Ice Cage

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
2012 Core Set (M12) Common
2011 Core Set (M11) Common
2010 Core Set (M10) Common

Combos Browse all

Ice Cage

Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block, and its activated abilities can't be activated.

When enchanted creature becomes the target of a spell or ability, destroy Ice Cage.

Ice Cage Discussion

gwumbelbehr on Chromium, The Reanimator

1 year ago

I really like your deck, but here are some things I noticed. Steel of the Godhead seems a little weak as you already have unblockable, so i'd go for Hyena Umbra to help survive removal or Daybreak Coronet if you want the lifelink.

Also Blackblade Reforged and Sword of the Animist can be strong but don't really align with your aura based strategy. Maybe Teferi's Protection, Eidolon of Countless Battles, or Kor Spiritdancer would offer better damage, protection, and back-up voltron.

Lastly, you do have access to some awesome aura removal: you could put in Darksteel Mutation, Ice Cage, or Encrust to remove trouble some abilities or creatures when you go for the big all out one-shot swing.

P.S. Hatred could also be a one-shot insta kill.

Hope these ideas help, again I really like the deck.

TypicalTimmy on Card creation challenge

1 year ago

I've got a two-part card. One for when Jace realizes his daughter went missing, and one for when he finds her.


Unending Search

Legendary Sorcery

Scry X where X is the number of non-land permanents you control. Whenever you Scry this turn, reveal those cards to your opponent.

"I can still hear her. I don't know where she is, but I swear I will not stop until I find her again." - Jace Beleren.


Reunion

Legendary Sorcery

Search your library for any Planeswalker card and reveal it. Put it into your hand. Planeswalker spells you cast cost less until end of turn.

Planeswalkers you control enter the battlefield with an additional loyalty counter on them until end of turn.

"You're safe now." - Jace to Shandra

(Cheesy WOTC flavor text, admittedly. But it fits so meh.)


And because I recognize the Shandra I made is quite OP, especially her +2, I've decided to make the Planeswalker deck version of her. You know, a more "common" and less OP one. Also, I'm just suuuuper bored right now.


Shandra, Mental Static

Legendary Planeswalker - Shandra

+1 Exile target creature or artifact. It gains Suspend 2.

-3 Tap or untap up to two permanents. They don't untap during their controller's next untap step.

-9 Exile all player's hands. You draw cards equal to the number of cards you exiled. You get an emblem with: "You may cast non-land cards from any player's exile zone."

5


And, screw it. Just because every good set needs some sort of reprint of Ice Over / Claustrophobia / Encrust / Sleep Paralysis / Eternity Snare / Bonds of Quicksilver / Containment Membrane / Unquenchable Thirst / Encase in Ice / Frozen Solid / Ice Cage / Malfunction ... well, you get the idea...

Trapped Between States

Enchantment - Aura

Enchant creature or artifact.

The next time enchanted creature or artifact would become tapped, exile it. It gains Suspend X. When it returns to the battlefield, it enters the battlefield tapped.

Cornered and fearing for her life, Shandra's mind crippled her posture in an agonizing and piercing pain. After her screams subsided, she looked up from her tears and saw her attackers merely ceased to be.


So her magic would be focused around phasing material objects in and out, sort of control over the Suspend mechanic. Using her mind to connect and erase / move objects across space but not so much across time.

Well, this is honestly like the third time we've done something like this. Before this it was The Newcomers, and now it's this whole NewWatch... so, I don't really know.

Continue their story, I suppose. Make a series of cards that explore their powers and personalities. If you want, make more than one like I did.

Mark1408 on "And Just Like That... They Were Gone"

2 years ago

Monastery Siege is good but I find it a little slow and Ice Cage is not very useful, I would put 4x Robe of Mirrors, to give a quick protection to Lord of the Unreal

JuanDiego_Montoya on

2 years ago

First of all, you probably want to remove Ponder due to its illegality. Consider replacing it with something like Serum Visions, which offers longer-term deck fixing than other cantrips for 1 mana. You might want to consider something like Sphinx's Tutelage or Jace's Erasure which offer consistent, long term milling for cheap in the early game. Good control for on-board creatures include Claustrophobia and Ice Cage (although it gets removed quite easily). You might want to consider replacing something like Mind Sculpt with those to last into the late-game where you can play your bigger mill spells.

If you want to be a giant troll in multiplayer games, try Dreamborn Muse or Memory Erosion. In 2 player games, try Chronic Flooding.

Wleohy on

2 years ago

An interesting interaction that you could consider would be using cards like Ice Cage, Sleeping Potion and Spectral Prison alongside cards that gain control of a permanent like Mind Control and Control Magic. If you decide to go this route, you could use Aura Swap since it targets the aura and doesn't target the creature.

Another card to consider would be Frost Titan.

Samuel-Frederick on $10 Mono Blue Control Ultra Budget

2 years ago

Hey Dr.Woodenstein, just a few ideas I'm going to throw your way.

Firstly, you're running 64 cards, and this really wants to be 60. I assume it's just an oversight, which is easily done, so I won't bore you with why you should only be running 60 lol.

Anyway. The deck is really slow of the ground. Now this is fine when playing against mid-range and control of course, but aggro will run straight through it. To fix the issue, simply run some one and two mana answers to those pesky problems that are aggressive creatures. You just need to slow them down for long enough to get into the mid game, and then it's all yours. So, how about some enchantments? Sensory Deprivation, or Spontaneous Mutation (worse in the early game, but lets you leave counter mana open). -3 may not seem all that exciting, but it is. It stops or hugely hinders any early game creature for only one mana, it keeps you alive from the first turn. Same with the two mana cards of Pin to the Earth, Tightening Coils, or Aether Meltdown if you want to play instant speed for counter magic. You also have Ice Cage, Spectral Prison, and Narcolepsy. Dealing fast with annoying creatures.

You don't have to use enchantments of course. Now you are running disperse, which I appreciate is instant speed and deals with more than just creatures. But think about Clutch of Currents, and Rush of Ice. They are one mana, which is so important, and in the mid game give you blockers and win conditions.

Then let us look at creatures. I'm a lover of the two mana value creatures that are available to control, such as the younger siblings of Snapcaster Mage; Augur of Bolas, and Omenspeaker. Nice blockers, and give you a guaranteed bonus. Or the younger sibling of Solemn Simulacrum, Filigree Familiar. Now for win cons, you're running five, both the Sphinx and Aetherling. They are taking up a lot of room. These creatures are hard to deal with for an opponent before you take into account the amount of counters you're running. Personally, I'd be happy with only running two. Choose your favourite and run two of it. The reason I don't want five is that they are all competing for the same role, high mana win condition. If you want to run more creatures then add in creatures that do a job but in a different mana slot, such as Dungeon Geists, cheap, flying, removal, and in an uncompleted slot.

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