>>> Ice Age <<< 383 Cards Adarkar Sentinel 5, Artifact Creature 3/3, Ice Age Uncommon 1: +0/+1 until end of turn Aegis of the Meek 3, Artifact, Ice Age Rare 1, T: Target 1/1 creature gets +1/+2 until end of turn. Amulet of Quoz 6, Artifact, Ice Age Rare Remove Amulet of Quoz from your deck before playing if you are not playing for ante. 0, T: Sacrifice Amulet of Quoz. Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, that opponent loses the game. Otherwise, you lose the game. Effects that prevent or redirect damage cannot be used to prevent this loss of life. Use this ability only during your upkeep. The opponent may ante an additional card to counter this effect. Arcum’s Sleigh 1, Artifact, Ice Age Uncommon 2, T: Attacking this turn does not cause target creature to tap. You cannot use this ability if defending player controls no snow-covered lands. Arcum’s Weathervane 2, Artifact, Ice Age Uncommon 2, T: Target snow-covered land becomes a non-snow-covered land of the same type. Mark the changed land with a counter. 2, T: Target non-snow-covered basic land becomes a snow-covered land of the same type. Mark the changed land with a counter. Arcum’s Whistle 3, Artifact, Ice Age Uncommon 3, T: Target non-wall creature must attack. At end of turn, destroy that creature if it could not attack. Use this ability only during the creature’s controller’s turn before the attack. The creature’s controller may counter this effect by paying X, where X is equal to the creature’s casting cost. Arcum’s Whistle does not affect creatures brought under their controller’s control this turn. Barbed Sextant 1, Artifact, Ice Age Common 1, T: Sacrifice Barbed Sextant to add one mana of any color to your mana pool. Play this ability as an interrupt. Draw a card at the beginning of the next turn’s upkeep. Baton of Morale 2, Artifact, Ice Age Uncommon 2: Target creature gains banding until end of turn. Celestial Sword 6, Artifact, Ice Age Rare 3, T: Target creature you control gets +3/+3 until end of turn. At end of turn, bury that creature. Crown of the Ages 2, Artifact, Ice Age Rare 4, T: Switch target enchantment from one creature to another; the enchantment’s new target must be legal. The controller of the enchantment does not change. Treat the enchantment as though it were just cast on the new target. Despotic Scepter 1, Artifact, Ice Age Rare T: Bury target permanent you own. Elkin Bottle 3, Artifact, Ice Age Rare 3, T: Take the top card from your library and place it face up in front of you. You may play that card as though it were in your hand; if you do not play it by your next upkeep, remove it from the game. Fyndhorn Bow 2, Artifact, Ice Age Uncommon 3, T: Target creature gains first strike until end of turn. Goblin Lyre 3, Artifact, Ice Age Rare 0: Sacrifice Goblin Lyre. Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, Goblin Lyre deals * damage to that opponent, where * is equal to the number of creatures you control. Otherwise, Goblin Lyre deals * damage to you, where * is equal to the number of creatures the opponent controls. Hematite Talisman 2, Artifact, Ice Age Uncommon 3: Untap target permanent. Use this ability only when a red spell is successfully cast and only once for each red spell cast. Ice Cauldron 4, Artifact, Ice Age Rare X, T: Put a charge counter on Ice Cauldron, and put a spell card face up on Ice Cauldron. Note the type and amount of mana used to pay this activation cost. Use this ability only if there are no charge counters on Ice Cauldron. You may play that spell card as though it were in your hand. T: Remove the charge counter from Ice Cauldron to add mana of the type and amount last used to put a charge counter on Ice Cauldron to your mana pool. This mana is usable only to cast the spell on top of Ice Cauldron. Icy Manipulator 4, Artifact, Ice Age Uncommon 1, T: Tap target artifact, creature, or land. Infinite Hourglass 4, Artifact, Ice Age Rare During your upkeep, put a time counter on Infinite Hourglass. During any upkeep, any player may pay 3 to remove a time counter from Infinite Hourglass. All creatures get +1/+0 for each time counter on Infinite Hourglass. Jester’s Cap 4, Artifact, Ice Age Rare 2, T: Sacrifice Jester’s Cap to look through target player’s library and remove any three of those cards from the game. Reshuffle that library afterwards. Jester’s Mask 5, Artifact, Ice Age Rare Comes into play tapped. 1, T: Sacrifice Jester’s Mask to look through target opponent’s hand and library. Give that player a new hand of as many cards as he or she had before. Reshuffle the remaining cards afterwards. Jeweled Amulet Artifact, Ice Age Uncommon 1, T: Put a charge counter on Jeweled Amulet. Note what type of mana was used to pay this activation cost. Use this ability only if there are no charge counters on Jeweled Amulet. T: Remove the charge counter from Jeweled Amulet to add one mana of the type last used to put a charge counter on Jeweled Amulet to your mana pool. Play this ability as an interrupt. Lapis Lazuli Talisman 2, Artifact, Ice Age Uncommon 3: Untap target permanent. Use this ability only when a blue spell is successfully cast and only once for each blue spell cast. Malachite Talisman 2, Artifact, Ice Age Uncommon 3: Untap target permanent. Use this ability only when a green spell is successfully cast and only once for each green spell cast. Nacre Talisman 2, Artifact, Ice Age Uncommon 3: Untap target permanent. Use this ability only when a white spell is successfully cast and only once for each white spell cast. Naked Singularity 5, Artifact, Ice Age Rare Cumulative Upkeep: 3 Instead of their normal mana, plains produce R, islands produce G, swamps produce W, mountains produce U, and forests produce B. Onyx Talisman 2, Artifact, Ice Age Uncommon 3: Untap target permanent. Use this ability only when a black spell is successfully cast and only once for each black spell cast. Pentagram of the Ages 4, Artifact, Ice Age Rare 4, T: Prevent all damage dealt to you from one source. Pentagram of the Ages does not prevent the same source damaging you again later this turn. Pit Trap 2, Artifact, Ice Age Uncommon 2, T: Sacrifice Pit Trap to bury target creature without flying that is attacking you. Runed Arch 3, Artifact, Ice Age Rare Comes into play tapped. X, T: Sacrifice Runed Arch. X target creatures with power no greater than 2 cannot be blocked this turn. Other effects may later be used to increase a creature’s power beyond 2. Shield of the Ages 2, Artifact, Ice Age Uncommon 2: Prevent 1 damage to you. Skull Catapult 4, Artifact, Ice Age Uncommon 1, T: Sacrifice a creature to have Skull Catapult deal 2 damage to target creature or player. Snow Fortress 5, Artifact Creature 0/4, Ice Age Rare Counts as a wall 1: +1/+0 until end of turn 1: +0/+1 until end of turn 3: Snow Fortress deals 1 damage to target creature without flying that is attacking you. Soldevi Golem 4, Artifact Creature 5/3, Ice Age Rare Does not untap during your untap phase. 0: Untap target creature opponent controls to untap Soldevi Golem at the end of your upkeep. Use this ability only during your upkeep. Soldevi Simulacrum 4, Artifact Creature 2/4, Ice Age Uncommon Cumulative Upkeep: 1 1: +1/+0 until end of turn Staff of the Ages 3, Artifact, Ice Age Rare Creatures with any landwalk ability may be blocked as though they did not have those abilities. Sunstone 3, Artifact, Ice Age Uncommon 2: Sacrifice a snow-covered land to have all creatures deal no damage in combat this turn. Time Bomb 4, Artifact, Ice Age Rare During your upkeep, put a time counter on Time Bomb. 1, T: Sacrifice Time Bomb to have it deal * damage to each creature and player, where * is equal to the number of time counters on Time Bomb. Urza’s Bauble Artifact, Ice Age Uncommon T: Sacrifice Urza’s Bauble to choose a card at random from target player’s hand; look at that card. Ignore this ability if that player has no cards left in hand. Draw a card at the beginning of the next turn’s upkeep. Vexing Arcanix 4, Artifact, Ice Age Rare 3, T: Target player names a card and then turns over the top card of his or her library. If that is the card named, put it into the player’s hand. Otherwise, put it into the player’s graveyard, and Vexing Arcanix deals 2 damage to that player. Vibrating Sphere 4, Artifact, Ice Age Rare During your turn, all creatures you control get +2/+0. During all other turns, all creatures you control get -0/-2. Walking Wall 4, Artifact Creature 0/6, Ice Age Uncommon Counts as a wall 3: Walking Wall gets +3/-1 until end of turn and can attack this turn. Walking Wall cannot attack the turn it comes under your control. Use this ability only once a turn. Wall of Shields 3, Artifact Creature 0/4, Ice Age Uncommon Banding, counts as a wall War Chariot 3, Artifact, Ice Age Uncommon 3, T: Target creature gains trample until end of turn. Whalebone Glider 2, Artifact, Ice Age Uncommon 2, T: Target creature with power no greater than 3 gains flying until end of turn. Other effects may later be used to increase that creature’s power beyond 3. Zuran Orb Artifact, Ice Age Uncommon 0: Sacrifice a land to gain 2 life. Abyssal Specter 2BB, Summon Specter 2/3, Ice Age Uncommon Flying Whenever Abyssal Specter damages any player, that player chooses and discards a card from his or her hand. Ignore this ability if the player has no cards in hand. Ashen Ghoul 3B, Summon Ghoul 3/1, Ice Age Uncommon Ashen Ghoul can attack the turn it comes into play. B: Return Ashen Ghoul to play under your control. Use this ability only at the end of your upkeep and only if Ashen Ghoul is in your graveyard with at least three creature cards above it. Brine Shaman 1B, Summon Cleric 1/1, Ice Age Common T: Sacrifice a creature to give target creature +2/+2 until end of turn. 1UU: Sacrifice a creature to counter target summon spell. Burnt Offering B, Interrupt, Ice Age Common Sacrifice a creature to add that creature’s casting cost in any combination of red and/or black mana to your mana pool. Cloak of Confusion 1B, Enchant Creature, Ice Age Common If target creature you control attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, that player discards a card at random from his or her hand. Ignore this ability if that player has no cards in hand. Dance of the Dead 1B, Enchant Dead Creature, Ice Age Uncommon Take target creature from any graveyard and put it directly into play under your control, tapped, with +1/+1. Treat that creature as though it were just summoned. The creature does not untap during its controller’s untap phase. At the end of his or her upkeep, its controller may pay an additional 1B to untap it. If Dance of the Dead is removed, bury the creature in its owner’s graveyard. Dark Banishing 2B, Instant, Ice Age Common Bury target non-black creature. Dark Ritual B, Interrupt, Ice Age Common Add BBB to your mana pool. Demonic Consultation B, Instant, Ice Age Uncommon Name a card. Remove the top six cards of your library from the game and reveal the next card to all players. If it is the card named, put it into your hand. If not, remove that card from the game and continue revealing the top card of your library and removing it from the game until the named card appears. Dread Wight 3BB, Summon Wight 3/4, Ice Age Rare At end of combat, put a paralyzation counter on any creature blocking or blocked by Dread Wight and tap that creature. As long as the creature has a paralyzation counter on it, it does not untap during its controller’s untap phase. As a non-interrupt fast effect, the creature’s controller may pay 4 to remove a paralyzation counter. Drift of the Dead 3B, Summon Wall */*, Ice Age Uncommon Drift of the Dead has power and toughness each equal to the number of snow-covered lands you control. Fear BB, Enchant Creature, Ice Age Common Target creature cannot be blocked except by artifact creatures or black creatures. Flow of Maggots 2B, Summon Insects 2/2, Ice Age Rare Cumulative Upkeep: 1 Cannot be blocked by non-wall creatures. Foul Familiar 2B, Summon Spirit 3/1, Ice Age Common Cannot be declared as a blocking creature. B: Pay 1 life to return Foul Familiar to owner’s hand. Effects that prevent or redirect damage cannot be used to counter this loss of life. Gangrenous Zombies 1BB, Summon Zombies 2/2, Ice Age Common T: Sacrifice Gangrenous Zombies to have it deal 1 damage to each creature and player. If you control any snow-covered swamps, Gangrenous Zombies instead deals 2 damage to each creature and player. Gaze of Pain 1B, Sorcery, Ice Age Common For each creature you control that attacks and is not blocked, you may choose to have it deal no damage to defending player this turn. If you do so, it instead deals damage equal to its power to a target creature. Gravebind B, Instant, Ice Age Rare Target creature cannot regenerate this turn. Draw a card at the beginning of the next turn’s upkeep. Hecatomb 1BB, Enchantment, Ice Age Rare When Hecatomb comes into play, sacrifice four creatures. 0: Tap target swamp you control to have Hecatomb deal 1 damage to target creature or player. Hoar Shade 3B, Summon Shade 1/2, Ice Age Common B: +1/+1 until end of turn Howl from Beyond XB, Instant, Ice Age Common Target creature gets +X/+0 until end of turn. Hyalopterous Lemure 4B, Summon Lemure 4/3, Ice Age Uncommon 0: Flying and -1/-0 until end of turn Icequake 1BB, Sorcery, Ice Age Uncommon Destroy target land. If that land is a snow-covered land, Icequake deals 1 damage to the land’s controller. Infernal Darkness 2BB, Enchantment, Ice Age Rare Cumulative Upkeep: B and 1 life All mana-producing lands produce B instead of their normal mana. Infernal Denizen 7B, Summon Infernal Denizen 5/7, Ice Age Rare During your upkeep, sacrifice two swamps. If you cannot, tap Infernal Denizen, and target opponent may gain control of target creature of his or her choice you control. The opponent loses control of that creature if Infernal Denizen leaves play. T: Gain control of target creature. Lose control of that creature if Infernal Denizen leaves play. Kjeldoran Dead B, Summon Dead 3/1, Ice Age Common When Kjeldoran Dead comes into play, sacrifice a creature. B: Regenerate Knight of Stromgald BB, Summon Knight 2/1, Ice Age Uncommon Protection from white BB: +1/+0 until end of turn B: First strike until end of turn Krovikan Elementalist BB, Summon Wizard 1/1, Ice Age Uncommon 2R: Target creature gets +1/+0 until end of turn. UU: Target creature you control gains flying until end of turn. At end of turn, bury that creature. Krovikan Fetish 2B, Enchant Creature, Ice Age Common Draw a card at the beginning of the upkeep of the turn after Krovikan Fetish comes into play. Target creature gets +1/+1. Krovikan Vampire 3BB, Summon Vampire 3/3, Ice Age Uncommon At the end of a turn in which any creature is damaged by Krovikan Vampire and put into any graveyard, put that creature directly into play under your control. Treat the creature as though it were just summoned. If you lose control of Krovikan Vampire or Krovikan Vampire leaves play, bury the creature. Legions of Lim-Dûl 1BB, Summon Zombies 2/3, Ice Age Common Snow-covered swampwalk Leshrac’s Rite B, Enchant Creature, Ice Age Uncommon Target creature gains swampwalk. Leshrac’s Sigil BB, Enchantment, Ice Age Uncommon BB: When any opponent successfully casts a green spell, look at that player’s hand and choose a card; he or she then discards that card. Use this ability only once each time a green spell is cast. BB: Return Leshrac’s Sigil to owner’s hand. Lim-Dûl’s Cohort 1BB, Summon Zombies 2/3, Ice Age Common Creatures blocking or blocked by Lim-Dûl’s Cohort cannot regenerate this turn. Lim-Dûl’s Hex 1B, Enchantment, Ice Age Uncommon During your upkeep, Lim-Dûl’s Hex deals 1 damage to each player. Each player may pay B or 3 to prevent the damage to himself or herself. Mind Ravel 2B, Sorcery, Ice Age Common Target player chooses and discards a card from his or her hand. Ignore this ability if that player has no cards in hand. Draw a card at the beginning of the next turn’s upkeep. Mind Warp X3B, Sorcery, Ice Age Uncommon Look at target player’s hand and choose X cards; that player then discards those cards. If the player does not have enough cards in hand, his or her entire hand is discarded. Mind Whip 2BB, Enchant Creature, Ice Age Rare During target creature’s controller’s upkeep, he or she pays 3 or Mind Whip deals 2 damage to him or her. If Mind Whip deals damage in this way, tap that creature. Minion of Leshrac 4BBB, Summon Demon 5/5, Ice Age Rare Protection from black During your upkeep, sacrifice a creature or Minion of Leshrac deals 5 damage to you. If Minion of Leshrac deals damage to you in this way, tap it. You cannot sacrifice Minion of Leshrac to itself. T: Destroy target creature or land. Minion of Tevesh Szat 4BBB, Summon Demon 4/4, Ice Age Rare During your upkeep, pay BB or Minion of Tevesh Szat deals 2 damage to you. T: Target creature gets +3/-2 until end of turn. Mole Worms 2B, Summon Worms 1/1, Ice Age Uncommon You may choose