Ice Age: Difference between revisions

From MTG Wiki
Jump to navigation Jump to search
>LegacymtgsalvationUser1033
No edit summary
>LegacymtgsalvationUser1033
Line 96: Line 96:


==Misprint==
==Misprint==
*<c>Johtull Wurm</c> - In the text of the card, it refers to itself as Johtull Worm instead of Wurm.
*<c>Johtull Wurm</c> - In the [[Text box|text box]] of the card, it refers to itself as Johtull Worm instead of Wurm.


==External links==
==External links==

Revision as of 03:15, 20 December 2007

For other uses, see Ice Age (disambiguation).

Template:Expansion

Ice Age is the sixth Magic expansion and was released in June 1995 as the first set in the Ice Age Block. With 383 cards including basic lands, it was the first standalone expansion.

It was released in early June 1995 and went out of print in February 1996, although it did not really dwindle in availability until the end of 1996.

The print run is estimated at 500 million cards.


Mechanics and themes

Ice Age introduced cumulative upkeep and snow lands (then called snow-covered lands) to the game. Cumulative upkeep is a cost on permanents that increases with each turn, and was used entirely as a disadvantage on cards with powerful and/or game-changing effects in this expansion. Snow-covered lands are a cycle of basic lands that also have the Snow supertype, which is meaningless by itself, but is referenced by other cards. This feature in the set is not very well developed and considered mostly a failure by the developers of the Alliances expansion, who chose not to expand much on this theme. Snow-covered lands inspired the creation of the Arcane spell type in the Kamigawa block.

Another popular mechanic was introduced in Ice Age, but did not use a keyword: cantrips. These are spells that, in addition to a normal small effect, also replaced itself with a card draw. The typical formula for the mana cost of a cantrip was to add 2 to the cost of the effect, which was typically one colored mana for the typically small effect. Additionally, Ice Age set the precedent of such spells drawing a card during the next upkeep. This was done instead of today's simpler "Draw a card" because the developers were not sure if adding card drawing to simple spells would make them overpowered, and they chose to print a more conservative version of the ability. Delayed card drawing would continue on cantrips through the Visions expansion, when the delay was removed for being unnecessary.

Ice Age also further explored legendary permanents, expanding on them from the lands and multicolored creatures in the Legends expansion to now include mono-colored creatures.

Ice Age also had a theme of allied color cooperation, with cards of one color that required or were improved by the use of allied color mana. For example, Freyalise Supplicant is a green creature that requires you to sacrifice a white or red creature, and Word of Undoing is a blue instant that returns a creature to owner's hand, as well as any white Auras you control on that creature.

Ice Age was designed thematically for slow play, with very few creatures with evasion abilities. As a result, Ice Age limited play is often characterized by long games with non-flying creature stalls, as Magic sets were not yet designed specifically to support limited play.

Storyline

The Ice Age storyline, like the earlier sets that took place on Dominaria, occurred on the continent of Terisiare, where the Brothers' War had taken place. That war ended with the Sylex Blast, which was powerful enough to alter the planet's climate. All the major civilizations of Terisiare had been destroyed by either the war or the ice. New cultures arose on the ice, fighting bitterly for survival, but when the necromancer Lim-Dûl unleashed a horde of undead, old enemies were forced to work together or be overwhelmed.

The setting was based largely off of Norse style mythology and culture. Names were largely Scandinavian in character, and occasional runes and Norse-style clothing and armor can be seen in the art.

Design & Development

The Philadelphia Playtest Group, consisting of Skaff Elias, Jim Lin, and Dave Pettey, that had helped Richard Garfield with the original Alpha set of Magic decided that they could create a "more interesting" set. They were quickly asked by Richard Garfield to create a Magic expansion, and Chris Page was assigned to join the team. At the time designers were given the freedom to either compose their sets entirely out of new cards or to use the commons from Alpha Edition and create only new uncommons and rares. The Ice Age group, who saw themselves as improving on Alpha Edition, chose to reuse many staple cards. The design goals are best described by Skaff Elias himself: "We wanted a set where flying was special, not just an extra word tacked on to every played creature. We wanted a set where the idea that a color was short on creatures meant something. We wanted a set where the 'allied' colors were played more often with each other than enemy colors were. We wanted strategy in simple creature combat as well as flashy enchantments that gave you cards for life. We wanted games to last longer (when we started the design of the set, the Magic environment was too fast due to unlimited card restrictions) and have more turnabouts." After Alpha Edition was published it was quickly realized that the players were ravenous for new cards and would not, at the time, stomach reprints of commons they had already seen. The presence of the reprinted commons would lead to the delayed release, and the redesign, of Ice Age. This was both good and bad for the set. More cards were created, some of which were slated to replace reprints, and more time was available to test those cards. Unfortunately, last-minute untested additions to improve the strength of the expansion's themes added complications to the cards and seemed clunky. Snow-covered lands were added late to improve the environmental theme, which could explain why the snow-covered mechanic was so poorly developed.

