Ice Age: Difference between revisions
>Hunterofsalvation |
>Hunterofsalvation |
||
Line 46: | Line 46: | ||
==Design & Development== | ==Design & Development== | ||
The "East Coast | The "East Coast playtesters", consisting of [[Skaff Elias]], [[Jim Lin]], [[Chris Page]] and [[Dave Pettey]], that had helped [[Richard Garfield]] with the original [[Limited Edition Alpha (set)|''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 [[common|commons]] from ''Alpha'' Edition and create only new [[uncommon|uncommons]] and [[rare|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|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. | 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. |
Revision as of 16:21, 12 February 2012
- For other uses, see Ice Age (disambiguation).
Ice Age is the sixth Magic expansion and was released in June 1995 as the first set in the first block; the Ice Age block. With 383 cards including basic lands, it was the first standalone expansion.
Set details
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.
It was the last set to have 10 starter decks in a box.
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 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 "East Coast playtesters", consisting of Skaff Elias, Jim Lin, Chris Page 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 eight cycles:
- Circles of protection: Each of these common white enchantments has a mana cost of and the ability to prevent the all damage from a source of a given color for — Circle of Protection: White, Circle of Protection: Blue, Circle of Protection: Black, Circle of Protection: Red, and Circle of Protection: Green. This cycle was reprinted from the Core Set.
- Depletion lands: Each of these rare lands has ": 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 — Land Cap, Veldt, River Delta, Lava Tubes, and Timberline Ridge. 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.
- Monocolored hosers: Each of these pairs of spells punishes your opponents for playing with spells of one of its enemy colors — Drought and Stench of Evil (white vs. black), Justice and Anarchy (white vs. red), Curse of Marit Lage and Wrath of Marit Lage (blue vs. red), Breath of Dreams and Thoughtleech (blue vs. green), and Leshrac's Sigil and Freyalise's Charm (black vs. green). Out of these, the blue/red and black/green hosers are also mirrored pairs (see below).
- Multicolored hosers: Each of these rare allied multicolored cards confer an advantage against an opponent playing the enemy color of both allied colors — Glaciers, Flooded Woodlands, Ghostly Flame, Monsoon, and Reclamation. (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; Monsoon, meanwhile, prevents blue players from making use of counterspells).
- Painlands: Each of these rare lands has ": add 1 to your mana pool. : Add C or D to your mana pool. [This] deals 1 damage to you." C and D are allied colors of mana — Adarkar Wastes, Brushland, Underground River, Sulfurous Springs, and Karplusan Forest.
- Scarabs: Each of these uncommon white Auras has "Enchant creature" and "Enchanted creature can't be blocked by [color] creatures. Enchanted creature gets +2/+2 as long as an opponent controls a [color] permanent" — White Scarab, Blue Scarab, Black Scarab, Red Scarab, and Green Scarab.
- Talismans: Each of these uncommon artifacts costs and may untap a permanent for whenever a spell of a certain color is played — Nacre Talisman, Lapis Lazuli Talisman, Onyx Talisman, Hematite Talisman, and Malachite Talisman. These cards are weak because play-testing revealed a degenerate combo with a less costly version.[citation needed]
- Tricolor spells: Each of these rare spells has a mana cost that includes CDE, where C and E are two colors of mana that are allied with D, a third color of mana — Merieke Ri Berit, Storm Spirit, Fiery Justice, Elemental Augury, and Earthlink.
Mirrored pairs
Ice Age has eight mirrored pairs:
- Blasts: These common modal instants, one blue and one red, both have a casting cost of C and can be cast to either counter a spell of the other's color or to destroy a permanent of the other's color — Hydroblast, Pyroblast.
- Counter knights: These rare 2/2 Knight creatures, one white and one black, both have a casting cost of CC and can be tapped to counter a spell of the other's color at the cost of 1 life — Order of the Sacred Torch and Stromgald Cabal.
- Evasion spirits: These uncommon Elemental Spirit creatures, one blue and one red, both have a mana cost of C and an ability that limits an opponent's ability to block it — Wind Spirit and Stone Spirit.
- Green landwalkers: These rare green creatures each have landwalk for one of green's enemy colors — Pale Bears and Pygmy Allosaurus.
