Ice Age

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Ice Age
Symbol Snowflake
Design Team Skaff Elias
Jim Lin
Chris Page
Dave Pettey
Development Team Skaff Elias
Jim Lin
Chris Page
Dave Pettey
Release Date June 1995
Mechanics Allied-color alliances, Snow, cantrips
Keywords/
Ability words
Cumulative upkeep
Size 383 (121 Common 121 Uncommon 121 Rare 20 Land)
Expansion Code ICE
Sets in Ice Age block
Ice Age Alliances Coldsnap
Magic: The Gathering
Chronology
Fourth Edition Ice Age Chronicles

Ice Age is the sixth Magic expansion and was released in June 1995 as the first set in the first block; the Ice Age block. With 383 cards including basic lands, it was the first standalone expansion.

Contents

[edit] Set details

It was released in early June 1995 and went out of print in February 1996, although it did not really dwindle in availability until the end of 1996.

It was the last set to have 10 starter decks in a box.

The print run is estimated at 500 million cards.

[edit] Mechanics and themes

Ice Age introduced cumulative upkeep and snow lands (then called snow-covered lands) to the game. Cumulative upkeep is a cost on permanents that increases with each turn, and was used entirely as a disadvantage on cards with powerful and/or game-changing effects in this expansion. Snow-covered lands are a cycle of basic lands that also have the Snow supertype, which is meaningless by itself, but is referenced by other cards. This feature in the set is not very well developed and considered mostly a failure by the developers of the Alliances expansion, who chose not to expand much on this theme. Snow-covered lands inspired the creation of the Arcane spell type in the Kamigawa block.

Another popular mechanic introduced in Ice Age, but did not use a keyword: cantrips. These are spells that, in addition to a normal small effect, also replaced itself with a card draw. The typical formula for the mana cost of a cantrip was to add 2 to the cost of the effect, which was typically one colored mana for the typically small effect. Additionally, Ice Age set the precedent of such spells drawing a card during the next upkeep. This was done instead of today's simpler "Draw a card" because the developers were not sure if adding card drawing to simple spells would make them overpowered, and they chose to print a more conservative version of the ability. Delayed card drawing would continue on cantrips through the Visions expansion, when the delay was removed for being unnecessary.

Ice Age also further explored legendary permanents, expanding on them from the lands and multicolored creatures in the Legends expansion to now include mono-colored creatures.

Ice Age also had a theme of allied color cooperation, with cards of one color that required or were improved by the use of allied color mana. For example, Freyalise Supplicant is a green creature that requires you to sacrifice a white or red creature, and Word of Undoing is a blue instant that returns a creature to owner's hand, as well as any white Auras you control on that creature.

Ice Age was designed thematically for slow play, with very few creatures with evasion abilities. As a result, Ice Age limited play is often characterized by long games with non-flying creature stalls, as Magic sets were not yet designed specifically to support limited play.

[edit] Creature types

Ice Age saw the return of many familiar creature types, but also introduced a number of new ones, some of which are unique to their respective creatures like those found in earlier expansions. This is not too surprising, as the design of this expansion began before Magic was even released to the public.

The following creature types are introduced in this expansion: Aurochs, Barbarian, Blinking Spirit (later changed to Spirit), Brownie, Centaur, Dead (later changed to Skeleton), Dinosaur (later changed to Lizard), Dog (later changed to Hound), Dryad, Erne, Fiend, Fox, Frostbeast, Goat, Gorilla Pack (later changed to Ape), Hipparion, Illusion, Infernal-Denizen, Insect, Kraken, Lemure, Lhurgoyf, Mage, Mercenary, Mistfolk (later changed to Illusion), Ouphe, Pyknite, Ranger, Shyft, Tiger (later changed to Cat), Titan, Toad (later changed to Frog), Wight, Wiitigo, Wolverine (separate from Legends' Wolverine Pack), and Worm.

The following creature types are used in this expansion but also appear in previous sets: Angel, Bear, Cleric, Demon, Elf, Ghoul (later changed to Zombie), Giant, Hero (later changed to Warrior), Hydra, Imp, Knight, Lord, Mammoth (later changed to Elephant), Orc, Paladin(later changed to Knight), Phantasm (later changed to Illusion), Rat, Shade, Soldier, Specter, Spider, Spirit, Unicorn, Vampire, Wall, Wizard, Wolf, Wurm, Yeti, and Zombie.

[edit] Storyline

The Ice Age storyline, like the earlier sets that took place on Dominaria, occurred on the continent of Terisiare, where the Brothers' War had taken place. That war ended with the Sylex Blast, which was powerful enough to alter the planet's climate. All the major civilizations of Terisiare had been destroyed by either the war or the ice. New cultures arose on the ice, fighting bitterly for survival, but when the necromancer Lim-Dûl unleashed a horde of undead, old enemies were forced to work together or be overwhelmed.

The setting was based largely off of Norse style mythology and culture. Names were largely Scandinavian in character, and occasional runes and Norse-style clothing and armor can be seen in the art.

[edit] Design & Development

The "East Coast playtesters", consisting of Skaff Elias, Jim Lin, Chris Page and Dave Pettey, that had helped Richard Garfield with the original Alpha set of Magic decided that they could create a "more interesting" set. They were quickly asked by Richard Garfield to create a Magic expansion, and Chris Page was assigned to join the team. At the time designers were given the freedom to either compose their sets entirely out of new cards or to use the commons from Alpha Edition and create only new uncommons and rares. The Ice Age group, who saw themselves as improving on Alpha Edition, chose to reuse many staple cards. The design goals are best described by Skaff Elias himself: "We wanted a set where flying was special, not just an extra word tacked on to every played creature. We wanted a set where the idea that a color was short on creatures meant something. We wanted a set where the 'allied' colors were played more often with each other than enemy colors were. We wanted strategy in simple creature combat as well as flashy enchantments that gave you cards for life. We wanted games to last longer (when we started the design of the set, the Magic environment was too fast due to unlimited card restrictions) and have more turnabouts." After Alpha Edition was published it was quickly realized that the players were ravenous for new cards and would not, at the time, stomach reprints of commons they had already seen. The presence of the reprinted commons would lead to the delayed release, and the redesign, of Ice Age. This was both good and bad for the set. More cards were created, some of which were slated to replace reprints, and more time was available to test those cards. Unfortunately, last-minute untested additions to improve the strength of the expansion's themes added complications to the cards and seemed clunky. Snow-covered lands were added late to improve the environmental theme, which could explain why the snow-covered mechanic was so poorly developed.

While the common reprints delayed the release of Ice Age, the timing for a standalone expansion was probably fortuitous, as it took time for Wizards of the Coast to collect and analyze feedback from the players and develop a plan for the long-term survival of the game. The idea of regularly recreating Magic is fundamental to the survival of the game, for which the Ice Age development team had to argue. The standalone style of this expansion was hotly debated at the time, but in the end proved to be a solid idea and important to the game and proved that players would eventually accept some reprints in an evolving game.

[edit] Cycles

Ice Age has eight cycles:

[edit] Mirrored pairs

Ice Age has eight mirrored pairs:

[edit] Notable cards

[edit] Reprinted cards

The following cards have been reprinted from previous sets and included in Ice Age.

[edit] Functional reprints

Ice Age has ten functional reprints:

[edit] Trivia

Main article: Ice Age/Trivia

[edit] Misprint

[edit] External links

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