Protection from black
{W}: First strike until end of turn.
{W}{W}: +1/+0 until end of turn

271. Prismatic Ward

Enchant Creature 1W (2) Ice Age (Common)
When Prismatic Ward comes into play, choose a color; all damage dealt to target creature by sources of that color is reduced to 0.
  • Cannot choose colorless or artifact. [D'Angelo 1995/07/11]
  • Note - Also see Aura, Rule G1.30.
  • Note - This card was of type "Enchant Creature" until Oracle 2005/08/01.
  • Note - The Ice Age card has the old white mana symbol on it instead of the new one introduced for Fourth Edition and Ice Age. [D'Angelo 1995/07/01]

272. Rally

Instant WW (2) Ice Age (Common)
All blocking creatures get +1/+1 until end of turn.

273. Red Scarab

Enchant Creature W (1) Ice Age (Uncommon)
Target creature gets +2/+2 as long as any opponent controls any red cards. That creature cannot be blocked by red creatures.

274. Sacred Boon

Instant 1W (2) Ice Age (Uncommon)
Prevent up to 3 damage to target creature. At end of turn, put a +0/+1 counter on that creature for each 1 damage prevented by Sacred Boon.

275. Seraph

Summon Angel 4/4 6W (7) Ice Age (Rare)
Flying
At the end of a turn in which any creature is damaged by Seraph and put into the graveyard, put that creature directly into play under your control as though it were just summoned. If you lose control of Seraph or if Seraph leaves play, bury the creature.
  • You do not get the creature back if the creature is not still in the graveyard at the end of the turn. [Aahz 1995/06/10]
  • If the Seraph leaves play before the creature comes into play, then you simply get to keep the creature. [Aahz 1997/09/15] If, however, you just lost control of the Seraph and later get control of that same Seraph and lose control of it again at some time after you got the free creature, the creature will be sacrificed at that time because the Seraph remembers that it gave you that creature. [Aahz 1997/09/15]

276. Shield Bearer

Summon Soldier 0/3 1W (2) Ice Age (Common)
Banding

277. Snow Hound

Summon Dog 1/1 2W (3) Ice Age (Uncommon)
{1}, {T}: Return Snow Hound to owner's hand and target blue or green creature you control to owner's hand.
  • Note - This card was of creature type "Dog" but is now of creature type "Hound". [Oracle 2000/02/01]

278. Swords to Plowshares

Instant W (1) Ice Age (Uncommon)
Remove target creature from the game. That creature's controller gains life equal to its power.
  • The controller of the creature may decide to "pump up" the creature before it leaves in order to get more life out of the deal because the total power of the creature (including enchantments and such) is counted on resolution of this spell. [D'Angelo 1994/04/01]
  • If the creature has a negative power, the player does not lose life. It acts the same as if it had a power of zero. [Aahz 1994/06/01] See

279. Warning

Instant W (1) Ice Age (Common)
Target attacking creature deals no damage in combat this turn.

280. White Scarab

Enchant Creature W (1) Ice Age (Uncommon)
Target creature gets +2/+2 as long as any opponent controls any white cards. That creature cannot be blocked by white creatures.

281. Adarkar Sentinel

Artifact Creature 3/3 5 (5) Ice Age (Uncommon)
{1}: +0/+1 until end of turn
  • Note - This card had no creature type until Oracle 2007/10/01, when it became "Soldier".

282. Aegis of the Meek

Artifact 3 (3) Ice Age (Rare)
{1}, {T}: Target 1/1 creature gets +1/+2 until end of turn.

283. Amulet of Quoz

Artifact 6 (6) Ice Age (Rare)
Remove Amulet of Quoz from your deck before playing if you are not playing for ante.
{0}, {T}: Sacrifice Amulet of Quoz. Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, that opponent loses the game. Otherwise, you lose the game. Effects that prevent or redirect damage cannot be used to prevent this loss of life. Use this ability only during your upkeep. The opponent may ante an additional card to counter this effect.
  • Vintage tournaments (see Rule 801) have always banned this card.
  • Legacy tournaments (see Rule 802) have always banned this card.
  • Extended tournaments (see Rule 803) have always banned this card.
  • Standard (Type 2) tournaments (see Rule 804) have always banned this card.
  • Ice Age and Ice Age/Homelands/Alliances block format tournaments (see Rule 806.3) have always banned this card.

284. Arcum's Sleigh

Artifact 1 (1) Ice Age (Uncommon)
{2}, {T}: Attacking this turn does not cause target creature to tap. You cannot use this ability if defending player controls no snow-covered lands.

285. Arcum's Weathervane

Artifact 2 (2) Ice Age (Uncommon)
{2}, {T}: Target snow-covered land becomes a non-snow-covered land of the same type. Mark the changed land with a counter.
{2}, {T}: Target non-snow-covered basic land becomes a snow-covered land of the same type. Mark the changed land with a counter.
  • Gives the "Snow" or removes the "Snow" supertype from a land. [D'Angelo 2006/07/14] It is possible to have Snow non-basic lands. This card cannot give Snow to a non-basic land, however.
  • Note - Also see Snow, Rule G19.13.

