Ice Age: Difference between revisions

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The following creature types were introduced in ''Ice Age'':
The following creature types were introduced in ''Ice Age'':
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*Aurochs
*Aurochs
*Barbarian
*Barbarian
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The following [[Creature type|creature types]] were used in this expansion at the time of printing but were later changed to other types or removed:
The following [[Creature type|creature types]] were used in this expansion at the time of printing but were later changed to other types or removed:
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*Barbarians <small>(superceded by Barbarian)</small>
*Barbarians <small>(superceded by Barbarian)</small>
*<c title="Blinking Spirit">Blinking Spirit</c> <small>(superseded by Spirit)</small>
*<c title="Blinking Spirit">Blinking Spirit</c> <small>(superseded by Spirit)</small>

Revision as of 13:12, 15 January 2013


For other uses, see Ice Age (disambiguation).
Ice Age
Set Information
Set symbol
Themes and mechanics Allied colors,
Cantrips,
Snow
Keywords/​ability words Cumulative upkeep
Set size 383
(20 basic lands, 121 commons, 121 uncommons, 121 rares)
Expansion code ICE
Development codename ICE

Ice Age is the first set in the Ice Age block. It is the 6th Magic expansion and was released in early June, 2002.

Ice Age, containing 383 cards, including basic lands, is notable for being the first standalone Magic expansion set.

Set details

Flavor and storyline

Misprints

Themes and mechanics

Ice Age featured the return of various familiar creature types and also introduced numerous novel ones, some subtypes of which were exclusive to, and even shared the name of, the creature cards on which they were printed. This was not, by the standard practices of the time, unusual, as the design and development of Ice Age was prior to Magic: The Gathering's release to the general public. Since then, several of these unique creature types have been supplanted with other, more-appropriate or more-established creature types or been entirely removed in successive iterations of errata and the Grand Creature Type Update.[1][2] Not unusual for those times, creature types — namely Barbarian, Bear, Fox, Dryad, Goblins, Insect, Knight, Mammoth (now Elephant), Mercenary, Orc, Soldier, Zombies, Wolf, Worm — were printed with the plural number (or, informally, "form").

The following creature types were introduced in Ice Age:

Template:Div col end

The following creature types that are not new to Magic are used in this expansion:

  • Angel
  • Ape (retroactively)
  • Archer (retroactively)
  • Artificer (retroactively)
  • Barbarian
  • Bear
  • Bird (retroactively)
  • Cat (retroactively)
  • Centaur
  • Cleric
  • Druid (retroactively)
  • Dryad
  • Elemental (retroactively)
  • Elephant (retroactively)
  • Elf
  • Fox
  • Frog (retroactively)
  • Giant
  • Goat
  • Goblin
  • Golem (retroactively)
  • Horror (retroactively)
  • Horse (retroactively)
  • Hound (retroactively)
  • Human (retroactively)
  • Hydra
  • Illusion (retroactively)
  • Insect
  • Imp
  • Knight
  • Kraken
  • Lhurgoyf
  • Lizard (retroactively)
  • Mercenary
  • Minion
  • Mutant (retroactively)
  • Orc
  • Ouphe
  • Plant
  • Rat
  • Shade
  • Shaman (retroactively)
  • Shapeshifter (retroactively)
  • Skeleton
  • Soldier
  • Specter
  • Spider
  • Spirit
  • Unicorn
  • Vampire
  • Wall
  • Wizard
  • Wolf
  • Wolverine
  • Worm
  • Wurm
  • Yeti
  • Zombie

Template:Div col end

The following creature types were used in this expansion at the time of printing but were later changed to other types or removed:

Template:Div col end

Cycles

Cycle name Description and notes White card(s) Blue card(s) Black card(s) Red card(s) Green card(s)
Circles of Protection Each of these uncommon white enchantment cards costs {1}{W} and has an activated ability costing {1} to prevent all of the damage that a source of a given color and of the controller's choice would deal to him or her in a given turn. Circle of Protection: White Circle of Protection: Blue Circle of Protection: Black Circle of Protection: Red Circle of Protection: Green
Scarabs Each of these uncommon white aura enchantment cards costs {W} and has "Enchant creature", "Enchanted creature can't be blocked by [given color] creatures.", and "Enchanted creature gets +2/+2 as long as an opponent controls a [given color] permanent.". White Scarab Blue Scarab Black Scarab Red Scarab Green Scarab
Monocolored hosers Each of these cards "hoses" opponents for playing lands associated with one of the card's enemy colors and/or for playing spells of one the card's enemy colors by "punishes", or exerting a negative effect on, opponents.

Amongst these, the blue-versus-red/red-versus-blue and black-versus-green/green-versus-black hosers are also mirrored pairs.

All of these cards, save for Wrath of Marit Lage and Curse of Marit Lage, which are rare, are uncommon.
Drought
(anti-black)

Justice
(anti-red)
Wrath of Marit Lage
(anti-red)

Breath of Dreams
(anti-green)
Stench of Evil
(anti-white)

Leshrac's Sigil
(anti-green)
Anarchy
(anti-white)

Curse of Marit Lage
(anti-blue)
Thoughtleech
(anti-blue)

Freyalise's Charm
(anti-black)
Multicolored hosers Each of these rare bicolored cards, of an allied color pairing, benefits its controller by directly or indirectly "hosing" opponents for playing lands associated with the card's common enemy color and/or for playing spells of the card's enemy colors by "punishes", or exerting a negative effect on, opponents.

The black/red Ghostly Flame, in and of itself, does not "hose" white, the shared enemy color of the card; rather, it may confer an advantage to black and/or red players by changing the "color of damage" from black and/or red sources to "colorless damage".
Glaciers
({W}{U})
Flooded Woodlands
({U}{B})
Ghostly Flame
({B}{R})
Monsoon
({R}{G})
Reclamation
({G}{W})
Tricolored spells Each of these rare tricolored spells costs NCDE, where C and E are two colors of mana that are allied with D, a third color of mana. Storm Spirit
({W}{U}{G})
Merieke Ri Berit
({W}{U}{B})
Elemental Augury
({U}{B}{R})
Earthlink
({B}{R}{G})
Fiery Justice
({W}{R}{G})
Talismans Each of these uncommon artifact cards costing {2} have a triggered ability that allows its controller to pay {3} whenever a spell of a given color is cast to untap a target permanent. Nacre Talisman Lapis Lazuli Talisman Onyx Talisman Hematite Talisman Malachite Talisman
Depletion lands Each of these rare dual lands has a mana ability "{T}: Add C or D to your mana pool. [This] doesn't untap during its controller's next untap phase.", where C and D are allied colors of mana.

These lands are so named as their "doesn't untap" drawback previously used depletion counters as a reminder of the fact that they could not untap during the next untap phase.
Land Cap
({W}{U})
River Delta
({U}{B})
Lava Tubes
({B}{R})
Timberline Ridge
({R}{G})
Veldt
({G}{W})
Pain lands Each of these rare dual lands has two mana abilities; "{T}: Add {1} to your mana pool." and "{T}: Add C or D to your mana pool. [This] deals 1 damage to you.", where C and D are allied colors of mana. Adarkar Wastes
({W}{U})
Underground River
({U}{B})
Sulfurous Springs
({B}{R})
Karplusan Forest
({R}{G})
Brushland
({G}{W})

Pairs

Reprinted cards

Notes

References

  1. Mark Gottlieb (August 29, 2007). "Masters Edition Update Bulletin". magicthegathering.com. Wizards of the Coast.
  2. Mark Gottlieb (September 26, 2007). "The Grand Creature Type Update". magicthegathering.com. Wizards of the Coast.

External links

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