not to untap Mole Worms during your untap phase. T: Tap target land. As long as Mole Worms remains tapped, that land does not untap during its controller’s untap phase. Moor Fiend 3B, Summon Fiend 3/3, Ice Age Common Swampwalk Necropotence BBB, Enchantment, Ice Age Rare Skip your draw phase. If you discard a card from your hand, remove that card from the game. 0: Pay 1 life to set aside the top card of your library. At the beginning of your next discard phase, put that card into your hand. Effects that prevent or redirect damage cannot be used to counter this loss of life. Norritt 3B, Summon Imp 1/1, Ice Age Common T: Untap target blue creature. T: Force target non-wall creature to attack. If creature cannot attack, destroy it at end of turn. Use this ability only during target creature’s controller’s turn, before the attack. Cannot target creatures brought under their controller’s control this turn. Oath of Lim-Dûl 3B, Enchantment, Ice Age Rare For each 1 damage dealt to you or 1 life you lose, sacrifice a permanent you control or choose and discard a card from your hand. You cannot sacrifice Oath of Lim-Dûl in this way. Ignore this effect if you control no permanents other than Oath of Lim-Dûl and have no cards in hand. BB: Draw a card. Pestilence Rats 2B, Summon Rats */3, Ice Age Common Pestilence Rats has power equal to the total number of other Rats in play, no matter who controls them. For example, as long as there are two other Rats in play, Pestilence Rats has power and toughness 2/3. Pox BBB, Sorcery, Ice Age Rare Each player loses 1/3 of his or her life; then chooses and discards 1/3 of the cards in his or her hand; then sacrifices 1/3 of the creatures he or she controls; and finally sacrifices 1/3 of the lands he or she controls. Round each loss up. Effects that prevent or redirect damage cannot be used to counter the this loss of life. Seizures 1B, Enchant Creature, Ice Age Common Whenever target creature becomes tapped, that creature’s controller pays 3 or Seizures deals 3 damage to him or her. Songs of the Damned B, Interrupt, Ice Age Common Add B to your mana pool for each creature in your graveyard. Soul Burn 2B, Sorcery, Ice Age Common Soul Burn deals 1 damage to a single target creature or player for each B or R you pay in addition to the casting cost. Gain 1 life for each B you spend in this way. You cannot gain more life than the toughness of the creature or the total life of the targeted player. Soul Kiss 2B, Enchant Creature, Ice Age Common When Soul Kiss comes into play, choose target creature. B: Pay 1 life to give creature Soul Kiss enchants +2/+2 until end of turn. You cannot spend more than BBB in this way each turn. Effects that prevent or redirect damage cannot be used to counter this loss of life. Spoils of Evil 2B, Interrupt, Ice Age Rare For each artifact or creature in target opponent’s graveyard, add one colorless mana to your mana pool and gain 1 life. Spoils of War XB, Sorcery, Ice Age Rare Put X +1/+1 counters on any number of target creatures, distributed any way you choose, where X is equal to the number of creatures and artifacts in target opponent’s graveyard. Stench of Evil 2BB, Sorcery, Ice Age Uncommon Destroy all plains. Stench of Evil deals 1 damage to each player for each plains he or she controls that is destroyed in this way. Each player may pay 2 for each 1 damage he or she wishes to prevent from Stench of Evil. Stromgald Cabal 1BB, Summon Knights 2/2, Ice Age Rare T: Pay 1 life to counter target white spell. Effects that prevent or redirect damage cannot be used to counter this loss of life. Play this ability as an interrupt. Touch of Death 2B, Sorcery, Ice Age Common Touch of Death deals 1 damage to target player, and you gain 1 life. Draw a card at the beginning of the next turn’s upkeep. Withering Wisps 1BB, Enchantment, Ice Age Uncommon At the end of any turn, if there are no creatures in play, bury Withering Wisps. B: Withering Wisps deals 1 damage to each creature and each player. You cannot spend more B in this way each turn than the number of snow-covered swamps you control. Aurochs 3G, Summon Aurochs 2/3, Ice Age Common Trample When attacking, Aurochs gets +1/+0 for each other Aurochs that attacks. Balduvian Bears 1G, Summon Bears 2/2, Ice Age Common Blizzard GG, Enchantment, Ice Age Rare Cumulative Upkeep: 2 You cannot cast Blizzard if you control no snow-covered lands. Creatures with flying do not untap during their controller’s untap phase. Brown Ouphe G, Summon Ouphe 1/1, Ice Age Common 1G, T: Counter target artifact ability requiring an activation cost. Play this ability as an interrupt. Chub Toad 2G, Summon Toad 1/1, Ice Age Common Chub Toad gets +2/+2 until end of turn when blocking or blocked. Dire Wolves 2G, Summon Wolves 2/2, Ice Age Common Gains banding if you control any plains. Earthlore G, Enchant Land, Ice Age Common When Earthlore comes into play, choose target land you control. 0: Tap land Earthlore enchants to give target blocking creature +1/+2 until end of turn. Elder Druid 3G, Summon Cleric 2/2, Ice Age Rare 3G, T: Tap or untap target artifact, creature, or land. Essence Filter 1GG, Sorcery, Ice Age Common Destroy all enchantments or destroy all non-white enchantments. Fanatical Fever 2GG, Instant, Ice Age Uncommon Target creature gains trample and gets +3/+0 until end of turn. Folk of the Pines 4G, Summon Dryads 2/5, Ice Age Common 1G: +1/+0 until end of turn Forbidden Lore 2G, Enchant Land, Ice Age Rare When Forbidden Lore comes into play, choose target land. 0: Tap land Forbidden Lore enchants to give target creature +2/+1 until end of turn. Forgotten Lore G, Sorcery, Ice Age Uncommon Target opponent chooses target card from your graveyard. You may pay G to have that opponent choose a new target that he or she has not already chosen. Put the last target card in your hand. Foxfire 2G, Instant, Ice Age Common Untap target attacking creature. That creature neither receives nor deals damage in combat this turn. Draw a card at the beginning of the next turn’s upkeep. Freyalise Supplicant 1G, Summon Cleric 1/1, Ice Age Uncommon T: Sacrifice a red or white creature to have Freyalise Supplicant deal an amount of damage equal to half the creature’s power, rounded down, to target creature or player. Freyalise’s Charm GG, Enchantment, Ice Age Uncommon GG: When any opponent successfully casts a black spell, draw a card. Use this ability only once each time a black spell is cast. GG: Return Freyalise’s Charm to owner’s hand. Freyalise’s Winds 2GG, Enchantment, Ice Age Rare Whenever a permanent becomes tapped, put a wind counter on it. Permanents with any wind counters on them do not untap during their controller’s untap phase; instead, remove all wind counters from those permanents. Fyndhorn Brownie 2G, Summon Brownie 1/1, Ice Age Common 2G, T: Untap target creature. Fyndhorn Elder 2G, Summon Elf 1/1, Ice Age Uncommon T: Add GG to your mana pool. Play this ability as an interrupt. Fyndhorn Elves G, Summon Elves 1/1, Ice Age Common T: Add G to your mana pool. Play this ability as an interrupt. Fyndhorn Pollen 2G, Enchantment, Ice Age Rare Cumulative Upkeep: 1 All creatures get -1/-0. 1G: All creatures get -1/-0 until end of turn. Giant Growth G, Instant, Ice Age Common Target creature gets +3/+3 until end of turn. Gorilla Pack 2G, Summon Gorilla Pack 3/3, Ice Age Common Gorilla Pack cannot attack if defending player controls no forests. Bury Gorilla Pack if you control no forests. Hot Springs 1G, Enchant Land, Ice Age Rare When Hot Springs comes into play, choose target land you control. 