41 – 60 of 383 cards where the set is “ice”

Brown Ouphe (Ice Age #228)

Brown Ouphe {G}

Creature — Ouphe

{1}{G}, {T}: Counter target activated ability from an artifact source. (Mana abilities can’t be targeted.)

“Ouphes love trinkets and love to take them apart. I only wish they wouldn’t do so with the magical ones.”
—Taaveti of Kelsinko, Elvish Hunter

1/1

Illustrated by Daniel Gelon

Standard
Alchemy
Pioneer
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Modern
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Brushland (Ice Age #352)

Brushland

Land

{T}: Add {C}.

{T}: Add {G} or {W}. Brushland deals 1 damage to you.

Illustrated by Bryon Wackwitz

Standard
Alchemy
Pioneer
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Modern
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Burnt Offering (Ice Age #116)

Burnt Offering {B}

Instant

As an additional cost to cast this spell, sacrifice a creature.

Add X mana in any combination of {B} and/or {R}, where X is the sacrificed creature’s mana value.

“My foes serve me twice: in dying, and in death.”
—Lim-Dûl, the Necromancer

Illustrated by Daniel Gelon

Standard
Alchemy
Pioneer
Explorer
Modern
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Call to Arms (Ice Age #10)

Call to Arms {1}{W}

Enchantment

As Call to Arms enters the battlefield, choose a color and an opponent.

White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn’t tied for most common.

When the chosen color isn’t the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.

Illustrated by Randy Gallegos

Part of the Reserved List

Standard
Alchemy
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Caribou Range (Ice Age #11)

Caribou Range {2}{W}{W}

Enchantment — Aura

Enchant land you control

Enchanted land has “{W}{W}, {T}: Create a 0/1 white Caribou creature token.”

Sacrifice a Caribou token: You gain 1 life.

Illustrated by Ruth Thompson

Standard
Alchemy
Pioneer
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Modern
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Celestial Sword (Ice Age #314)

Celestial Sword {6}

Artifact

{3}, {T}: Target creature you control gets +3/+3 until end of turn. Its controller sacrifices it at the beginning of the next end step.

“So great is its power, only the chosen can wield it and live.”
—Avram Garrisson, Leader of the Knights of Stromgald

Illustrated by Amy Weber

Standard
Alchemy
Pioneer
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Modern
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Centaur Archer (Ice Age #282)

Centaur Archer {1}{R}{G}

Creature — Centaur Archer

{T}: Centaur Archer deals 1 damage to target creature with flying.

“Centaurs will kill our Aesthir if they can; they’ve always been enemies. Destroy the horse-people on sight.”
—Arna Kennerüd, Skyknight

3/2

Illustrated by Melissa A. Benson

Standard
Alchemy
Pioneer
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Modern
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Chaos Lord (Ice Age #178)

Chaos Lord {4}{R}{R}{R}

Creature — Human

First strike

At the beginning of your upkeep, target opponent gains control of Chaos Lord if the number of permanents is even.

Chaos Lord can attack as though it had haste unless it entered the battlefield this turn.

7/7

Illustrated by Brian Snõddy

Standard
Alchemy
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Modern
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Chaos Moon (Ice Age #179)

Chaos Moon {3}{R}

Enchantment

At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, that player adds an additional {R}. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, that Mountain produces colorless mana instead of any other type.

Illustrated by Drew Tucker

Standard
Alchemy
Pioneer
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Modern
Historic
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Chromatic Armor (Ice Age #283)

Chromatic Armor {1}{W}{U}

Enchantment — Aura

Enchant creature

As Chromatic Armor enters the battlefield, choose a color.

Chromatic Armor enters the battlefield with a sleight counter on it.

Prevent all damage that would be dealt to enchanted creature by sources of the last chosen color.

{X}: Put a sleight counter on Chromatic Armor and choose a color. X is the number of sleight counters on Chromatic Armor.

Illustrated by Mark Poole

Part of the Reserved List

Standard
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Chub Toad (Ice Age #229)

Chub Toad {2}{G}

Creature — Frog

Whenever Chub Toad blocks or becomes blocked, it gets +2/+2 until end of turn.

Chub Toad, Chub Toad
At the door.
Run away quick
Or you’ll run no more.
—Traditional children’s rhyme

1/1

Illustrated by Daniel Gelon

Standard
Alchemy
Pioneer
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Modern
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Circle of Protection: Black (Ice Age #12)

Circle of Protection: Black {1}{W}

Enchantment

{1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.

Illustrated by Sandra Everingham

Standard
Alchemy
Pioneer
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Modern
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Circle of Protection: Blue (Ice Age #13)

Circle of Protection: Blue {1}{W}

Enchantment

{1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.

Illustrated by Pete Venters

Standard
Alchemy
Pioneer
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Modern
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Circle of Protection: Green (Ice Age #14)

Circle of Protection: Green {1}{W}

Enchantment

{1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage.

Illustrated by Sandra Everingham

Standard
Alchemy
Pioneer
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Modern
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Circle of Protection: Red (Ice Age #15)

Circle of Protection: Red {1}{W}

Enchantment

{1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage.

Illustrated by Pete Venters

Standard
Alchemy
Pioneer
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Modern
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Circle of Protection: White (Ice Age #16)

Circle of Protection: White {1}{W}

Enchantment

{1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.

Illustrated by Sandra Everingham

Standard
Alchemy
Pioneer
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Modern
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Clairvoyance (Ice Age #63)

Clairvoyance {U}

Instant

Look at target player’s hand.

Draw a card at the beginning of the next turn’s upkeep.

“As we followed the ice wall, we had the distinct feeling of being watched. Many of the party wanted to turn back.”
—Disa the Restless, journal entry

Illustrated by Ken Meyer, Jr.

Standard
Alchemy
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Modern
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Cloak of Confusion (Ice Age #117)

Cloak of Confusion {1}{B}

Enchantment — Aura

Enchant creature you control

Whenever enchanted creature attacks and isn’t blocked, you may have it assign no combat damage this turn. If you do, defending player discards a card at random.

Illustrated by Margaret Organ-Kean

Standard
Alchemy
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Cold Snap (Ice Age #17)

Cold Snap {2}{W}

Enchantment

Cumulative upkeep {2} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

At the beginning of each player’s upkeep, Cold Snap deals damage to that player equal to the number of snow lands they control.

Who knows from whence the winter comes?

Illustrated by Randy Gallegos

Standard
Alchemy
Pioneer
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Modern
Historic
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Timeless
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Conquer (Ice Age #180)

Conquer {3}{R}{R}

Enchantment — Aura

Enchant land

You control enchanted land.

“Why do we trade with those despicable Elves? You don’t live in forests, you burn them!”
—Avram Garrisson, Leader of the Knights of Stromgald

Illustrated by Randy Gallegos

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny