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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 Update 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.
  • 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.
  • 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 Rimhorn 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 (4) 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 and continue to function. [D'Angelo 2000/11/06]
  • May remove wind counters from Cyclone. [D'Angelo 2000/03/09]

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 a