Ice Age: Difference between revisions
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==Mechanics and Themes== | ==Mechanics and Themes== | ||
Ice Age introduced [[Cumulative Upkeep]] and [[Snow- | Ice Age introduced [[Cumulative Upkeep]] and [[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 effects in Ice Age. Snow-Covered Lands were a [[cycle]] of [[basic]] lands that also have the "snow-covered" [[supertype]], which is meaningless by itself, and is referenced by other cards. This feature in particular was not very well developed, but served as a precursor to the [[Arcane]] spells of [[Kamigawa (block)|Kamigawa block]]. | ||
Another popular mechanic was introduced in Ice Age, but | Another popular mechanic was introduced in Ice Age, but did not use a [[keyword]]: [[Cantrip|Cantrips]]. These were spells that, in addition to their normal effect, also drew you a card. The normal formula for this was the standard cost for the spell, plus two mana, depending on what color the spell was; this made many cantrips cost three mana total. 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 (set)|Visions]] expansion, when it was realized the delay was unnecessary. | ||
In addition to these new mechanics, Ice Age also further explored some of the rules introduced in [[Legends (set)]]. It brought back the concept of [[Legendary | In addition to these new mechanics, Ice Age also further explored some of the rules introduced in the [[Legends (set)|Legends]] expansion. It brought back the popoular concept of [[Legendary]] [[permanent|permanents]], expanding them from multicolored creatures and lands to also include single-colored creatures for the first time. | ||
Ice Age also included a theme of multicolor play, with cards of one color that required or improved by the use of additional colors. For example, <c>Freyalise Supplicant</c> is a [[green]] [[creature]] that requires you to sacrifice a [[white]] or [[red]] creature, and <c>Word of Undoing</c> 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 also included a theme of allied color multicolor play, with cards of one color that required or improved by the use of additional colors. For example, <c>Freyalise Supplicant</c> is a [[green]] [[creature]] that requires you to sacrifice a [[white]] or [[red]] creature, and <c>Word of Undoing</c> is a [[blue]] [[instant]] that returns a creature to owner's hand, as well as any white [[Aura|Auras]] you control on that creature. | ||
Ice Age was designed thematically for slow play, with very few [[Evasion|evasive]] creatres. Ice Age [[limited]] was often characterized | Ice Age was designed thematically for slow play, with very few [[Evasion|evasive]] creatres. Ice Age [[limited]] was often characterized | ||
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*<c>Incinerate</c> -- Along with [[Lightning Bolt]], Incinerate was the gold-standard for burn spells for a long time, but has since been decided to be too powerful for its cost. | *<c>Incinerate</c> -- Along with [[Lightning Bolt]], Incinerate was the gold-standard for burn spells for a long time, but has since been decided to be too powerful for its cost. | ||
*<c>Zuran Orb</c> -- A powerful artifact that gives any deck lifegain, and was notorious for prolonging games. It eventually was banned or restricted in every sanctioned format it could have been played in. | *<c>Zuran Orb</c> -- A powerful artifact that gives any deck lifegain, and was notorious for prolonging games. It eventually was banned or restricted in every sanctioned format it could have been played in. | ||
*<c>Necropotence</c> -- Originally dismissed as a | *<c>Necropotence</c> -- Originally dismissed as a bad rare -- indeed, even called the worst rare of the set by [[InQuest Magazine]], Necropotence became the engine behind the powerful mono-black deck of the same name, which was so powerful that period is often called "[[Black Summer]]" or "The Summer of Necro." Several cards from the deck were banned, but Necropotence appeared again later in several other decks, and was finally banned itself. | ||
*<c>Demonic Consultation</c> -- Another card considered at first to be too risky, Demonic Consultation eventually proved to be a solid tutoring spell, and proved just how valuable tutoring spells are. It, too, was banned. | *<c>Demonic Consultation</c> -- Another card considered at first to be too risky, Demonic Consultation eventually proved to be a solid tutoring spell, and proved just how valuable tutoring spells are. It, too, was banned. | ||
*<c>Stormbind</c> -- A recurring source of damage back when they were much harder to come by, Stormbind was a powerful tournament card at the time, comboing well with <c>Whiteout</c> for further damage. | *<c>Stormbind</c> -- A recurring source of damage back when they were much harder to come by, Stormbind was a powerful tournament card at the time, comboing well with <c>Whiteout</c> for further damage. |
Revision as of 20:41, 30 June 2006
Ice Age is the seventh Magic expansion and was released in May/June 1995 as the first set in the Ice Age Block. With 383 cards including basic lands, it was the first standalone expansion.
Mechanics and Themes
Ice Age introduced Cumulative Upkeep and 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 effects in Ice Age. Snow-Covered Lands were a cycle of basic lands that also have the "snow-covered" supertype, which is meaningless by itself, and is referenced by other cards. This feature in particular was not very well developed, but served as a precursor to the Arcane spells of Kamigawa block.
Another popular mechanic was introduced in Ice Age, but did not use a keyword: Cantrips. These were spells that, in addition to their normal effect, also drew you a card. The normal formula for this was the standard cost for the spell, plus two mana, depending on what color the spell was; this made many cantrips cost three mana total. 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 it was realized the delay was unnecessary.
In addition to these new mechanics, Ice Age also further explored some of the rules introduced in the Legends expansion. It brought back the popoular concept of Legendary permanents, expanding them from multicolored creatures and lands to also include single-colored creatures for the first time.
Ice Age also included a theme of allied color multicolor play, with cards of one color that required or improved by the use of additional colors. 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 evasive creatres. Ice Age limited was often characterized by ground stalls.
Important Cards
- Jester's Cap -- At the time, the most valuable card in the set for its ability to interfere with your opponent's strategy, Jester's Cap has since been overshadowed, and is seldom played.
- Pyroclasm -- A powerful early game board-clearing effect.
- Incinerate -- Along with Lightning Bolt, Incinerate was the gold-standard for burn spells for a long time, but has since been decided to be too powerful for its cost.
- Zuran Orb -- A powerful artifact that gives any deck lifegain, and was notorious for prolonging games. It eventually was banned or restricted in every sanctioned format it could have been played in.
- Necropotence -- Originally dismissed as a bad rare -- indeed, even called the worst rare of the set by InQuest Magazine, Necropotence became the engine behind the powerful mono-black deck of the same name, which was so powerful that period is often called "Black Summer" or "The Summer of Necro." Several cards from the deck were banned, but Necropotence appeared again later in several other decks, and was finally banned itself.
- Demonic Consultation -- Another card considered at first to be too risky, Demonic Consultation eventually proved to be a solid tutoring spell, and proved just how valuable tutoring spells are. It, too, was banned.
- Stormbind -- A recurring source of damage back when they were much harder to come by, Stormbind was a powerful tournament card at the time, comboing well with Whiteout for further damage.
- Polar Kraken -- At 11/11, Polar Kraken was, for a time, the largest creature in the game.
Storyline
The Ice Age storyline, like the earlier sets that took place on Dominaria, occured 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 civlizations 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 Scandanavian in character, and occasional runes and Norse-style clothing and armor can be seen in the art.
Development Information
Development Team: Skaff Elias, Jim Lin, Chris Page, Dave Pettey
Art Director: Sandra Everingham