286. Arcum's Whistle

Artifact 3 (3) Ice Age (Uncommon)
{3}, {T}: Target non-wall creature must attack. At end of turn, destroy that creature if it could not attack. Use this ability only during the creature's controller's turn before the attack. The creature's controller may counter this effect by paying X, where X is equal to the creature's casting cost. Arcum's Whistle does not affect creatures brought under their controller's control this turn.

287. Barbed Sextant

Artifact 1 (1) Ice Age (Common)
{1}, {T}: Sacrifice Barbed Sextant to add one mana of any color to your mana pool. Play this ability as an interrupt. Draw a card at the beginning of the next turn's upkeep.

288. Baton of Morale

Artifact 2 (2) Ice Age (Uncommon)
{2}: Target creature gains banding until end of turn.

289. Celestial Sword

Artifact 6 (6) Ice Age (Rare)
{3}, {T}: Target creature you control gets +3/+3 until end of turn. At end of turn, bury that creature.

290. Crown of the Ages

Artifact 2 (2) Ice Age (Rare)
{4}, {T}: Switch target enchantment from one creature to another; the enchantment's new target must be legal. The controller of the enchantment does not change. Treat the enchantment as though it were just cast on the new target.
  • Can move any enchantment on a creature to another valid creature target. Mostly this refers to enchant creature cards, but enchant artifact cards on an artifact creature or enchant land cards on a land creature could also be moved to legal targets. [D'Angelo 1995/06/23]
  • Only targets the enchantment and not either creature. [Aahz 1995/07/09] This is means it can move enchantments onto a creature which cannot normally be targeted by spells and abilities if the enchantment is legal on that target.
  • The enchantment's new target must be legal. [D'Angelo 1999/01/14]
  • Note - Also see Aura, Rule G1.30.
  • Note - Also see Moving Enchantments, Rule G13.22.

291. Despotic Scepter

Artifact 1 (1) Ice Age (Rare)
{T}: Bury target permanent you own.

292. Elkin Bottle

Artifact 3 (3) Ice Age (Rare)
{3}, {T}: Take the top card from your library and place it face up in front of you. You may play that card as though it were in your hand; if you do not play it by your next upkeep, remove it from the game.
  • You may play the card before the beginning of your next upkeep even if the Bottle leaves play. [D'Angelo 2008/07/01]
  • This is not considered to be drawing a card. [Aahz 1995/06/12]
  • The card is not part of your hand in any way. You cannot be forced to discard it due to a discard from hand effect. When you play it, it is played following rules as if it were being played from your hand (e.g. a sorcery is played as such and is not played as an instant). [Duelist Magazine #11, Page 56]
  • You cannot play a card from the Elkin Bottle onto an Ice Cauldron. [Duelist Magazine #11, Page 57] (See Ice Cauldron for more info)
  • Word of Command cannot be used to force a player to play a spell off the Bottle. [Aahz 1995/12/18]
  • You can get a creature card onto the Bottle when Enduring Renewal is in play. [D'Angelo 1995/12/04]
  • To "play a card" is to either announce a spell or to put a land into play using the main phase special action. [D'Angelo 1999/01/18]

293. Fyndhorn Bow

Artifact 2 (2) Ice Age (Uncommon)
{3}, {T}: Target creature gains first strike until end of turn.

294. Goblin Lyre

Artifact 3 (3) Ice Age (Rare)
{0}: Sacrifice Goblin Lyre. Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, Goblin Lyre deals * damage to that opponent, where * is equal to the number of creatures you control. Otherwise, Goblin Lyre deals * damage to you, where * is equal to the number of creatures the opponent controls.

295. Hematite Talisman

Artifact 2 (2) Ice Age (Uncommon)
{3}: Untap target permanent.
Use this ability only when a red spell is successfully cast and only once for each red spell cast.