0: Tap land Hot Springs enchants to prevent 1 damage to any creature or player. Hurricane XG, Sorcery, Ice Age Uncommon Hurricane deals X damage to each creature with flying and each player. Johtull Wurm 5G, Summon Wurm 6/6, Ice Age Uncommon For each blocking creature assigned to Johtull Worm beyond the first, Johtull Worm gets -2/-1 until end of turn. Juniper Order Druid 2G, Summon Cleric 1/1, Ice Age Common T: Untap target land. Play this ability as an interrupt. Lhurgoyf 2GG, Summon Lhurgoyf */1+*, Ice Age Rare Lhurgoyf has power equal to the total number of creatures in all graveyards and toughness equal to 1 plus the total number of creatures in all graveyards. Lure 1GG, Enchant Creature, Ice Age Uncommon All creatures able to block target creature must do so. Lure does not prevent a creature from blocking more than one creature if blocker has that ability. If blocker is forced to block more creatures than it is allowed to, defender chooses which of these creatures to block, but must block as many creatures as allowed. Maddening Wind 2G, Enchant Creature, Ice Age Uncommon Cumulative Upkeep: G During target creature’s controller’s upkeep, Maddening Wind deals 2 damage to that player. Nature’s Lore 1G, Sorcery, Ice Age Uncommon Search your library for any forest and put it directly into play. This does not count towards your one land per turn limit. Reshuffle your library afterwards. Pale Bears 2G, Summon Bears 2/2, Ice Age Rare Islandwalk Pygmy Allosaurus 2G, Summon Dinosaur 2/2, Ice Age Rare Swampwalk Pyknite 2G, Summon Pyknite 1/1, Ice Age Common Draw a card at the beginning of the upkeep of the turn after Pyknite comes into play. Regeneration 1G, Enchant Creature, Ice Age Common When Regeneration comes into play, choose target creature. G: Regenerate creature Regeneration enchants. Rime Dryad G, Summon Dryad 1/2, Ice Age Common Snow-covered forestwalk Ritual of Subdual 4GG, Enchantment, Ice Age Rare Cumulative Upkeep: 2 All mana-producing lands produce colorless mana instead of their normal mana. Scaled Wurm 7G, Summon Wurm 7/6, Ice Age Common Shambling Strider 4GG, Summon Strider 5/5, Ice Age Common RG: +1/-1 until end of turn Snowblind 3G, Enchant Creature, Ice Age Rare Target creature gets -*/-*. When that creature attacks, * is equal to the number of snow-covered lands defending player controls. At other times, * is equal to the number of snow-covered lands its controller controls. If this reduces the creature’s toughness to less than 1, the creature’s toughness is 1. Stampede 1GG, Instant, Ice Age Rare All attacking creatures gain trample and get +1/+0 until end of turn. Stunted Growth 3GG, Sorcery, Ice Age Rare Target player chooses three cards from his or her hand and puts them on top of his or her library in any order. If that player does not have enough cards in hand, his or her entire hand is put on top of his or her library in any order. Tarpan G, Summon Tarpan 1/1, Ice Age Common If Tarpan is put into the graveyard from play, gain 1 life. Thermokarst 1GG, Sorcery, Ice Age Uncommon Destroy target land. If that land is a snow-covered land, gain 1 life. Thoughtleech GG, Enchantment, Ice Age Uncommon Whenever an island controlled by target opponent becomes tapped, gain 1 life. Tinder Wall G, Summon Wall 0/3, Ice Age Common 0: Sacrifice Tinder Wall to add RR to your mana pool. Play this ability as an interrupt. R: Sacrifice Tinder Wall to have it deal 2 damage to target creature it blocks. Touch of Vitae 2G, Instant, Ice Age Uncommon Target creature may untap one additional time this turn. That creature may attack or use abilities that require tap as part of the activation cost this turn. Draw a card at the beginning of the next turn’s upkeep. Trailblazer 2GG, Instant, Ice Age Rare Target creature cannot be blocked this turn. Venomous Breath 3G, Instant, Ice Age Uncommon At end of combat, destroy all creatures blocking or blocked by target creature this turn. Wall of Pine Needles 3G, Summon Wall 3/3, Ice Age Uncommon G: Regenerate Whiteout 1G, Instant, Ice Age Uncommon All creatures with flying lose flying until end of turn. If Whiteout is in your graveyard, you may sacrifice a snow-covered land to return Whiteout to your hand. Wiitigo 3GGG, Summon Wiitigo 0/0, Ice Age Rare When Wiitigo comes into play, put six +1/+1 counters on it. During your upkeep, put a +1/+1 counter on Wiitigo if it has blocked or been blocked since your last upkeep. Otherwise, remove a +1/+1 counter from Wiitigo. Ignore this effect if there are no counters left on Wiitigo. Wild Growth G, Enchant Land, Ice Age Common Wild Growth adds G to your mana pool whenever target land is tapped for mana. Woolly Mammoths 1GG, Summon Mammoths 3/2, Ice Age Common Gains trample as long as you control any snow-covered lands. Woolly Spider 1GG, Summon Spider 2/3, Ice Age Common Can block creatures with flying. If Woolly Spider is assigned to block a creature with flying, Woolly Spider gets +0/+2 until end of turn. Yavimaya Gnats 2G, Summon Insects 0/1, Ice Age Uncommon Flying G: Regenerate Adarkar Wastes Land, Ice Age Rare T: Add 1 to your mana pool. T: Add W to your mana pool. Adarkar Wastes deals 1 damage to you. T: Add U to your mana pool. Adarkar Wastes deals 1 damage to you. Brushland Land, Ice Age Rare T: Add 1 to your mana pool. T: Add W to your mana pool. Brushland deals 1 damage to you. T: Add G to your mana pool. Brushland deals 1 damage to you. Forest Land, Ice Age Land T: Add G to your mana pool. Forest [Version 2] Land, Ice Age Land T: Add G to your mana pool. Forest [Version 3] Land, Ice Age Land T: Add G to your mana pool. Glacial Chasm Land, Ice Age Uncommon Cumulative Upkeep: 2 life When Glacial Chasm comes into play, sacrifice a land. You cannot attack. All damage dealt to you is reduced to 0. Halls of Mist Land, Ice Age Rare Cumulative Upkeep: 1 No creature can attack if it attacked during its controller’s last turn. Ice Floe Land, Ice Age Uncommon You may choose not to untap Ice Floe during your untap phase. T: Tap target creature without flying that is attacking you. As long as Ice Floe remains tapped, that creature does not untap during its controller’s untap phase. Island Land, Ice Age Land T: Add U to your mana pool. Island [Version 2] Land, Ice Age Land T: Add U to your mana pool. Island [Version 3] Land, Ice Age Land T: Add U to your mana pool. Karplusan Forest Land, Ice Age Rare T: Add 1 to your mana pool. T: Add R to your mana pool. Karplusan Forest deals 1 damage to you. T: Add G to your mana pool. Karplusan Forest deals 1 damage to you. Land Cap Land, Ice Age Rare If there are any depletion counters on Land Cap, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from Land Cap. T: Add W to your mana pool. Put a depletion counter on Land Cap. T: Add U to your mana pool. Put a depletion counter on Land Cap. Lava Tubes Land, Ice Age Rare If there are any depletion counters on Lava Tubes, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from Lava Tubes. T: Add B to your mana pool. Put a depletion counter on Lava Tubes. T: Add R to your mana pool. Put a depletion counter on Lava Tubes. Mountain Land, Ice Age Land T: Add R to your mana pool. Mountain [Version 2] Land, Ice Age Land T: Add R to your mana pool. Mountain [Version 3] Land, Ice Age Land T: Add R to your mana pool. Plains Land, Ice Age Land T: Add W to your mana pool. Plains [Version 2] Land, Ice Age Land T: Add W to your mana pool. Plains [Version 3] Land, Ice Age Land T: Add W to your mana pool. River Delta Land, Ice Age Rare If there are any depletion counters on River Delta, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from River Delta. T: Add U to your mana pool. Put a depletion counter on River Delta. T: Add B to your mana pool. Put a depletion counter on River Delta. Snow-Covered Forest Land, Ice Age Land T: Add G to your mana pool. Snow-Covered Island Land, Ice Age Land T: Add U to your mana pool. Snow-Covered Mountain Land, Ice Age Land T: Add R to your mana pool. Snow-Covered Plains Land, Ice Age Land T: Add W to your mana pool. Snow-Covered Swamp Land, Ice Age Land T: Add B to your mana pool. Sulfurous Springs Land, Ice Age Rare T: Add 1 to your mana pool. T: Add B to your mana pool. Sulfurous Springs deals 1 damage to you. T: Add B to your mana pool. Sulfurous Springs deals 1 damage to you. Swamp Land, Ice Age Land T: Add B to your mana pool. Swamp [Version 2] Land, Ice Age Land T: Add B to your mana pool. Swamp [Version 3] Land, Ice Age Land T: Add B to your mana pool. Timberline Ridge Land, Ice Age Rare If there are any depletion counters on Timberline Ridge, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from Timberline Ridge. T: Add R to your mana pool. Put a depletion counter on Timberline Ridge. T: Add G to your mana pool. Put a depletion counter on Timberline Ridge. Underground River Land, Ice Age Rare T: Add 1 to your mana pool. T: Add U to your mana pool. Underground River deals 1 damage to you. T: Add U to your mana pool. Underground River deals 1 damage to you. Veldt Land, Ice Age Rare If there are any depletion counters on Veldt, it does not untap during your untap phase. At the beginning of your upkeep, remove a depletion counter from Veldt. T: Add W to your mana pool. Put a depletion counter on Veldt. T: Add G to your mana pool. Put a depletion counter on Veldt. Aggression 2R, Enchant Creature, Ice Age Uncommon Target non-wall creature gains first strike and trample. At