31561 cards found
Freyalise Supplicant

Freyalise Supplicant {1}{G}

Creature - Human Cleric
{T}, Sacrifice a red or white creature: Freyalise Supplicant deals damage to any target equal to half the sacrificed creature's power, rounded down.
"We have joined with the Druids of the Juniper Order. Our faith is one."
—Laina of the Elvish Council
1/1
  • Ice Age
Freyalise's Charm

Freyalise's Charm {G}{G}

Enchantment
Whenever an opponent casts a black spell, you may pay {G}{G}. If you do, you draw a card.
{G}{G}: Return Freyalise's Charm to its owner's hand.
  • Ice Age
Fylgja

Fylgja {W}

Enchantment - Aura
Enchant creature
Fylgja enters with four healing counters on it.
Remove a healing counter from Fylgja: Prevent the next 1 damage that would be dealt to enchanted creature this turn.
{2}{W}: Put a healing counter on Fylgja.
  • Ice Age
Fyndhorn Bow

Fyndhorn Bow {2}

Artifact
{3}, {T}: Target creature gains first strike until end of turn.
"With a bow like this, the hunting is always good."
—Taaveti of Kelsinko, Elvish Hunter
  • Ice Age
Gaze of Pain

Gaze of Pain {1}{B}

Sorcery
Until end of turn, whenever a creature you control attacks and isn't blocked, you may choose to have it deal damage equal to its power to a target creature. If you do, it assigns no combat damage this turn.
Remove the guardians to ensure your victory.
  • Ice Age
General Jarkeld

General Jarkeld {3}{W}

Legendary Creature - Human Soldier
{T}: Choose two target blocked attacking creatures. If each of those creatures could be blocked by all creatures that the other is blocked by, each creature that's blocking exactly one of those attacking creatures stops blocking it and is blocking the other attacking creature. Activate only during the declare blockers step.
1/2
  • Ice Age
Ghostly Flame

Ghostly Flame {B}{R}

Enchantment
Black and/or red permanents and spells are colorless sources of damage.
"Walk slowly when in the nether world, and seek that which calls."
—Lim-Dûl, the Necromancer
  • Ice Age
Glaciers

Glaciers {2}{W}{U}

Enchantment
At the beginning of your upkeep, sacrifice Glaciers unless you pay {W}{U}.
All Mountains are Plains.
"Even the highest mountain can be ground to dust."
—Lucilde Fiksdotter, Leader of the Order of the White Shield
  • Ice Age
Goblin Lyre

Goblin Lyre {3}

Artifact
Sacrifice Goblin Lyre: Flip a coin. If you win the flip, Goblin Lyre deals damage to target opponent or planeswalker equal to the number of creatures you control. If you lose the flip, Goblin Lyre deals damage to you equal to the number of creatures that opponent or that planeswalker's controller controls.
  • Ice Age
Goblin Sappers

Goblin Sappers {1}{R}

Creature - Goblin
{R}{R}, {T}: Target creature you control can't be blocked this turn. Destroy it and Goblin Sappers at end of combat.
{R}{R}{R}{R}, {T}: Target creature you control can't be blocked this turn. Destroy it at end of combat.
1/1
  • Ice Age
Gorilla Pack

Gorilla Pack {2}{G}

Creature - Ape
Gorilla Pack can't attack unless defending player controls a Forest.
When you control no Forests, sacrifice Gorilla Pack.
"We learned this at a dear price: once you cross the great river, get through the Yavimaya forest at top speed."
—Disa the Restless, journal entry
3/3
  • Ice Age
Green Scarab

Green Scarab {W}

Enchantment - Aura
Enchant creature
Enchanted creature can't be blocked by green creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a green permanent.
  • Ice Age
Grizzled Wolverine