296. Ice Cauldron

Artifact 4 (4) Ice Age (Rare)
{X}, {T}: Put a charge counter on Ice Cauldron, and put a spell card face up on Ice Cauldron. Note the type and amount of mana used to pay this activation cost. Use this ability only if there are no charge counters on Ice Cauldron. You may play that spell as though it were in your hand.
{T}: Remove the charge counter from Ice Cauldron to add mana of the type and amount last used to put a charge counter on Ice Cauldron to your mana pool. This mana is usable only to cast the spell on top of Ice Cauldron.
  • Cards which are not actually in your hand, such as ones on an Elkin Bottle, cannot be played onto the Ice Cauldron. [Duelist Magazine #11, Page 57]
  • The mana put in the Cauldron can only be used to play the given spell, but you can add additional mana to a spell. [D'Angelo 1995/06/08] This means you can pay part of the cost on one turn and the rest of it on the next turn.
  • The mana can be used to pay for penalty costs from things like Gloom. [Rules Team 2001/05/01]
  • The mana can be used for additional costs outlined in the spell's text. [Duelist Magazine #9, Page 61]
  • Tapping the Cauldron for the mana is a mana ability. [D'Angelo 2000/03/09]
  • X can be zero. This places a zero mana counter on the Cauldron. [Duelist Magazine #7, Page 9]
  • You do not have to use any mana from the Cauldron when playing the spell if you don't want to. You don't even have to tap the Cauldron and draw the mana, you can just play the spell using mana from somewhere else. [D'Angelo 1995/06/12]
  • You can play the spell at any time as if it were in your hand. [Duelist Magazine #7, Page 9]
  • You can only play the spell when you could legally play it normally. So no playing a Sorcery on your opponent's turn. [Duelist Magazine #7, Page 9]
  • When you play the spell and it resolves, it either becomes a permanent or goes to the graveyard just like normal. It does not stay out of the game. [D'Angelo 1995/08/01]
  • If the Cauldron leaves play, you can still play any spells it removed from the game as though they were in your hand. You just no longer have access to the mana you charged the Cauldron with. [D'Angelo 2000/03/09]
  • If the Cauldron leaves your control, the spell remains out of the game. The controller of the Cauldron is the only one that can tap to get the mana out of it. The player who put the spell out of the game with the Cauldron is the only one that can play the spell and they can do so even if they are not in control of the Cauldron. [Duelist Magazine #7, Page 9]
  • It is possible to have more than one spell removed by the Cauldron. You can tap the Cauldron to remove the charge counter and whatever mana is on it but leave the spell there. Later, you can tap it and put in mana and a charge counter to add another spell. [Duelist Magazine #7, Page 9]
  • If multiple spells are removed by the Cauldron, any one of them can be played. [Duelist Magazine #7, Page 9]
  • If multiple spells are removed by the Cauldron, the mana can only be used for the spell that was removed by the Cauldron when the most recent charge counter was put there. [Aahz 1995/06/29]
  • If the ability to remove a card with the Cauldron is countered, you do not lose the spell since the spell would be removed during resolution. [Duelist Magazine #7, Page 9]
  • You cannot store mana that is to be used for a special purpose into the Cauldron, such as Mishra's Workshop. [Aahz 1995/07/04]
  • If you use mana from a Soldevi Machinist to charge the Cauldron, you cannot use the mana to cast anything and so it's just mana burn waiting to happen. This is because the Ice Cauldron remembers everything about how the mana can be used and generates mana with the same restrictions. [Duelist Magazine #10, Page 44]
  • Power Artifact will reduce the cost of placing a charge counter on it by {2}, but the Cauldron will count only mana spent on it and will not store extra mana because of the Power Artifact's effect. Thus, if you spent RR2 by declaring an RR4 cost, you get RR2 later and not RR4. [WotC Rules Team 1995/09/22]
  • Power Artifact will force a minimum expenditure of 1 on the Cauldron. [WotC Rules Team 1995/09/22]

297. Icy Manipulator

Artifact 4 (4) Ice Age (Uncommon)
{1}, {T}: Tap target artifact, creature, or land.
  • Tapping a card with an effect like this will never pay the cost of an ability. For example, tapping a land with this card will not put a point of mana into a player's pool. And tapping a Prodigal Sorcerer will not make them have to deal a point of damage to something. [D'Angelo 1998/02/03]
  • This card's ability is played on the stack. That means that any instants or abilities announced in response to it will resolve first. Also, any card which is tapped as a cost will be tapped before this resolves. What this means is that the Icy Manipulator cannot be used to stop someone from using an ability of the permanent you plan to tap. [D'Angelo 1998/06/03] It can be used to make a player use the ability now or to not use it. For example, you can use the Icy on your opponent's Prodigal Sorcerer and force them to use it or let it get tapped. Then you can play a 6/1 Ball Lightning, knowing the creature will at least live long enough to damage your opponent.
  • If you want to stop someone from attacking with a creature by using this card, you must do so before attackers are declared. You cannot wait until after attackers are declared and then try to use it to make a creature stop attacking. [D'Angelo 1998/06/03] Note that your opponent cannot start declaring attackers without letting you use the Icy.
  • Tapping an attacking creature which did not tap to attack does not remove the creature from the attack or cause the creature to stop dealing damage. [D'Angelo 1998/06/03]
  • Any cards which might trigger off a card becoming tapped will trigger. Thus, a Psychic Venom on a land that becomes tapped will cause 2 damage. [D'Angelo 1995/03/12]
  • Can target a tapped card, but tapping a tapped card does nothing useful. [Duelist Magazine #5, Page 23] And it will not trigger "if the card becomes tapped" effects.
  • Vintage tournaments (see Rule 801) restricted this card from 1994/01/25 to 1994/03/23.

298. Infinite Hourglass

Artifact 4 (4) Ice Age (Rare)
During your upkeep, put a time counter on Infinite Hourglass.
During any upkeep, any player may pay {3} to remove a time counter from Infinite Hourglass.
All creatures get +1/+0 for each time counter on Infinite Hourglass.