the end of its controller’s turn, destroy that creature if it did not attack that turn. Anarchy 2RR, Sorcery, Ice Age Uncommon Destroy all white permanents. Avalanche X2RR, Sorcery, Ice Age Uncommon Destroy X target snow-covered lands. Balduvian Barbarians 1RR, Summon Barbarians 3/2, Ice Age Common Balduvian Hydra XRR, Summon Hydra 0/1, Ice Age Rare When Balduvian Hydra comes into play, put X +1/+0 counters on it. 0: Remove a +1/+0 counter from Balduvian Hydra to prevent 1 damage to Balduvian Hydra. RRR: Put a +1/+0 counter on Balduvian Hydra. Use this ability only during your upkeep. Barbarian Guides 2R, Summon Barbarians 1/2, Ice Age Common 2R, T: Target creature you control gains a snow-covered landwalk ability of your choice until end of turn. At end of turn, return that creature to its owner’s hand. Battle Frenzy 2R, Instant, Ice Age Common All green creatures you control get +1/+1 until end of turn. All non-green creatures you control get +1/+0 until end of turn. Bone Shaman 2RR, Summon Giant 3/3, Ice Age Common B: Any creature damaged by Bone Shaman this turn cannot regenerate until end of turn. Brand of Ill Omen 3R, Enchant Creature, Ice Age Rare Cumulative Upkeep: R Target creature’s controller cannot cast summon spells. Chaos Lord 4RRR, Summon Lord 7/7, Ice Age Rare First strike Chaos Lord can attack the first turn it comes into play on a side, except the turn it first comes into play. During your upkeep, count the number of permanents. If that number is even, target opponent gains control of Chaos Lord. Chaos Moon 3R, Enchantment, Ice Age Rare During each player’s upkeep, count the number of permanents. If that number is odd, all red creatures get +1/+1 and mountains produce an additional R when tapped for mana until end of turn. If the number is even, all red creatures get -1/-1 and mountains produce colorless mana instead of their normal mana until end of turn. Conquer 3RR, Enchant Land, Ice Age Uncommon Gain control of target land. Curse of Marit Lage 3RR, Enchantment, Ice Age Rare When Curse of Marit Lage comes into play, tap all islands. Islands do not untap during their controller’s untap phase. Dwarven Armory 2RR, Enchantment, Ice Age Rare 2: Sacrifice a land to put a +2/+2 counter on target creature. Use this ability only during upkeep. Errantry 1R, Enchant Creature, Ice Age Common Target creature gets +3/+0. If that creature attacks, no other creatures can attack this turn. Flame Spirit 4R, Summon Spirit 2/3, Ice Age Uncommon R: +1/+0 until end of turn Flare 2R, Instant, Ice Age Common Flare deals 1 damage to target creature or player. Draw a card at the beginning of the next turn’s upkeep. Game of Chaos RRR, Sorcery, Ice Age Rare Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in your favor, you gain 1 life and that opponent loses 1 life. Otherwise, you lose 1 life and the opponent gains 1 life. Effects that prevent or redirect damage cannot be used to counter this loss of life. The winner of each round decides whether to continue. Double the stakes in life each round. Glacial Crevasses 2R, Enchantment, Ice Age Rare 0: Sacrifice a snow-covered mountain. No creatures deal damage in combat this turn. Goblin Mutant 2RR, Summon Goblin 5/3, Ice Age Uncommon Trample Cannot attack if defending player controls an untapped creature with power greater than 2. Cannot be assigned to block any creature with power greater than 2. Goblin Sappers 1R, Summon Goblins 1/1, Ice Age Common RR, T: Target creature you control cannot be blocked this turn. At end of combat, destroy that creature and Goblin Sappers. RRRR, T: Target creature you control cannot be blocked this turn. At end of combat, destroy that creature. Goblin Ski Patrol 1R, Summon Goblins 1/1, Ice Age Common 1R: Flying and +2/+0. At end of turn, bury Goblin Ski Patrol. Use this ability only once and only if you control any snow-covered mountains. Goblin Snowman 3R, Summon Goblins 1/1, Ice Age Uncommon When blocking, Goblin Snowman neither deals nor receives damage in combat. T: Goblin Snowman deals 1 damage to target creature it blocks. Grizzled Wolverine 1RR, Summon Wolverine 2/2, Ice Age Common R: +2/+0 until end of turn. Use this ability only when a creature is assigned to block Grizzled Wolverine and only once each turn. Imposing Visage R, Enchant Creature, Ice Age Common Target creature cannot be blocked by only one creature. Incinerate 1R, Instant, Ice Age Common Incinerate deals 3 damage to target creature or player. No creature damaged by Incinerate can regenerate this turn. Jokulhaups 4RR, Sorcery, Ice Age Rare Bury all artifacts, creatures, and lands. Karplusan Giant 6R, Summon Giant 3/3, Ice Age Uncommon 0: Tap target snow-covered land you control to give Karplusan Giant +1/+1 until end of turn. Karplusan Yeti 3RR, Summon Yeti 3/3, Ice Age Rare T: Karplusan Yeti deals an amount of damage equal to its power to target creature. That creature deals an amount of damage equal to its power to Karplusan Yeti. Lava Burst XR, Sorcery, Ice Age Common Lava Burst deals X damage to target creature or player. Effects that prevent or redirect damage cannot be used to protect that creature. Márton Stromgald 2RR, Summon Legend 1/1, Ice Age Rare If Márton Stromgald attacks, all other attacking creatures get +*/+* until end of turn, where * is equal to the number of other attacking creatures. If Márton blocks, all other blocking creatures get +*/+* until end of turn, where * is equal to the number of other blocking creatures. Melee 4R, Instant, Ice Age Uncommon Cast only on your turn during combat before defense is chosen. Choose how attacking creatures you control are blocked; all defense must be legal. After declaring blocking, untap any unblocked attacking creature. Treat those creatures as though they had not attacked. Melting 3R, Enchantment, Ice Age Uncommon All snow-covered lands become non-snow-covered lands of the same type. Meteor Shower XXR, Sorcery, Ice Age Common Meteor Shower deals X+1 damage divided any way you choose among any number of target creatures and/or players. Mountain Goat R, Summon Goat 1/1, Ice Age Common Mountainwalk Mudslide 2R, Enchantment, Ice Age Rare Creatures without flying do not untap during their controller’s untap phase. At the end of his or her upkeep, each player may pay an additional 2 per creature to untap a creature without flying he or she controls. Orcish Cannoneers 1RR, Summon Orcs 1/3, Ice Age Uncommon T: Orcish Cannoneers deals 2 damage to target creature or player and 3 damage to you. Orcish Conscripts R, Summon Orcs 2/2, Ice Age Common Cannot be declared as attacking unless at least two other creatures are also declared as attacking. Cannot be assigned to block unless at least two other creatures are also assigned to block. Orcish Farmer 1RR, Summon Orc 2/2, Ice Age Common T: Target land becomes a swamp until its controller’s next untap phase. Orcish Healer RR, Summon Cleric 1/1, Ice Age Uncommon RR, T: Target creature cannot regenerate this turn. RBB, T: Regenerate target black or green creature. RGG, T: Regenerate target black or green creature. Orcish Librarian 1R, Summon Orc 1/1, Ice Age Rare R, T: Take the top eight cards of your library; remove four of them at random from the game. Put the remaining four on top of your library in any order. Orcish Lumberjack R, Summon Orc 1/1, Ice Age Common T: Sacrifice a forest to add three mana in any combination of red and/or green to your mana pool. Play this ability as an interrupt. Orcish Squatters 4R, Summon Orcs 2/3, Ice Age Rare If Orcish Squatters attacks and is not blocked, you may gain control of target land controlled by defending player. If you do so, Orcish Squatters deals no damage in combat this turn. Lose control of that land if Orcish Squatters leaves play or if you lose control of Orcish Squatters. Panic R, Instant, Ice Age Common Target creature cannot block this turn. Cast only during combat before defense is chosen. Draw a card at the beginning of the next turn’s upkeep. Pyroblast R, Interrupt, Ice Age Common Counter target spell if it is blue or destroy target permanent if it is blue. Pyroclasm 1R, Sorcery, Ice Age Uncommon Pyroclasm deals 2 damage to each creature. Sabretooth Tiger 2R, Summon Tiger 2/1, Ice Age Common First strike Shatter 1R, Instant, Ice Age Common Destroy target artifact. Stone Rain 2R, Sorcery, Ice Age Common Destroy target land. Stone Spirit 4R, Summon Spirit 4/3, Ice Age Uncommon Cannot be blocked by creatures with flying. Stonehands 2R, Enchant Creature, Ice Age