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1 – 20 of 383 cards where the set is “ice”

Abyssal Specter (Ice Age #113)

Abyssal Specter {2}{B}{B}

Creature — Specter

Flying

Whenever Abyssal Specter deals damage to a player, that player discards a card.

“Open the gates, and bid them enter.”
—Lim-Dûl, the Necromancer

2/3

Illustrated by Ruth Thompson

Standard
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Adarkar Sentinel (Ice Age #306)

Adarkar Sentinel {5}

Artifact Creature — Soldier

{1}: Adarkar Sentinel gets +0/+1 until end of turn.

“We encountered the Sentinels in the wastes, near no living thing. Their purpose was inscrutable.”
—Disa the Restless, journal entry

3/3

Illustrated by Melissa A. Benson

Standard
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Adarkar Unicorn (Ice Age #1)

Adarkar Unicorn {1}{W}{W}

Creature — Unicorn

{T}: Add {U} or {C}{U}. Spend this mana only to pay cumulative upkeep costs.

“There is no nobler creature in all of Terisiare.”
—General Jarkeld, the Arctic Fox

2/2

Illustrated by Quinton Hoover

Standard
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Adarkar Wastes (Ice Age #351)

Adarkar Wastes

Land

{T}: Add {C}.

{T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you.

Illustrated by Mike Raabe

Standard
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Aegis of the Meek (Ice Age #307)

Aegis of the Meek {3}

Artifact

{1}, {T}: Target 1/1 creature gets +1/+2 until end of turn.

“With this marvel, even the weak have a fighting chance!”
—Arcum Dagsson, Soldevi Machinist

Illustrated by Allen Williams

Part of the Reserved List

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Aggression (Ice Age #169)

Aggression {2}{R}

Enchantment — Aura

Enchant non-Wall creature

Enchanted creature has first strike and trample.

At the beginning of the end step of enchanted creature’s controller, destroy that creature if it didn’t attack this turn.

The star that burns twice as bright burns half as long.

Illustrated by Rick Emond

Standard
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Altar of Bone (Ice Age #281)

Altar of Bone {G}{W}

Sorcery

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

Search your library for a creature card, reveal it, put it into your hand, then shuffle.

Illustrated by Melissa A. Benson

Part of the Reserved List

Standard
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Amulet of Quoz (Ice Age #308)

Amulet of Quoz {6}

Artifact

Remove Amulet of Quoz from your deck before playing if you’re not playing for ante.

{T}, Sacrifice Amulet of Quoz: Target opponent may ante the top card of their library. If they don’t, you flip a coin. If you win the flip, that player loses the game. If you lose the flip, you lose the game. Activate only during your upkeep.

Illustrated by Dan Frazier

Part of the Reserved List

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Anarchy (Ice Age #170)

Anarchy {2}{R}{R}

Sorcery

Destroy all white permanents.

“The Shaman waved the staff, and the land itself went mad.”
—Disa the Restless, journal entry

Illustrated by Phil Foglio

Standard
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Arctic Foxes (Ice Age #2)

Arctic Foxes {1}{W}

Creature — Fox

Arctic Foxes can’t be blocked by creatures with power 2 or greater as long as defending player controls a snow land.

“Those Foxes are wily, swift, and ferocious. They are the warriors of the snows.”
—General Jarkeld, the Arctic Fox

1/1

Illustrated by Mark Poole

Standard
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Arcum's Sleigh (Ice Age #309)

Arcum's Sleigh {1}

Artifact

{2}, {T}: Target creature gains vigilance until end of turn. Activate only during combat and only if defending player controls a snow land.

“With the proper equipment and caution, one can travel anywhere.”
—Arcum Dagsson, Soldevi Machinist

Illustrated by Tom Wänerstrand

Standard
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Arcum's Weathervane (Ice Age #310)

Arcum's Weathervane {2}

Artifact

{2}, {T}: Target snow land is no longer snow.

{2}, {T}: Target nonsnow basic land becomes snow.

Illustrated by Tom Wänerstrand

Standard
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Arcum's Whistle (Ice Age #311)

Arcum's Whistle {3}

Artifact

{3}, {T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That player may pay {X}, where X is that mana value. If they don’t pay, the creature attacks this turn if able, and at the beginning of the next end step, destroy it if it didn’t attack this turn. Activate only before attackers are declared.

Illustrated by Quinton Hoover

Standard
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Arenson's Aura (Ice Age #3)

Arenson's Aura {2}{W}

Enchantment

{W}, Sacrifice an enchantment: Destroy target enchantment.

{3}{U}{U}: Counter target enchantment spell.

“I have my faith, and I have my prayers. But if push comes to shove, I’ve also got a little something extra.”
—Halvor Arenson, Kjeldoran Priest

Illustrated by Nicola Leonard

Standard
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Armor of Faith (Ice Age #4)

Armor of Faith {W}

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1.

{W}: Enchanted creature gets +0/+1 until end of turn.

“Keep your chainmail, warrior. I have my own form of protection.”
—Halvor Arenson, Kjeldoran Priest

Illustrated by Anson Maddocks

Standard
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Arnjlot's Ascent (Ice Age #57)

Arnjlot's Ascent {1}{U}{U}

Enchantment

Cumulative upkeep {U} (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.)

{1}: Target creature gains flying until end of turn.

“The dreams of a child fulfilled:
the wind on my brow,
the air ‘neath my feet.”
—Arnjlot Olasson, Sky Mage

Illustrated by Drew Tucker

Standard
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Ashen Ghoul (Ice Age #114)

Ashen Ghoul {3}{B}

Creature — Zombie

Haste

{B}: Return Ashen Ghoul from your graveyard to the battlefield. Activate only during your upkeep and only if three or more creature cards are above Ashen Ghoul.

3/1

Illustrated by Ron Spencer

Standard
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Aurochs (Ice Age #225)

Aurochs {3}{G}

Creature — Aurochs

Trample

Whenever Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.

One Auroch may feed a village, but a herd will flatten it.

2/3

Illustrated by Ken Meyer, Jr.

Standard
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Avalanche (Ice Age #171)

Avalanche {X}{2}{R}{R}

Sorcery

Destroy X target snow lands.

“The pass was completely blocked by the avalanche; we’re forced to turn back. Nevertheless, we’ve gone farther and seen more than any before us.”
—Disa the Restless, journal entry

Illustrated by Brian Snõddy

Standard
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Balduvian Barbarians (Ice Age #172)

Balduvian Barbarians {1}{R}{R}

Creature — Human Barbarian

“Barbarian raids were a concern to those living in the northwest provinces, but the Skyknights never dealt with the problem in a systematic way. They thought of the Balduvians as an ‘amusing model’ of their forebears’ culture.”
Kjeldor: Ice Civilization

3/2

Illustrated by Mark Poole

Standard
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