299. Jester's Cap

Artifact 4 (4) Ice Age (Rare)
{2}, {T}: Sacrifice Jester's Cap to look through target player's library and remove any three of those cards from the game. Reshuffle that library afterwards.
  • If the player has less than 3 cards in their library, just remove all the cards that are there. [D'Angelo 1997/05/13]

300. Jester's Mask

Artifact 5 (5) Ice Age (Rare)
Comes into play tapped.
{1}, {T}: Sacrifice Jester's Mask to look through target opponent's hand and library. Give that player a new hand of as many cards as he or she had before. Reshuffle the remaining cards afterwards.

301. Jeweled Amulet

Artifact 0 (0) Ice Age (Uncommon)
{1}, {T}: Put a charge counter on Jeweled Amulet. Note what type of mana was used to pay this activation cost. Use this ability only if there are no charge counters on Jeweled Amulet.
{T}: Remove the charge counter from Jeweled Amulet to add one mana of the type last used to put a charge counter on Jeweled Amulet to your mana pool. Play this ability as an interrupt.
  • If charged with colorless mana, it produces colorless mana. [bethmo 1996/11/13]
  • If charged with mana that has restrictions on its use, the produced mana has the same restrictions. [D'Angelo 1996/11/14]

302. Lapis Lazuli Talisman

Artifact 2 (2) Ice Age (Uncommon)
{3}: Untap target permanent.
Use this ability only when a blue spell is successfully cast and only once for each blue spell cast.

303. Malachite Talisman

Artifact 2 (2) Ice Age (Uncommon)
{3}: Untap target permanent. Use this ability only when a green spell is successfully cast and only once for each green spell cast.

304. Nacre Talisman

Artifact 2 (2) Ice Age (Uncommon)
{3}: Untap target permanent.
Use this ability only when a white spell is successfully cast and only once for each white spell cast.

305. Naked Singularity

Artifact 5 (5) Ice Age (Rare)
Cumulative Upkeep: {3}
Instead of their normal mana, plains produce {R}, islands produce {G}, swamps produce {W}, mountains produce {U}, and forests produce {B}.
  • If a player uses Magical Hack to make a land type be listed as producing two different colors, the player tapping the land for mana can choose to produce mana of either color. [Duelist Magazine #7, Page 100] But if it produces more than one mana, all mana is of the same color. [D'Angelo 1995/07/21]
  • The ability generates a replacement effect (see Rule 419). [DeLaney 1998/11/03]
  • Note - Also see Cumulative Upkeep, Rule 502.13.

306. Onyx Talisman

Artifact 2 (2) Ice Age (Uncommon)
{3}: Untap target permanent.
Use this ability only when a black spell is successfully cast and only once for each black spell cast.

307. Pentagram of the Ages

Artifact 4 (4) Ice Age (Rare)
{4}, {T}: Prevent all damage dealt to you from one source. Pentagram of the Ages does not prevent the same source damaging you again later this turn.

308. Pit Trap

Artifact 2 (2) Ice Age (Uncommon)
{2}, {T}: Sacrifice Pit Trap to bury target creature without flying that is attacking you.
  • Note - In Ice Age this card said it could only be used on creatures attacking you. [D'Angelo 1998/10/15]

309. Runed Arch

Artifact 3 (3) Ice Age (Rare)
Comes into play tapped.
{X}, {T}: Sacrifice Runed Arch. X target creatures with power no greater than 2 cannot be blocked this turn. Other effects may later be used to increase a creature's power beyond 2.

310. Shield of the Ages

Artifact 2 (2) Ice Age (Uncommon)
{2}: Prevent 1 damage to you.

311. Skull Catapult

Artifact 4 (4) Ice Age (Uncommon)
{1}, {T}: Sacrifice a creature to have Skull Catapult deal 2 damage to target creature or player.

312. Snow Fortress

Artifact Creature 0/4 5 (5) Ice Age (Rare)
Counts as a wall
{1}: +1/+0 until end of turn
{1}: +0/+1 until end of turn
{3}: Snow Fortress deals 1 damage to target creature without flying that is attacking you.

313. Soldevi Golem

Artifact Creature 5/3 4 (4) Ice Age (Rare)
Does not untap during your untap phase.
{0}: Untap target creature opponent controls to untap Soldevi Golem at the end of your upkeep. Use this ability only during your upkeep.
  • The ability to untap a creature can be used even if the Golem is already untapped. [Aahz 1997/06/13]
  • Note - Before errata this card did not have a creature type. It is now of creature type "Golem". [Oracle 2000/02/01]

314. Soldevi Simulacrum

Artifact Creature 2/4 4 (4) Ice Age (Uncommon)
Cumulative Upkeep: {1}
{1}: +1/+0 until end of turn

315. Staff of the Ages

Artifact 3 (3) Ice Age (Rare)
Creatures with any landwalk ability may be blocked as though they did not have those abilities.
  • It does not remove Landwalk from creatures. It just makes creatures with landwalk blockable as if they did not have the ability. [D'Angelo 1995/10/16]

316. Sunstone

Artifact 3 (3) Ice Age (Uncommon)
{2}: Sacrifice a snow-covered land to have all creatures deal no damage in combat this turn.

