Ice Age

Ice Age contains 383 cards.
It is part of Ice Age block.
Released: 1995-06-03
Base set size: 383 cards.
Boosters:
  • Ice Age (ICE)
  • Ice Age Starter Deck (ICE-STARTER)
  • Adarkar Unicorn

    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
    Arctic Foxes

    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
    Arenson's Aura

    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
    Armor of Faith

    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
    Battle Cry

    Battle Cry {2}{W}

    Instant
    Untap all white creatures you control.
    Whenever a creature blocks this turn, it gets +0/+1 until end of turn.
    "In the thick of battle, you must keep your wits about you. Yelling a lot helps, too."
    —General Jarkeld, the Arctic Fox
    Black Scarab

    Black Scarab {W}

    Enchantment - Aura
    Enchant creature
    Enchanted creature can't be blocked by black creatures.
    Enchanted creature gets +2/+2 as long as an opponent controls a black permanent.
    Blessed Wine

    Blessed Wine {1}{W}

    Instant
    You gain 1 life.
    Draw a card at the beginning of the next turn's upkeep.
    "May the bounty of Kjeld enrich your days."
    —Halvor Arenson, Kjeldoran Priest
    Blinking Spirit

    Blinking Spirit {3}{W}

    Creature - Spirit
    {0}: Return Blinking Spirit to its owner's hand.
    "Don't look at it! Maybe it'll go away!"
    —Ib Halfheart, Goblin Tactician
    2/2
    Blue Scarab

    Blue Scarab {W}

    Enchantment - Aura
    Enchant creature
    Enchanted creature can't be blocked by blue creatures.
    Enchanted creature gets +2/+2 as long as an opponent controls a blue permanent.
    Call to Arms

    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.
    Caribou Range

    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.
    Circle of Protection: Black

    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.
    Circle of Protection: Blue

    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.
    Circle of Protection: Green

    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.
    Circle of Protection: Red

    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.
    Circle of Protection: White

    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.
    Cold Snap

    Cold Snap {2}{W}

    Enchantment
    Cumulative upkeep {2}
    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?
    Cooperation

    Cooperation {2}{W}

    Enchantment - Aura
    Enchant creature
    Enchanted creature has banding.
    "The Elves train our healers, and we keep the Orcs at bay. Most Elvish bargains aren't as fair."
    —General Jarkeld, the Arctic Fox
    Death Ward

    Death Ward {W}

    Instant
    Regenerate target creature.
    "Sometimes, a soul is not ready to complete its journey to the next world."
    —Halvor Arenson, Kjeldoran Priest
    Disenchant

    Disenchant {1}{W}

    Instant
    Destroy target artifact or enchantment.
    "I implore you not to forget the horrors of the past. You would have us start the Brothers' War anew!"
    —Sorine Relicbane, Soldevi Heretic
    Related card: Garth One-Eye
    Drought

    Drought {2}{W}{W}

    Enchantment
    At the beginning of your upkeep, sacrifice Drought unless you pay {W}{W}.
    Spells cost an additional "Sacrifice a Swamp" to cast for each black mana symbol in their mana costs.
    Activated abilities cost an additional "Sacrifice a Swamp" to activate for each black mana symbol in their activation costs.
    Elvish Healer

    Elvish Healer {2}{W}

    Creature - Elf Cleric
    {T}: Prevent the next 1 damage that would be dealt to any target this turn. If it's a green creature, prevent the next 2 damage instead.
    "The Kjeldorans keep the Orcs at bay and we train their healers. Most human bargains aren't as fair."
    —Laina of the Elvish Council
    1/2
    Enduring Renewal

    Enduring Renewal {2}{W}{W}

    Enchantment
    Play with your hand revealed.
    If you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card.
    Whenever a creature is put into your graveyard from the battlefield, return it to your hand.
    That which lasts longest serves best.
    Energy Storm

    Energy Storm {1}{W}

    Enchantment
    Cumulative upkeep {1}
    Prevent all damage that would be dealt by instant and sorcery spells.
    Creatures with flying don't untap during their controllers' untap steps.
    Formation

    Formation {1}{W}

    Instant
    Target creature gains banding until end of turn.
    Draw a card at the beginning of the next turn's upkeep.
    "I have been a warrior for over four hundred years, and yet each generation of Kjeldorans teaches me new tricks. There can be no better allies."
    —Taaveti of Kelsinko, Elvish Hunter