Common Target creature gets +0/+2. R: Creature Stonehands enchants gets +1/+0 until end of turn. Tor Giant 3R, Summon Giant 3/3, Ice Age Common Total War 3R, Enchantment, Ice Age Rare Whenever any player declares an attack, destroy all untapped non-wall creatures that player controls that don’t attack. Do not destroy creatures the player did not control at the beginning of the turn. Vertigo R, Instant, Ice Age Uncommon Vertigo deals 2 damage to target creature with flying; that creature loses flying until end of turn. Wall of Lava 1RR, Summon Wall 1/3, Ice Age Uncommon R: +1/+1 until end of turn Word of Blasting 1R, Instant, Ice Age Uncommon Bury target wall. Word of Blasting deals an amount of damage equal to that wall’s casting cost to the wall’s controller. Arnjlot’s Ascent 1UU, Enchantment, Ice Age Common Cumulative Upkeep: U 1: Target creature gains flying until end of turn. Balduvian Conjurer 1U, Summon Wizard 0/2, Ice Age Uncommon T: Target snow-covered land becomes a 2/2 creature until end of turn. The target still counts as land but cannot be tapped for mana if it came into play on a side this turn. Balduvian Shaman U, Summon Cleric 1/1, Ice Age Common T: Permanently change the text of target white enchantment you control that does not have cumulative upkeep by replacing all instances of one color word with another. For example, you may change "Counters black spells" to "Counters blue spells." Balduvian Shaman cannot change mana symbols. That enchantment now has Cumulative Upkeep: 1. Binding Grasp 3U, Enchant Creature, Ice Age Uncommon During your upkeep, pay 1U or bury Binding Grasp. Gain control of target creature; that creature gets +0/+1. Brainstorm U, Instant, Ice Age Common Draw three cards; then, take two cards from your hand and put them on top of your library in any order. Breath of Dreams 2UU, Enchantment, Ice Age Uncommon Cumulative Upkeep: U Green creatures each require an additional Cumulative Upkeep: 1. Clairvoyance U, Instant, Ice Age Common Look at target player’s hand. Draw a card at the beginning of the next turn’s upkeep. Counterspell UU, Interrupt, Ice Age Common Counter target spell. Deflection 3U, Interrupt, Ice Age Rare Target spell, which must have a single target, targets a new legal target of your choice. Dreams of the Dead 3U, Enchantment, Ice Age Uncommon 1U: Take target white or black creature from your graveyard and put it directly into play as though it were just summoned. That creature now requires an additional Cumulative Upkeep: 2. If the creature leaves play, remove it from the game. Enervate 1U, Instant, Ice Age Common Tap target artifact, creature, or land. Draw a card at the beginning of the next turn’s upkeep. Errant Minion 2U, Enchant Creature, Ice Age Common During target creature’s controller’s upkeep, Errant Minion deals 2 damage to him or her. He or she may pay 1 for each 1 damage he or she wishes to prevent from Errant Minion. Essence Flare U, Enchant Creature, Ice Age Common Target creature gets +2/+0. During each of its controller’s upkeeps, put a -0/-1 counter on the creature. These counters remain even if Essence Flare is removed. Force Void 2U, Interrupt, Ice Age Uncommon Counter target spell unless that spell’s caster pays an additional 1. Draw a card at the beginning of the next turn’s upkeep. Glacial Wall 2U, Summon Wall 0/7, Ice Age Uncommon Hydroblast U, Interrupt, Ice Age Common Counter target spell if it is red or destroy target permanent if it is red. Iceberg XUU, Enchantment, Ice Age Uncommon When Iceberg comes into play, put X ice counters on it. 3: Put an ice counter on Iceberg. 0: Remove an ice counter from Iceberg to add one colorless mana to your mana pool. Play this ability as an interrupt. Icy Prison UU, Enchantment, Ice Age Rare When Icy Prison comes into play, remove target creature from the game. When Icy Prison leaves play, return that creature to play under its owner’s control as though it were just summoned. During your upkeep, destroy Icy Prison. Any player may pay 3 to prevent this. Illusionary Forces 3U, Summon Illusion 4/4, Ice Age Common Flying Cumulative Upkeep: U Illusionary Presence 1UU, Summon Illusion 2/2, Ice Age Rare Cumulative Upkeep: U During your upkeep, Illusionary Presence gains a landwalk ability of your choice until end of turn. Illusionary Terrain UU, Enchantment, Ice Age Uncommon Cumulative Upkeep: 2 All basic lands of one type become basic lands of a different type of your choice. Illusionary Wall 4U, Summon Wall 7/4, Ice Age Common Flying, first strike Cumulative Upkeep: U Illusions of Grandeur 3U, Enchantment, Ice Age Rare Cumulative Upkeep: 2 When Illusions of Grandeur comes into play, gain 20 life. When Illusions of Grandeur leaves play, lose 20 life. Effects that prevent or redirect damage cannot be used to counter this loss of life. Infuse 2U, Instant, Ice Age Common Untap target artifact, creature, or land. Draw a card at the beginning of the next turn’s upkeep. Krovikan Sorcerer 2U, Summon Wizard 1/1, Ice Age Common T: Choose and discard a card from your hand to draw a card. If the card discarded was black, draw two cards instead of one; keep one and discard the other. Magus of the Unseen 1U, Summon Wizard 1/1, Ice Age Rare 1U, T: Untap target artifact opponent controls and gain control of it until end of turn. If that artifact is an artifact creature, it can attack, and you may use any of its abilities that require tap as part of the activation cost. When you lose control of the artifact, tap it. Mesmeric Trance 1UU, Enchantment, Ice Age Rare Cumulative Upkeep: 1 U: Discard a card from your hand to draw a card. Mistfolk UU, Summon Mistfolk 1/2, Ice Age Common U: Counter target spell that targets Mistfolk. Musician 2U, Summon Mage 1/3, Ice Age Rare Cumulative Upkeep: 1 T: Put a music counter on target creature. During that creature’s controller’s upkeep, he or she pays 1 for each music counter on the creature, or destroy the creature. Mystic Might U, Enchant Land, Ice Age Rare Cumulative Upkeep: 1U When Mystic Might comes into play, choose target land you control. 0: Tap land Mystic Might enchants to give target creature +2/+2 until end of turn. Mystic Remora U, Enchantment, Ice Age Common Cumulative Upkeep: 1 Whenever target opponent successfully casts a non-creature spell, you may draw a card. That player may pay 4 to counter this effect. Phantasmal Mount 1U, Summon Phantasm 1/1, Ice Age Uncommon Flying T: Target creature you control, which has toughness less than 3, gains flying and gets +1/+1 until end of turn. Other effects may later be used to increase that creature’s toughness beyond 3. If Phantasmal Mount leaves play before end of turn, bury the creature. If the creature leaves play before end of turn, bury Phantasmal Mount. Polar Kraken 8UUU, Summon Kraken 11/11, Ice Age Rare Trample Cumulative Upkeep: Sacrifice a land. Comes into play tapped. Portent U, Sorcery, Ice Age Common Look at the top three cards of target player’s library; then, either shuffle that library or put those three cards on top of the library in any order. Draw a card at the beginning of the next turn’s upkeep. Power Sink XU, Interrupt, Ice Age Common Counter target spell unless that spell’s caster pays an additional X. That player must draw and pay all available mana from lands and mana pool until X is paid; he or she may also pay mana from other sources if desired. Ray of Command 3U, Instant, Ice Age Common Untap target creature opponent controls and gain control of it until end of turn. That creature can attack or use abilities that require tap as part of the activation cost. When you lose control of the creature, tap it. Ray of Erasure U, Instant, Ice Age Common Target player takes the top card of his or her library and puts it in his or her graveyard. Draw a card at the beginning of the next turn’s upkeep. Reality Twist UUU, Enchantment, Ice Age Rare Cumulative Upkeep: 1UU Instead of their normal mana, plains produce R, swamps produce G, mountains produce W, and forests produce B. Sea Spirit 4U, Summon Spirit 2/3, Ice Age Uncommon U: +1/+0 until end of turn Shyft 4U, Summon Shyft 4/2, Ice Age Rare During your upkeep, you may change the color of Shyft to any color or combination of colors. Sibilant Spirit 5U, Summon Spirit 5/6, Ice Age Rare Flying Whenever Sibilant Spirit is declared as an attacker, defending player may draw a card. Silver Erne 3U, Summon Erne 2/2, Ice Age Uncommon Flying, trample Sleight of Mind U, Interrupt, Ice Age Uncommon Change the text of target