317. Time Bomb

Artifact 4 (4) Ice Age (Rare)
During your upkeep, put a time counter on Time Bomb.
{1}, {T}: Sacrifice Time Bomb to have it deal * damage to each creature and player, where * is equal to the number of time counters on Time Bomb.

318. Urza's Bauble

Artifact 0 (0) Ice Age (Uncommon)
{T}: Sacrifice Urza's Bauble to choose a card at random from target player's hand; look at that card. Ignore this ability if that player has no cards left in hand. Draw a card at the beginning of the next turn's upkeep.

319. Vexing Arcanix

Artifact 4 (4) Ice Age (Rare)
{3}, {T}: Target player names a card and then turns over the top card of his or her library. If that is the card named, put it into the player's hand. Otherwise, put it into the player's graveyard, and Vexing Arcanix deals 2 damage to that player.
  • The target player names a card on resolution. [D'Angelo 2000/03/09]
  • If the player has no cards in their library, the effect does nothing. It does not cause any damage. [WotC Rules Team 1996/05/08]

320. Vibrating Sphere

Artifact 4 (4) Ice Age (Rare)
During your turn, all creatures you control get +2/+0. During all other turns, all creatures you control get -0/-2.
  • Any creature which is lowered below a toughness of 1 will die at the beginning of the upkeep step, since that is the first time State-Based Effects (see Rule 420) are checked. [D'Angelo 2000/03/09]

321. Walking Wall

Artifact Creature 0/6 4 (4) Ice Age (Uncommon)
Counts as a wall.
{3}: Walking Wall gets +3/-1 until end of turn and can attack this turn. Walking Wall cannot attack the turn it comes under your control. Use this ability only once a turn.

322. Wall of Shields

Artifact Creature 0/4 3 (3) Ice Age (Uncommon)
Banding, counts as a wall

323. War Chariot

Artifact 3 (3) Ice Age (Uncommon)
{3}, {T}: Target creature gains trample until end of turn.

324. Whalebone Glider

Artifact 2 (2) Ice Age (Uncommon)
{2}, {T}: Target creature with power no greater than 3 gains flying until end of turn. Other effects may later be used to increase that creature's power beyond 3.

325. Zuran Orb

Artifact 0 (0) Ice Age (Uncommon)
{0}: Sacrifice a land to gain 2 life.
  • Vintage tournaments (see Rule 801) restricted this card from 1995/11/01 through 1997/10/01. It is currently unrestricted.
  • Legacy tournaments (see Rule 802) banned this card until 1999/04/01.
  • Extended tournaments (see Rule 803) have always banned this card.
  • Standard (Type 2) tournaments (see Rule 804) have banned this card since 1997/01/01 when it left the environment. It was previously restricted from 1995/11/01 to 1997/01/01, and banned from 1997/07/01 through 1997/11/01 when Ice Age temporarily became legal again.
  • Ice Age and Ice Age/Homelands/Alliances block tournaments have banned this card since 1997/05/01. It was previously restricted from 1995/11/01 through 1997/05/01.

326. Adarkar Wastes

Land Ice Age (Rare)
{T}: Add {1} to your mana pool.
{T}: Add {W} to your mana pool.
Adarkar Wastes deals 1 damage to you.
{T}: Add {U} to your mana pool.
Adarkar Wastes deals 1 damage to you.

327. Brushland

Land Ice Age (Rare)
{T}: Add {1} to your mana pool.
{T}: Add {W} to your mana pool. Brushland deals 1 damage to you.
{T}: Add {G} to your mana pool. Brushland deals 1 damage to you.

328. Forest

Land Ice Age (Land)
{T}: Add {G} to your mana pool.
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

329. Forest

Land Ice Age (Land)
{T}: Add {G} to your mana pool.
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

330. Forest

Land Ice Age (Land)
{T}: Add {G} to your mana pool.
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

331. Glacial Chasm

Land Ice Age (Uncommon)
Cumulative Upkeep: 2 life
When Glacial Chasm comes into play, sacrifice a land.
You cannot attack. All damage dealt to you is reduced to 0.

332. Halls of Mist

Land Ice Age (Rare)
Cumulative Upkeep: {1}
No creature can attack if it attacked during its controller's last turn.