Grizzled Wolverine {1}{R}{R}

Creature - Wolverine
{R}: Grizzled Wolverine gets +2/+0 until end of turn. Activate only during the declare blockers step, only if at least one creature is blocking Grizzled Wolverine, and only once each turn.
"Before you release a Wolverine from the trap, make sure it's really dead."
—Lovisa Coldeyes, Balduvian Chieftain
2/2
  • Ice Age
Halls of Mist

Halls of Mist

Land
Cumulative upkeep {1}
Creatures that attacked during their controller's last turn can't attack.
  • Ice Age
Hematite Talisman

Hematite Talisman {2}

Artifact
Whenever a player casts a red spell, you may pay {3}. If you do, untap target permanent.
  • Ice Age
Hoar Shade

Hoar Shade {3}{B}

Creature - Shade
{B}: Hoar Shade gets +1/+1 until end of turn.
"The creature we fought in the western waste was doubly dangerous: mortally wounded, it rebounded and attacked again."
—Disa the Restless, journal entry
1/2
  • Ice Age
Hot Springs

Hot Springs {1}{G}

Enchantment - Aura
Enchant land you control
Enchanted land has "{T}: Prevent the next 1 damage that would be dealt to any target this turn."
Warmth is life; heat is peace.
  • Ice Age
Illusionary Presence

Illusionary Presence {1}{U}{U}

Creature - Illusion
Cumulative upkeep {U}
At the beginning of your upkeep, choose a land type. Illusionary Presence gains landwalk of the chosen type until end of turn.
"We could feel the Shaman's power, as surely as we felt the storm."
—Disa the Restless, journal entry
2/2
  • Ice Age
Illusionary Terrain

Illusionary Terrain {U}{U}

Enchantment
Cumulative upkeep {2}
As Illusionary Terrain enters, choose two basic land types.
Basic lands of the first chosen type are the second chosen type.
"The drawing of maps is fruitless in the west near the ice walls; the very earth is formless."
—Disa the Restless, journal entry
  • Ice Age
Infernal Denizen

Infernal Denizen {7}{B}

Creature - Demon
At the beginning of your upkeep, sacrifice two Swamps. If you can't, tap Infernal Denizen, and an opponent may gain control of a creature you control of their choice for as long as Infernal Denizen remains on the battlefield.
{T}: Gain control of target creature for as long as Infernal Denizen remains on the battlefield.
5/7
  • Ice Age
Juniper Order Druid

Juniper Order Druid {2}{G}

Creature - Human Cleric Druid
{T}: Untap target land.
"The filthy towns of Kjeldor are no place for anyone to live. Fyndhorn is our home now."
—Kolbjörn, Elder Druid of the Juniper Order
1/1
  • Ice Age
Kelsinko Ranger

Kelsinko Ranger {W}

Creature - Human Ranger
{1}{W}: Target green creature gains first strike until end of turn.
"Rangers not trained by the Elves just aren't the same."
—Lucilde Fiksdotter, Leader of the Order of the White Shield
1/1
  • Ice Age
Kjeldoran Guard

Kjeldoran Guard {1}{W}

Creature - Human Soldier
{T}: Target creature gets +1/+1 until end of turn. When that creature leaves the battlefield this turn, sacrifice Kjeldoran Guard. Activate only during combat and only if defending player controls no snow lands.
1/1
  • Ice Age
Kjeldoran Knight

Kjeldoran Knight {W}{W}

Creature - Human Knight
Banding
{1}{W}: Kjeldoran Knight gets +1/+0 until end of turn.
{W}{W}: Kjeldoran Knight gets +0/+2 until end of turn.
"Those who do not ride the wind on Aesthir still command loyalty and respect."
—Arna Kennerüd, Skyknight
1/1
  • Ice Age
Kjeldoran Phalanx

Kjeldoran Phalanx {5}{W}

Creature - Human Soldier
First strike; banding
"There's nothing I like better than watching a street full of soldiers kicking down the doors of the guilty and the impure."
—Avram Garrisson, Leader of the Knights of Stromgald
2/5
  • Ice Age