spell or permanent by replacing all instances of one color word with another. For example, you may change "Counters black spells" to "Counters blue spells." Sleight of Mind cannot change mana symbols. Snow Devil 1U, Enchant Creature, Ice Age Common Target creature gains flying. As long as you control any snow-covered lands, that creature also gains first strike when blocking. Snowfall 2U, Enchantment, Ice Age Common Cumulative Upkeep: U Islands may produce an additional U when tapped for mana. This mana is usable only for cumulative upkeep. Snow-covered islands may produce either an additional UU or an additional U when tapped for mana. This mana is usable only for cumulative upkeep. Soldevi Machinist 1U, Summon Wizard 1/1, Ice Age Uncommon T: Add two colorless mana to your mana pool. This mana may only be used to pay the activation cost of an artifact. Play this ability as an interrupt. Soul Barrier 2U, Enchantment, Ice Age Uncommon Whenever target opponent casts a summon spell, Soul Barrier deals 2 damage to him or her. That player may pay 2 to prevent this damage. Thunder Wall 1UU, Summon Wall 0/2, Ice Age Uncommon Flying U: +1/+1 until end of turn Updraft 1U, Instant, Ice Age Uncommon Target creature gains flying until end of turn. Draw a card at the beginning of the next turn’s upkeep. Wind Spirit 4U, Summon Spirit 3/2, Ice Age Uncommon Flying Cannot be blocked by only one creature. Winter’s Chill XU, Instant, Ice Age Rare Cast only during combat before defense is chosen. At end of combat, destroy X target attacking creatures; X cannot be greater than the number of snow-covered lands you control. For each attacking creature, its controller may pay 1 or 2 to prevent it from being destroyed in this way. If that player pays 1, the creature neither deals nor receives damage in combat. If that player pays 2, the creature deals and receives damage in combat as normal. Word of Undoing U, Instant, Ice Age Common Return target creature to owner’s hand. Return any white enchantments you own on that creature to your hand. Wrath of Marit Lage 3UU, Enchantment, Ice Age Rare When Wrath of Marit Lage comes into play, tap all red creatures. Red creatures do not untap during their controller’s untap phase. Zuran Enchanter 1U, Summon Wizard 1/1, Ice Age Common 2B, T: Target player chooses and discards one card from his or her hand. Ignore this ability if that player has no cards in his or her hand. Use this ability only during your turn. Zuran Spellcaster 2U, Summon Wizard 1/1, Ice Age Common T: Zuran Spellcaster deals 1 damage to target creature or player. Zur’s Weirding 3U, Enchantment, Ice Age Rare All players play with the cards in their hands face up on the table. Whenever any player draws a card, any other player may pay 2 life to force the drawing player to discard that card. Effects that prevent or redirect damage cannot be used to counter this loss of life. Adarkar Unicorn 1WW, Summon Unicorn 2/2, Ice Age Common T: Add either U or U and one colorless mana to your mana pool. This mana is usable only for cumulative upkeep. Play this ability as an interrupt. Arctic Foxes 1W, Summon Foxes 1/1, Ice Age Common If defending player controls any snow-covered lands, no creature with power greater than 1 may be assigned to block Arctic Foxes. Arenson’s Aura 2W, Enchantment, Ice Age Common W: Sacrifice an enchantment to destroy target enchantment. 3UU: Counter target enchantment. Armor of Faith W, Enchant Creature, Ice Age Common Target creature gets +1/+1. W: Creature Armor of Faith enchants gets +0/+1 until end of turn. Battle Cry 2W, Instant, Ice Age Uncommon Untap all white creatures you control. Any creature that blocks this turn gets +0/+1 until end of turn. Black Scarab W, Enchant Creature, Ice Age Uncommon Target creature gets +2/+2 as long as any opponent controls any black cards. That creature cannot be blocked by black creatures. Blessed Wine 1W, Instant, Ice Age Common Gain 1 life. Draw a card at the beginning of the next turn’s upkeep. Blinking Spirit 3W, Summon Blinking Spirit 2/2, Ice Age Rare 0: Return Blinking Spirit to owner’s hand. Blue Scarab W, Enchant Creature, Ice Age Uncommon Target creature gets +2/+2 as long as any opponent controls any blue cards. That creature cannot be blocked by blue creatures. Call to Arms 1W, Enchantment, Ice Age Rare Choose a color. As long as target opponent controls more cards of that color than any other color, all white creatures get +1/+1. If at any time that opponent does not control more cards of that color than any other color, bury Call to Arms. Caribou Range 2WW, Enchant Land, Ice Age Rare When Caribou Range comes into play, choose target land you control. WW: Tap land Caribou Range enchants to put a Caribou token into play. Treat this token as a 0/1 white creature. 0: Sacrifice a Caribou token to gain 1 life. Circle of Protection: Black 1W, Enchantment, Ice Age Common 1: Prevent all damage against you from one black source. If a source deals damage to you more than once in a turn, you may pay 1 each time to prevent the damage. Circle of Protection: Blue 1W, Enchantment, Ice Age Common 1: Prevent all damage against you from one blue source. If a source deals damage to you more than once in a turn, you may pay 1 each time to prevent the damage. Circle of Protection: Green 1W, Enchantment, Ice Age Common 1: Prevent all damage against you from one green source. If a source deals damage to you more than once in a turn, you may pay 1 each time to prevent the damage. Circle of Protection: Red 1W, Enchantment, Ice Age Common 1: Prevent all damage against you from one red source. If a source deals damage to you more than once in a turn, you may pay 1 each time to prevent the damage. Circle of Protection: White 1W, Enchantment, Ice Age Common 1: Prevent all damage against you from one white source. If a source deals damage to you more than once in a turn, you may pay 1 each time to prevent the damage. Cold Snap 2W, Enchantment, Ice Age Uncommon Cumulative Upkeep: 2 During each player’s upkeep, Cold Snap deals 1 damage to that player for each snow-covered land he or she controls. Cooperation 2W, Enchant Creature, Ice Age Common Target creature gains banding. Death Ward W, Instant, Ice Age Common Regenerate target creature. Disenchant 1W, Instant, Ice Age Common Destroy target artifact or enchantment. Drought 2WW, Enchantment, Ice Age Uncommon During your upkeep, pay WW or destroy Drought. Before a spell that requires B as part of its casting cost may be cast or an ability that requires B as part of its activation cost may be played, the controller of that spell or ability sacrifices a swamp for each B in the spell’s casting cost or the ability’s activation cost. Elvish Healer 2W, Summon Cleric 1/2, Ice Age Common T: Prevent 1 damage to any non-green creature or any player or up to 2 damage to any green creature. Enduring Renewal 2WW, Enchantment, Ice Age Rare Play with the cards in your hand face up on the table. If you draw a creature card from your library, discard it. Whenever a creature goes to your graveyard from play, put that creature into your hand. Energy Storm 1W, Enchantment, Ice Age Rare Cumulative Upkeep: 1 Damage dealt by instants, interrupts, and sorceries is reduced to 0. Creatures with flying do not untap during their controller’s untap phase. Formation 1W, Instant, Ice Age Rare Target creature gains banding until end of turn. Draw a card at the beginning of the next turn’s upkeep. Fylgja 1WW, Enchant Creature, Ice Age Common When Fylgja comes into play, put four healing counters on it. 0: Remove a healing counter from Fylgja to prevent 1 damage to creature Fylgja enchants. 