333. Ice Floe

Land Ice Age (Uncommon)
You may choose not to untap Ice Floe during your untap phase.
{T}: Tap target creature without flying that is attacking you. As long as Ice Floe remains tapped, that creature does not untap during its controller's untap phase.
  • Can be used on an already tapped attacker. [Duelist Magazine #7, Page 8]
  • The attacking creature is not removed from the attack and still deals damage as normal. [Duelist Magazine #7, Page 8]
  • A creature on the Ice Floe will not be freed even if it gains Flying later. It is only freed when the Floe untaps or leaves play. [D'Angelo 1995/07/05]
  • Cannot be used on a creature before it is declared to be attacking since it only targets attacking creatures. After the creature is attacking, it is okay to target it. [D'Angelo 1995/08/22]
  • Does not prevent a creature from untapping during upkeep or during any time other than the untap phase. [bethmo 1995/07/24]
  • This card has no ability to be tapped for mana. [D'Angelo 1998/07/16]

334. Island

Land Ice Age (Land)
{T}: Add {U} to your mana pool.
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

335. Island

Land Ice Age (Land)
{T}: Add {U} to your mana pool.
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

336. Island

Land Ice Age (Land)
{T}: Add {U} to your mana pool.
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

337. Karplusan Forest

Land Ice Age (Rare)
{T}: Add {1} to your mana pool.
{T}: Add {R} to your mana pool. Karplusan Forest deals 1 damage to you.
{T}: Add {G} to your mana pool. Karplusan Forest deals 1 damage to you.

338. Land Cap

Land Ice Age (Rare)
If there are any depletion counters on Land Cap, it does not untap during your untap phase.
At the beginning of your upkeep, remove a depletion counter from Land Cap.
{T}: Add {W} to your mana pool. Put a depletion counter on Land Cap.
{T}: Add {U} to your mana pool. Put a depletion counter on Land Cap.

339. Lava Tubes

Land Ice Age (Rare)
If there are any depletion counters on Lava Tubes, it does not untap during your untap phase.
At the beginning of your upkeep, remove a depletion counter from Lava Tubes.
{T}: Add {B} to your mana pool. Put a depletion counter on Lava Tubes.
{T}: Add {R} to your mana pool. Put a depletion counter on Lava Tubes.

340. Mountain

Land Ice Age (Land)
{T}: Add {R} to your mana pool.
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

341. Mountain

Land Ice Age (Land)
{T}: Add {R} to your mana pool.
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

342. Mountain

Land Ice Age (Land)
{T}: Add {R} to your mana pool.
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

343. Plains

Land Ice Age (Land)
{T}: Add {W} to your mana pool.
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

344. Plains

Land Ice Age (Land)
{T}: Add {W} to your mana pool.
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

345. Plains

Land Ice Age (Land)
{T}: Add {W} to your mana pool.
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

346. River Delta

Land Ice Age (Rare)
If there are any depletion counters on River Delta, it does not untap during your untap phase.
At the beginning of your upkeep, remove a depletion counter from River Delta.
{T}: Add {U} to your mana pool. Put a depletion counter on River Delta.
{T}: Add {B} to your mana pool. Put a depletion counter on River Delta.

347. Snow-Covered Forest

Land Ice Age (Land)
{T}: Add {G} to your mana pool.
  • Since this is a basic land, you can have any number of these in your deck. [Coldsnap FAQ 2006/06/14]
  • Note - Also see Snow, Rule G19.13.
  • Note - Because it has land type Forest, this card works as if it also has the text "{Tap}: Add {G} to your mana pool." [D'Angelo 2000/11/06]

348. Snow-Covered Island

Land Ice Age (Land)
{T}: Add {U} to your mana pool.
  • Since this is a basic land, you can have any number of these in your deck. [Coldsnap FAQ 2006/06/14]
  • Note - Also see Snow, Rule G19.13.
  • Note - Because it has land type Island, this card works as if it also has the text "{Tap}: Add {U} to your mana pool." [D'Angelo 2000/11/06]

349. Snow-Covered Mountain

Land Ice Age (Land)
{T}: Add {R} to your mana pool.
  • Since this is a basic land, you can have any number of these in your deck. [Coldsnap FAQ 2006/06/14]
  • Note - Also see Snow, Rule G19.13.
  • Note - Because it has land type Mountain, this card works as if it also has the text "{Tap}: Add {R} to your mana pool." [D'Angelo 2000/11/06]

350. Snow-Covered Plains

Land Ice Age (Land)
{T}: Add {W} to your mana pool.
  • Since this is a basic land, you can have any number of these in your deck. [Coldsnap FAQ 2006/06/14]
  • Note - Also see Snow, Rule G19.13.
  • Note - Because it has land type Plains, this card works as if it also has the text "{Tap}: Add {W} to your mana pool." [D'Angelo 2000/11/06]

351. Snow-Covered Swamp

Land Ice Age (Land)
{T}: Add {B} to your mana pool.
  • Since this is a basic land, you can have any number of these in your deck. [Coldsnap FAQ 2006/06/14]
  • Note - Also see Snow, Rule G19.13.
  • Note - Because it has land type Swamp, this card works as if it also has the text "{Tap}: Add {B} to your mana pool." [D'Angelo 2000/11/06]

352. Sulfurous Springs

Land Ice Age (Rare)
{T}: Add {1} to your mana pool.
{T}: Add {B} to your mana pool.
Sulfurous Springs deals 1 damage to you.
{T}: Add {R} to your mana pool.
Sulfurous Springs deals 1 damage to you.