While the common reprints delayed the release of Ice Age, the timing for a standalone expansion was probably fortuitous, as it took time for Wizards of the Coast to collect and analyze feedback from the players and develop a plan for the long-term survival of the game. The idea of regularly recreating Magic is fundamental to the survival of the game, for which the Ice Age development team had to argue. The standalone style of this expansion was hotly debated at the time, but in the end proved to be a solid idea and important to the game and proved that players would eventually accept some reprints in an evolving game.

Cycles

Ice Age has nine cycles:

There are three cycles of "color-hosing" cards in this expansion: two monocolored cycles giving each color a card to combat each of its enemy colors and a multicolored cycle giving each allied color combination a card to combat its shared enemy color.

  • First monocolored color-hosing cycle: Drought, Hydroblast, Leshrac's Sigil, Anarchy, and Thoughtleech are each monocolored cards that give a player of one color an advantage against an opponent playing the "first" enemy color, or the first non-consecutive color in the sequence WUBRGWU.
  • Multicolored color hosing cycle: Glaciers, Reclamation, Flooded Woodlands, Ghostly Flame, and Monsoon are each rare allied multicolored cards that give a player of one allied color combination an advantage against an opponent playing the enemy color of both allied colors (it might not be obvious, but Ghostly Flame gives an advantage against an opponent playing white, since black and red otherwise have few ways to combat a Circle of Protection: Black or Circle of Protection: Red, which were popular weapons against these colors at the time).

There are two cycles of rare, allied-color dual lands in this expansion:

  • Painlands: Adarkar Wastes, Brushland, Underground River, Sulfurous Springs, and Karplusan Forest are each rare lands with "{T}: add 1 to your mana pool. {T}: Add C or D to your mana pool. [This] deals 1 damage to you." C and D are allied colors of mana. These lands are called painlands because their use for colored mana is "painful," referring to the damage they do to you.
  • Depletion lands: Land Cap, Veldt, River Delta, Lava Tubes, and Timberline Ridge are each rare lands with "{T}: add C or D to your mana pool. [This] doesn't untap during its controller's next untap phase." C and D are allied colors of mana. These lands were called the Depletion lands because the "doesn't untap" drawback previously used a depletion counter to remind the user not to untap it for one turn. This cycle is strictly worse than a similar uncommon cycle printed in the Champions of Kamigawa expansion.

Notable cards

  • Brainstorm was certainly less powerful than Ancestral Recall, but it is still a notably powerful card that continues to see lots of play in the formats it remains legal in.
  • Demonic Consultation was initially considered to be too risky, but it eventually proved to be a solid tutoring spell and proved just how valuable tutoring spells really are. It, too, was later banned.
  • Illusions of Grandeur gained fame when it was combined with Donate to gain 20 life and force an opponent to pay its Cumulative Upkeep until they lost 20 life.
  • Jester's Cap was, at the time, the most valuable card in the expansion for its ability to interfere with an opponent's strategy. It has since been overshadowed and is now seldom played.
  • Necropotence was originally dismissed as a bad rare and even called the worst rare of the set by InQuest Magazine. It later became the centerpiece of the powerful, mono-black deck of the same name. The deck was so powerful that its reign is often called "Black Summer" or "The Summer of Necro." Several cards from the deck were later banned, but Necropotence appeared again later in several other decks, and was finally banned itself.
  • Pox had a powerful tournament deck built around it.
  • Pyroclasm is a powerful, inexpensive board-clearing effect that continues to see play today.
  • Stormbind is a recurring source of damage from a time when they were much harder to come by. It was a powerful tournament card at the time, comboing well with Whiteout for added effect.
  • Zuran Orb is a powerful and zero cost artifact that gives any deck life-gain, and was notorious for prolonging games. It eventually was banned or restricted in every sanctioned format it could have been played in as a result.

Trivia

Main article: Ice Age/Trivia

Misprint

External links