Sword of Fire and Ice

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Modern Masters (MMA) Mythic Rare
Darksteel (DST) Rare
Promo Set (000) Mythic Rare

Combos Browse all

Sword of Fire and Ice

Artifact — Equipment

Equipped creature gets +2/+2 and has protection from red and from blue.

Whenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to target creature or player and you draw a card.

Equip

Price & Acquistion Set Price Alerts

MMA

DST

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Sword of Fire and Ice Discussion

DemonDragonJ on Horror Stories

1 day ago

I would not call this a horror story, but when the first Mirrodin block was released, I obtained a Sword of Fire and Ice, a Sword of Light and Shadow, an Auriok Champion, and a foil Death Cloud, but I either traded them or sold them, because I was new to the game at that time and had no way to know how valuable they would become, so I wish that I had kept them, to sell them for a profit.

Another regret that I have is that I never bought a textless promo Lightning Bolt when its price was low, and now, it is worth far more than I am willing to pay for it. On the opposite side of that, I bought a Primeval Titan for nearly $40 when that card was first released, and it is now worthy barely a quarter of that price.

To continue that subject, I purchased a copy of the 2007 promo version of Vindicate for $25, and, at one point, it was worth $100, at which point I definitely should have sold it, because it is now worth only $35, which is still more than what I paid for it, thankfully.

kameenook on All help is welcomed

5 days ago

Generally speaking it would not be recommended to run Blighted Agent and normal damage in the same deck, as it often dilutes your overall gameplan. If you curve Slither Blade into Blighted Agent, rather than being able to attack your opponent for two on the third turn (without pumps, assuming you played a two mana one power creature without infect) instead you would be only attacking for one and one infect.

It also just makes your opponents life easier. They see you play the agent and they don't have to worry about it for a long time if your main kill condition is regular damage. Or conversely they answer your infect creatures and you end up stuck with less creatures that deal regular damage.

I would suggest Ninja of the Deep Hours, it can draw you cards (which is awesome) gets sneaky with your unblockable critters, and is also a ninja, which is just fearsome.

I would be a fan of moving the Bonesplitter from the maybeboard to the main deck, it hits fairly hard.

Also I probably wouldn't run Explorer's Scope in this deck, with a fairly low to the ground curve, and ability to cast multiple spells a turn with Hidden Strings you're probably not going to need the extra land and you'll end up spending a card (the scope) and some mana to just equip it and not profit that much.

At which point, as much as I like the card, I have to recognize Trepanation Blade isn't that good. It's a prohibitively expensive card to cast and equip (five mana in modern should give you a very good chance of winning the game). While not an economical choice if you did you could go with one of the sword cycles, which also prevent your creatures from getting destroyed sometimes while also being heavy hitters. See: Sword of Light and Shadow, Sword of Fire and Ice, Sword of War and Peace, Sword of Body and Mind, Sword of Feast and Famine, my favorites out of these would be Fire and Ice or Feast and Famine because they do provide some direct interaction in the form of adding a card to your arsenal or taking one away from your opponent. I understand they are somewhat pricy, instead you might go more along the lines of the Bonesplitter route and add some of those as well as Darksteel Axe.

multimedia on Shepherd of Blight

1 week ago

Hey, no Swords with voltron strategy? I wouldn't suggest them if this deck was budget, but it doesn't look like it is.

Other equipment that's good are the Rings. They can continuously put counters on Skullbriar. Kalonia is best because of trample:

Rancor is nice to give Skullbriar trample and more power. As long as it's not exiled it can keep coming back. Glissa, the Traitor has a good ability when you're relying on equipment.

Green Commander staples that are great in any deck playing green:

Golgari Commander staples:

You can take more advantage of Skullbriar to sac with cards that make all players sac a creature:

Good luck with your deck.


ThallionDarkshine on boros voltron

2 weeks ago

It feels like your deck is very torn between the themes going on within it. You've got a bunch of cards that card about tokens, but only Assemble the Legion to generate tokens. Then you've got a couple of weird out of place artifact synergy cards, what is in my opinion waaaay too much ramp, and then your voltron package with a few weird options. It feels like you overcommitted to some themes while neglecting others.

The mana doublers feels out of place here. Once you get to 5 or 6 mana, you should be able to start slamming down some of your threats, you don't really need that much more mana at that point. Your deck is very white-heavy, so Ruby Medallion doesn't do all that much. Urza's Incubator also isn't that impactful unless you commit more heavily to the angel theme.

I actually really like the voltron package you're going with here, except for the rings. Slowly growing a threat is not really what voltron is about, you want to explode with a bunch of buffing equipments and deal a lot of damage. Loxodon Warhammer gives you trample and lifelink, along with giving a pretty hefty attack buff. Hero's Blade auto equips to your legendaries, giving a very quick clock with Aurelia. Also, Sword of Fire and Ice is one of the best cards in voltron, giving you both card draw and removal, as well as some nice protections.

I would definitely recommend running some more lands. You have so much ramp that you could probably cast all your spells, but why spend your time playing mana rocks when you could generate mana for free by running enough lands to ensure you'll hit your land drops. Maybe try cutting some of your rocks for more lands, 34-38 is probably a good amount.

Finally, if you want to keep the token synergy cards, which are a nice backup plan to Aurelia beats, you should probably throw in some more good token-producers. Elspeth, Sun's Champion is a great way to generate tokens, and has a board wipe in case things don't go your way. Hero of Bladehold is a token producer that doubles as an anthem effect. Hanweir Garrison produces tokens, and if you add Hanweir Battlements as a great land-based haste-enabler, can transform into a powerful threat. Knight-Captain of Eos can protect you against big swings, and also produces some nice tokens.

JAPuckett85 on WonderCats

3 weeks ago

Spirits In the pods I was playing in were Gisela, Blade of Goldnight, Nekusar, the Mindrazer, Alesha, Who Smiles at Death, The Scarab God, Mirri, Weatherlight Duelist, & I saw 2 other Arahbo, Roar of the World decks. Can't remember the other ones. Not super-competitive, very casual- still, Infect is completely fair, imo. The Voltron strategy has worked fairly well with Skyhunter Skirmisher, especially with Quietus Spike. The double-strike is also extremely nice with Umezawa's Jitte & Sword of Fire and Ice. I really want to play with Reconnaissance after reading up on how it plays- basically every creature you have gains Vigilance, with an added ability to simply withdraw from combat completely before combat damage is dealt, or even after First Strike damage is dealt, but before normal combat damage step. The reminder text is misleading- it actually does do combat damage, just not AFTER you activate it.

Suns_Champion on Mono red card advantage

3 weeks ago

Most of the cards that I run in OH LORD JESUS IT'S A FIRE! | Neheb EDH have already been mentioned, but I thought I'd chime in anyway.

A red version of Phyrexian Arena does not exist :(

That said, Neheb has some pretty good options.

Sword of Fire and Ice is great because it will deal damage, draw a card, and protect Neheb from your own x spells. Everything you want!

Hedron Archive, Knollspine Dragon, Infiltration Lens, Reforge the Soul, and Throne of the High City are all solid additions, but not amazing.

Blah blah, Chandra, Torch of Defiance, blah blah

Commune with Lava is really great. You can use the cards for two whole turns so you can dump your mana into it, then next turn have a huge card advantage.

Prophetic Flamespeaker is also good. Attach the sword to him.

Humble Defector(if you run Homeward Path)

Also Grenzo, Havoc Raiser is sorta a card advantage? I've found him useful anyway.

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