353. Swamp

Land Ice Age (Land)
{T}: Add {B} to your mana pool.
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

354. Swamp

Land Ice Age (Land)
{T}: Add {B} to your mana pool.
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

355. Swamp

Land Ice Age (Land)
{T}: Add {B} to your mana pool.
  • Any land of this type is considered to have the above text, even if the text does not appear on the card. [CompRules 1999/04/23]

356. Timberline Ridge

Land Ice Age (Rare)
If there are any depletion counters on Timberline Ridge, it does not untap during your untap phase.
At the beginning of your upkeep, remove a depletion counter from Timberline Ridge.
{T}: Add {R} to your mana pool. Put a depletion counter on Timberline Ridge.
{T}: Add {G} to your mana pool. Put a depletion counter on Timberline Ridge

357. Underground River

Land Ice Age (Rare)
{T}: Add {1} to your mana pool.
{T}: Add {U} to your mana pool.
Underground River deals 1 damage to you.
{T}: Add {B} to your mana pool.
Underground River deals 1 damage to you.

358. Veldt

Land Ice Age (Rare)
If there are any depletion counters on Veldt, it does not untap during your untap phase.
At the beginning of your upkeep, remove a depletion counter from Veldt.
{T}: Add {W} to your mana pool. Put a depletion counter on Veldt.
{T}: Add {G} to your mana pool. Put a depletion counter on Veldt.

359. Altar of Bone

Sorcery WG (2) Ice Age (Rare)
Sacrifice a creature to look through your library for a creature card; put that card into your hand after showing it to all other players. Reshuffle your library afterwards.
  • A creature card is any card of type Creature or Artifact Creature. [D'Angelo 2000/03/09] Older cards of type Summon also count.
  • You do not have to find a creature card if you do not want to. See Rule G19.4. [D'Angelo 2001/07/14]

360. Centaur Archer

Summon Centaur 3/2 1RG (3) Ice Age (Uncommon)
{T}: Centaur Archer deals 1 damage to target creature with flying.
  • Note - This card was of creature type "Centaur" until Oracle 2007/09/01 when it became "Centaur Archer".

361. Chromatic Armor

Enchant Creature 1WU (3) Ice Age (Rare)
When Chromatic Armor comes into play, put a sleight counter on it and choose a color. Any damage dealt to target creature by a source of that color is reduced to 0.
{X}: Put a sleight counter on Chromatic Armor and change the color that it protects against. X is equal to the number of sleight counters on Chromatic Armor.

362. Diabolic Vision

Sorcery UB (2) Ice Age (Uncommon)
Look at the top five cards of your library and put one of them into your hand. Put the remaining four on top of your library in any order.

363. Earthlink

Enchantment 3BRG (6) Ice Age (Rare)
During your upkeep, pay {2} or bury Earthlink.
Whenever a creature is put into the graveyard from play, that creature's controller sacrifices a land. Ignore this effect if that player controls no lands.
  • Only triggers when a creature is put into a graveyard from play. [D'Angelo 2001/08/24]

364. Elemental Augury

Enchantment UBR (3) Ice Age (Rare)
{3}: Look at the top three cards of target player's library. Put them on the top of that player's library in any order.

365. Essence Vortex

Instant 1UB (3) Ice Age (Uncommon)
Bury target creature. That creature's controller may counter this spell by paying the creature's toughness in life. Effects that prevent or redirect damage cannot be used to counter this loss of life.

366. Fiery Justice

Sorcery WRG (3) Ice Age (Rare)
Fiery Justice deals 5 damage divided any way you choose among any number of target creatures and/or players. Target opponent gains 5 life.
  • You can target the same player to gain life that you targeted for damage. [Time Spiral FAQ 2006/08/30] See Rule 409.1c.
  • You must assign at least 1 damage to each target. [Time Spiral FAQ 2006/08/30]
  • You cannot choose zero targets. You must choose between 1 and 5 targets. [Time Spiral FAQ 2006/08/30]

367. Fire Covenant

Instant 1BR (3) Ice Age (Uncommon)
Fire Covenant deals X damage, divided any way you choose among any number of target creatures, where X is equal to the amount of life you pay. Effects that prevent or redirect damage cannot be used to counter this loss of life.
  • Paying of life cannot be prevented using damage prevention spells and abilities. [D'Angelo 2000/03/09]

368. Flooded Woodlands

Enchantment 2UB (4) Ice Age (Rare)
No green creature can attack unless its controller sacrifices a land whenever that creature attacks.
  • The cost is paid as attackers are declared. [D'Angelo 2007/02/04]

369. Fumarole

Sorcery 3BR (5) Ice Age (Uncommon)
Pay 3 life to destroy target creature and target land. Effects that prevent or redirect damage cannot be used to counter this loss of life.