- Marit Lage enchantments: These rare enchantments named for the being Marit Lage, one blue and one red, both cost 3CC and inhibit resources associated with the other's color — Wrath of Marit Lage and Curse of Marit Lage
- Order knights: These uncommon 2/1 Knight creatures, one white and one black, both cost CC and have protection from the other's color, "C: [This] gains first strike until end of turn", and "CC: [This] gets +1/+0 until end of turn" — Order of the White Shield and Knight of Stromgald.
- Planeswalker enchantments: These uncommon enchantments, one black and one green, both have a casting cost of CC and an activated ability that confers card advantage at the cost of CC over opponents playing with the other's color and have "CC: Return [this] to its owner's hand." Each is named for one of the planeswalkers who impacted the Ice Age storyline — Leshrac's Sigil and Freyalise's Charm.
- Pump spirits: There uncommon 2/3 Elemental Spirit creatures, one blue and one red, both have a mana cost of C and "C: [This] gets +1/+0 until end of turn" — Sea Spirit, Flame Spirit.
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.
- Fyndhorn Elves adds mana acceleration to a Stompy deck together with Llanowar Elves, of which it is a functional reprint.
- 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.
- Incinerate was initially seen as only a weakened version of Lightning Bolt, but it has since also been decided to be too powerful for its cost until its return in Tenth Edition.
- 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.
- Urza's Bauble is one of only two cantrips in existence, without any costs attached. Although it does next to nothing, the card would be very good if it wouldn't be a slowtrip.
- 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.
Reprinted cards
The following cards have been reprinted from previous sets and included in Ice Age.
- Circle of Protection: Black — was last seen in 4th Edition.
- Circle of Protection: Blue — was last seen in 4th Edition.
- Circle of Protection: Green — was last seen in 4th Edition.
- Circle of Protection: Red — was last seen in 4th Edition.
- Circle of Protection: White — was last seen in 4th Edition.
- Counterspell — was last seen in 4th Edition.
- Dark Ritual — was last seen in 4th Edition.
- Death Ward — was last seen in 4th Edition.
- Disenchant — was last seen in 4th Edition.
- Fear — was last seen in 4th Edition.
- Giant Growth — was last seen in 4th Edition.
- Howl From Beyond — was last seen in 4th Edition.
- Hurricane — was last seen in 4th Edition.
- Icy Manipulator — was last seen in Unlimited.
- Lure — was last seen in 4th Edition.
- Power Sink — was last seen in 4th Edition.
- Regeneration — was last seen in 4th Edition.
- Shatter — was last seen in 4th Edition.
- Sleight of Mind — was last seen in 4th Edition.
- Stone Rain — was last seen in 4th Edition.
- Swords to Plowshares — was last seen in 4th Edition.
- Wild Growth — was last seen in 4th Edition.
Functional reprints
Ice Age has ten functional reprints:
- Balduvian Bears is a functional reprint of Grizzly Bears from 4th Edition and Barbary Apes from Legends (save for creature type).
- Fyndhorn Elves is a functional reprint of Llanowar Elves from 4th Edition.
- Hydroblast is a functional reprint of Blue Elemental Blast from 4th Edition (save for a slight rules side case)
- Juniper Order Druid is a functional reprint of Ley Druid from 4th Edition.
- Kjeldoran Warrior is a functional reprint of Benalish Hero from 4th Edition, save for creature type.
- Knight of Stromgald is a functional reprint of Order of the Ebon Hand from Fallen Empires, save for creature type.
- Moor Fiend is a functional reprint of Bog Wraith from 4th Edition, save for creature type.
- Orcish Cannoneers is a functional reprint of Orcish Artillery from 4th Edition.
- Order of the White Shield is a functional reprint of Order of Leitbur from Fallen Empires, save for creature type.
- Pyroblast is a functional reprint of Red Elemental Blast from 4th Edition (save for a slight rules side case)
- Tor Giant is a functional reprint of Hill Giant from 4th Edition.
- Zuran Spellcaster is a functional reprint of Prodical Sorcerer from 4th Edition.
Trivia
Misprint
- Balduvian Shaman - The first word in the text box is spelled Permanantly instead of Permanently.
- Johtull Wurm - In the text box of the card, it refers to itself as Johtull Worm instead of Wurm.
- Jokulhaups is a type of mudslide that occurs when a volcano erupts beneath a glacier. It is actually misspelled and should be Jökulhlaup.