2W: Put a healing counter on Fylgja. General Jarkeld 3W, Summon Legend 1/2, Ice Age Rare T: Switch the blocking creatures of two target attacking creatures; all defense must remain legal. Use this ability only during combat after defense is chosen and before damage is dealt. Green Scarab W, Enchant Creature, Ice Age Uncommon Target creature gets +2/+2 as long as any opponent controls any green cards. That creature cannot be blocked by green creatures. Hallowed Ground 1W, Enchantment, Ice Age Uncommon WW: Return target non-snow-covered land you control to owner’s hand. Heal W, Instant, Ice Age Common Prevent 1 damage to any creature or player. Draw a card at the beginning of the next turn’s upkeep. Hipparion 1W, Summon Hipparion 1/3, Ice Age Uncommon Cannot be assigned to block a creature with power 3 or greater unless you pay an additional 1. Justice 2WW, Enchantment, Ice Age Uncommon During your upkeep, pay WW or destroy Justice. Whenever a red creature or spell deals damage, Justice deals an equal amount of damage to the controller of that creature or spell. If another spell or effect reduces the amount of damage a red creature or spell deals, it does not reduce the amount of damage dealt by Justice. Kelsinko Ranger W, Summon Ranger 1/1, Ice Age Common 1W: Target green creature gains first strike until end of turn. Kjeldoran Elite Guard 3W, Summon Soldier 2/2, Ice Age Uncommon T: Target creature gets +2/+2 until end of turn. If that creature leaves play this turn, bury Kjeldoran Elite Guard. Use this ability only when attack or defense is announced. Kjeldoran Guard 1W, Summon Soldier 1/1, Ice Age Common T: Target creature gets +1/+1 until end of turn. If that creature leaves play this turn, bury Kjeldoran Guard. Use this ability only when attack or defense is announced and only if defending player controls no snow-covered lands. Kjeldoran Knight WW, Summon Knight 1/1, Ice Age Rare Banding 1W: +1/+0 until end of turn WW: +0/+2 until end of turn Kjeldoran Phalanx 5W, Summon Soldiers 2/5, Ice Age Rare Banding, first strike Kjeldoran Royal Guard 3WW, Summon Soldiers 2/5, Ice Age Rare T: Redirect to Kjeldoran Royal Guard all damage dealt to you from unblocked creatures this turn. Kjeldoran Skycaptain 4W, Summon Soldier 2/2, Ice Age Uncommon Banding, flying, first strike Kjeldoran Skyknight 2W, Summon Soldier 1/1, Ice Age Common Banding, flying, first strike Kjeldoran Warrior W, Summon Hero 1/1, Ice Age Common Banding Lightning Blow 1W, Instant, Ice Age Rare Target creature gains first strike until end of turn. Draw a card at the beginning of the next turn’s upkeep. Lost Order of Jarkeld 2WW, Summon Knights 1+*/1+*, Ice Age Rare Lost Order of Jarkeld has power and toughness each equal to 1 plus the number of creatures target opponent controls. Mercenaries 3W, Summon Mercenaries 3/3, Ice Age Rare Whenever Mercenaries damages a player, that player may pay 3 to prevent that damage. Order of the Sacred Torch 1WW, Summon Paladin 2/2, Ice Age Rare T: Pay 1 life to destroy target black spell. Effects that prevent or redirect damage cannot be used to counter this loss of life. Play this ability as an interrupt. Order of the White Shield WW, Summon Knights 2/1, Ice Age Uncommon Protection from black W: First strike until end of turn WW: +1/+0 until end of turn Prismatic Ward 1W, Enchant Creature, Ice Age Common When Prismatic Ward comes into play, choose a color; all damage dealt to target creature by sources of that color is reduced to 0. Rally WW, Instant, Ice Age Common All blocking creatures get +1/+1 until end of turn. Red Scarab W, Enchant Creature, Ice Age Uncommon Target creature gets +2/+2 as long as any opponent controls any red cards. That creature cannot be blocked by red creatures. Sacred Boon 1W, Instant, Ice Age Uncommon Prevent up to 3 damage to target creature. At end of turn, put a +0/+1 counter on that creature for each 1 damage prevented by Sacred Boon. Seraph 6W, Summon Angel 4/4, Ice Age Rare Flying At the end of a turn in which any creature is damaged by Seraph and put into the graveyard, put that creature directly into play under your control as though it were just summoned. If you lose control of Seraph or if Seraph leaves play, bury the creature. Shield Bearer 1W, Summon Soldier 0/3, Ice Age Common Banding Snow Hound 2W, Summon Dog 1/1, Ice Age Uncommon 1, T: Return Snow Hound to owner’s hand and target blue or green creature you control to owner’s hand. Swords to Plowshares W, Instant, Ice Age Uncommon Remove target creature from the game. That creature’s controller gains life equal to its power. Warning W, Instant, Ice Age Common Target attacking creature deals no damage in combat this turn. White Scarab W, Enchant Creature, Ice Age Uncommon Target creature gets +2/+2 as long as any opponent controls any white cards. That creature cannot be blocked by white creatures. Altar of Bone WG, Sorcery, Ice Age Rare Sacrifice a creature to look through your library for a creature card; put that card into your hand after showing it to all other players. Reshuffle your library afterwards. Centaur Archer 1RG, Summon Centaur 3/2, Ice Age Uncommon T: Centaur Archer deals 1 damage to target creature with flying. Chromatic Armor 1WU, Enchant Creature, Ice Age Rare When Chromatic Armor comes into play, put a sleight counter on it and choose a color. Any damage dealt to target creature by a source of that color is reduced to 0. X: Put a sleight counter on Chromatic Armor and change the color that it protects against. X is equal to the number of sleight counters on Chromatic Armor. Diabolic Vision UB, Sorcery, Ice Age Uncommon Look at the top five cards of your library and put one of them into your hand. Put the remaining four on top of your library in any order. Earthlink 3BRG, Enchantment, Ice Age Rare During your upkeep, pay 2 or bury Earthlink. Whenever a creature is put into the graveyard from play, that creature’s controller sacrifices a land. Ignore this effect if that player controls no lands. Elemental Augury UBR, Enchantment, Ice Age Rare 3: Look at the top three cards of target player’s library. Put them on the top of that player’s library in any order. Essence Vortex 1UB, Instant, Ice Age Uncommon Bury target creature. That creature’s controller may counter this spell by paying the creature’s toughness in life. Effects that prevent or redirect damage cannot be used to counter this loss of life. Fiery Justice WRG, Sorcery, Ice Age Rare Fiery Justice deals 5 damage divided any way you choose among any number of target creatures and/or players. Target opponent gains 5 life. Fire Covenant 1BR, Instant, Ice Age Uncommon Fire Covenant deals X damage, divided any way you choose among any number of target creatures, where X is equal to the amount of life you pay. Effects that prevent or redirect damage cannot be used to counter this loss of life. Flooded Woodlands 2UB, Enchantment, Ice Age Rare No green creature can attack unless its controller sacrifices a land whenever that creature attacks. Fumarole 3BR, Sorcery, Ice Age Uncommon Pay 3 life to destroy target creature and target land. Effects that prevent or redirect damage cannot be used to counter this loss of life. Ghostly Flame BR, Enchantment, Ice Age Rare Both black and red permanents and spells are considered colorless sources of damage. Giant Trap Door Spider 1RG, Summon Spider 2/3, Ice Age Uncommon 1RG, T: Remove from the game target creature, which doesn’t have flying and is attacking you, and Giant Trap Door Spider. Glaciers 2WU, Enchantment, Ice Age Rare During your upkeep, pay WU or destroy Glaciers. All mountains become plains. Hymn of Rebirth 3WG, Sorcery, Ice Age Uncommon Take target creature from any graveyard and put it directly into play under your control as though it were just summoned. Kjeldoran Frostbeast 3WG, Summon Frostbeast 2/4, Ice Age Uncommon At end of combat, destroy all creatures blocking or blocked by Kjeldoran Frostbeast. Merieke Ri Berit WUB, Summon Legend 1/1, Ice Age Rare Does not untap during your untap phase. T: Gain control of target creature. Lose control of that creature if you lose control of Merieke Ri Berit. If Merieke Ri Berit leaves play or becomes untapped, bury the creature. Monsoon 2RG, Enchantment, Ice Age Rare Whenever any island is untapped at the end of its controller’s turn, tap it; Monsoon deals 1 damage to that player. Mountain Titan 2BR, Summon Titan 2/2, Ice Age Rare 1RR: For the rest of the turn, put a +1/+1 counter on Mountain Titan whenever you successfully cast a black spell. Reclamation 2WG, Enchantment, Ice Age Rare No black creature can attack unless its controller sacrifices a land whenever that creature attacks. Skeleton Ship 3UB, Summon Legend 0/3, Ice Age Rare If at any time you control no islands, bury Skeleton Ship. T: Put a -1/-1 counter on target creature. Spectral Shield 1WU, Enchant Creature, Ice Age Uncommon Target creature gets +0/+2. That creature cannot be the target of further spells. Storm Spirit 3WUG, Summon Spirit 3/3, Ice Age Rare Flying T: Storm Spirit deals 2 damage to target creature. Stormbind 1RG, Enchantment, Ice Age Rare 2: Discard a card at random from your hand to have Stormbind deal 2 damage to target creature or player. Wings of Aesthir WU, Enchant Creature, Ice Age Uncommon Target creature gains flying and first strike and gets +1/+0. *** End ***