370. Ghostly Flame

Enchantment BR (2) Ice Age (Rare)
Both black and red permanents and spells are considered colorless sources of damage.
  • Does not make red and black spells and permanents colorless. They still have color. A red spell cannot target a creature with Protection from Red due to this. The spells just act like colorless sources when dealing damage. [D'Angelo 1995/06/09]
  • If the source has more than one color but at least one is red or black, then the damage is colorless and all the other colors are forgotten. [D'Angelo 1995/06/21]
  • It does not change the color of the source, so that things that trigger on a red spell doing damage (such as Justice) will still trigger. [bethmo 1996/04/18] The damage itself thinks it came from a colorless source, however.
  • The effect is continuous and applies whenever something looks at the damage. If this card leaves play, damage from red and black spells will appear as its normal color. In other words, the color was not removed from the damage, the color just could not be determined while this card is in effect. [Aahz 1997/03/17]

371. Giant Trap Door Spider

Summon Spider 2/3 1RG (3) Ice Age (Uncommon)
{1}{R}{G}, {T}: Remove from the game target creature, which doesn't have flying and is attacking you, and Giant Trap Door Spider.
  • If removed from play before his effect resolves, the target will still be removed from the game. [D'Angelo 1995/06/21]
  • If the target is illegal on resolution, the ability is countered and the Spider is not removed from the game. [D'Angelo 1996/12/09]

372. Glaciers

Enchantment 2WU (4) Ice Age (Rare)
During your upkeep, pay {W}{U} or destroy Glaciers.
All mountains become plains.

373. Hymn of Rebirth

Sorcery 3WG (5) Ice Age (Uncommon)
Take target creature from any graveyard and put it directly into play under your control as though it were just summoned.

374. Kjeldoran Frostbeast

Summon Frostbeast 2/4 3WG (5) Ice Age (Uncommon)
At end of combat, destroy all creatures blocking or blocked by Kjeldoran Frostbeast.
  • Note - This card was creature type "Frostbeast" until Oracle 2007/10/01, when it became "Elemental Beast".

375. Merieke Ri Berit

Summon Legend 1/1 WUB (3) Ice Age (Rare)
Does not untap during your untap phase.
{T}: Gain control of target creature. Lose control of that creature if you lose control of Merieke Ri Berit. If Merieke Ri Berit leaves play or becomes untapped, bury the creature.
  • If you lose control of a creature controlled by Merieke, the creature can still be destroyed by Merieke's ability. [Aahz 1995/11/06]
  • If this becomes untapped, you don't lose control of the creature, but the triggered ability will destroy it. [Time Spiral FAQ 2006/08/30]
  • If you lose control of Merieke, you lose control of the creature you stole, but the creature is not destroyed. [Time Spiral FAQ 2006/08/30]
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, then it had no creature type until Oracle 2006/10/01 and Time Spiral when it became "Human".

376. Monsoon

Enchantment 2RG (4) Ice Age (Rare)
Whenever any island is untapped at the end of its controller's turn, tap it; Monsoon deals 1 damage to that player.

377. Mountain Titan

Summon Titan 2/2 2BR (4) Ice Age (Rare)
{1}{R}{R}: For the rest of the turn, put a +1/+1 counter on Mountain Titan whenever you successfully cast a black spell.
  • If you spend {R}{R}{1} more than once, you can get more than one counter per black spell cast. [Aahz 1995/06/25]
  • Note - This card was creature type "Titan" until Oracle 2007/10/01, when it became "Giant".

378. Reclamation

Enchantment 2WG (4) Ice Age (Rare)
No black creature can attack unless its controller sacrifices a land whenever that creature attacks.
  • The cost is paid when declaring attackers. [D'Angelo 2007/02/04]

379. Skeleton Ship

Summon Legend 0/3 3UB (5) Ice Age (Rare)
If at any time you control no islands, bury Skeleton Ship.
{T}: Put a -1/-1 counter on target creature.
  • Note - Also see Legendary, Rule G12.9.
  • Note - This card was of creature type "Legend" until Oracle 2004/10/01, when
  • it became no type. Then with Oracle 2007/10/01 it became "Skeleton".

380. Spectral Shield

Enchant Creature 1WU (3) Ice Age (Uncommon)
Target creature gets +0/+2. That creature cannot be the target of further spells.

381. Storm Spirit

Summon Spirit 3/3 3WUG (6) Ice Age (Rare)
Flying
{T}: Storm Spirit deals 2 damage to target creature.
  • Note - This card was creature type "Spirit" until Oracle 2007/10/01, when it became "Elemental Spirit".

382. Stormbind

Enchantment 1RG (3) Ice Age (Rare)
{2}: Discard a card at random from your hand to have Stormbind deal 2 damage to target creature or player.
  • It is not a forced discard, so it cannot be used with Library of Leng. [D'Angelo 1998/02/03]

383. Wings of Aesthir

Enchant Creature WU (2) Ice Age (Uncommon)
Target creature gains flying and first strike and gets +1/+0.