Sword of Fire and Ice

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.


Browse Alters View at Gatherer


Have (0)
Want (3) metergram , Suicune , insecticon3000

Printings View all

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

Combos Browse all


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

Sword of Fire and Ice occurrence in decks from the last year


All decks: 0.41%

Commander / EDH:

All decks: 0.03%

White: 0.5%

Red: 0.11%

Sword of Fire and Ice Discussion

NensouHiebara on Balan, Equipment Voltron

11 hours ago


I have Sword of Fire and Ice and a handful of other draw engines. This deck doesn't need Mask of Memory.


I don't get bored of this deck. Ever.

In the 8 years I've had it, it has never felt stale for me. I don't need to keep it "fresh" to retain my interest.

jakeyuki12 on Aurelia, the Warleader Deck

1 day ago

Hiya! Long time player of Aurelia, the Warleader here. Hopefully I can give some solid advice.

You mentioned in your description that you tend to find yourself wiped out after an aggressive start. I'm guessing by this you mean that you tend to burn out and not have the reach to close out a game. I think your deck already has a pretty good amount of ramp- I counted 11 ways to ramp with your deck. I also noticed your deck has a lot of interaction and some pretty solid creatures, as well as a pretty high number of ways to protect them.

So, here is my advice to deal with the problem of reach (burning out, getting wiped out). I counted a total of 3 ways in your deck to generate consistent card advantage. The first way to deal with the problem of reach is to make room for more ways to generate card advantage. Contrary to popular belief, there are now, thanks to the generosity of Wizards of the Coast towards the red color in recent years, a good amount of cards that can help generate card advantage in Boros colors. They fall into different categories, you can figure out which fit your deck best. There is impulsive draw effects like Light Up the Stage, Outpost Siege, Commune with Lava, Prophetic Flamespeaker, etc. There are wheel effects similar to the Magus of the Wheel you already run like Wheel of Fortune (the expensive one), Wheel of Fate, and Reforge the Soul. There are some more equipment options if you want to lean in that direction like Sword of Fire and Ice (another pricy one), Mask of Memory, Rogue's Gloves, Infiltration Lens, etc. There are also some artifacts that have been printed in recent years that can work with most decks. You already have Tome of Legends, Endless Atlas would be another one in that category.

Once you fill out your deck with more ways to generate advantage, you'll have more access to cards and thus will be able to recover from a board wipe or removal more easily. It'll also help guarantee you'll hit your land drops and find your ramp pieces.

The other way to deal with reach is actually a playstyle choice. When playing my attack-heavy Boros deck, if I don't have a way to protect my board, I always make sure to play a little more conservatively. In other words, don't play out the rest of your hand, have a backup in hand, don't commit so much that a board wipe completely blows you out, etc. Having good card draw helps with this because it means that I can keep building my board while still having cards in hand in case stuff hits the fan.

Hope this helped! Good luck and I hope you enjoy playing Boros in EDH!

Funkydiscogod on Mono Green Removal options in ...

3 days ago

If you need it to kill a Goblin Guide, the only ones I can find are Hail Storm and Unyaro Bees. There's also artifact-based removal, like Walking Ballista, Blazing Torch, Moonglove Extract, Dynavolt Tower (if you have other sources of energy), Sword of Fire and Ice.

Some even more absurd removal options, like Tower of Calamities, Meteorite, Skysovereign, Consul Flagship, Staff of Nin, Aladdin's Ring.

Your best bet is to splash another color for your removal.

jakeyuki12 on War Master Aurelia's Angels/Soldiers

6 days ago


A few recommendations from a long time Aurelia, the Warleader player.

First off, I recommend bumping up the land count to 37-38. 34 lands isn't enough in EDH to reliably make land drops every turn, so adding more lands would help increase the consistency of the deck. Think of it this way- there's nothing worse than having cards in your hand you can't cast because you didn't draw enough lands to have the mana to cast them.

Next, add in more ways to generate card advantage. Looking over the deck, I saw 5 sources of card advantage (aka ways to get access to more cards to play, typically by drawing but can also be impulsive draw) with 4 ways to tutor for them. There are many wheel effects in red that are not the price of Wheel of Fortune. These are Wheel of Fate, Reforge the Soul, and Magus of the Wheel. Red also has access to some great impulsive draw spells. Outpost Siege is reliable, turn by turn one. Light Up the Stage is another good one that is easy to cast for its spectacle cost. Other notable ones are the c2019 new Ignite the Future, Commune with Lava, and Prophetic Flamespeaker. There are a few more equipment that draw cards like Rogue's Gloves and Sword of Fire and Ice. Finally, there are some great artifacts that have been printed in recent years that can get a consistent flow of cards. These include Tome of Legends and Endless Atlas.

Next is a few more ways to ramp. I counted 8 pieces, with once again 4 ways to tutor. Some simple mana rocks would do the job. Solemn Simulacrum, Burnished Hart, Knight of the White Orchid, and Kor Cartographer could also do the job. I do also recommend investing the money in buying a copy of Smothering Tithe. The card is very worth running in the deck. You already play lands that make every player draw, if you add in wheels for card draw it can be abused even more. Even without those though, it is by far the best EDH card in white and is more than worth the investment.

Finally, as you play the deck, I recommend you slowly take the time to think about the direction you want to really take it in. Right now it doesn't seem to have a huge focus to it, it's doing some equipment stuff, some big attack stuff, some artifact stuff, some token stuff, etc. Find a focus to the deck. Once you do, then you can start to make better decisions on how to make it better.

Let me know how the deck has been running in paper though! Good luck with learning to play Boros and I hope you learn to enjoy it!

NV_1980 on The Ultimate Phalanx *PRIMER*

1 week ago

Hi usaDiabetic,

Thanks a lot for your kind words and advice.

We love Anointed Procession but in this deck there are just too few token producers (none of which is our commander) to make it worth our while. A more token-oriented Odric would have a blast with it though. This is also the reason why we'd rather not use Skullclamp. We're not generating enough tokens to just kill off a few in order to draw some cards. Also, three of our token generators cost mana to activate, which makes the whole process of using SC too inefficient (in our book).

Sword of Fire and Ice is great for the card-draw but it happens to be the one sword we do not own. We're not ready atm to invest 80 euros to get one. With all the lifelink in the deck, we think Well of Lost Dreams is worth including but we are going to sideboard it for now. We will probably make an occasional swap with something like Banishing Light or Oblivion Ring when we feel like a little less control wouldn't hurt, and see how it does.

Thanks again for your help!


Mrs. and Mr. NV_1980

usaDiabetic on The Ultimate Phalanx *PRIMER*

1 week ago

Wow! This deck looks like it's a blast to play. Odric's ability looks like such a fun build around. The Primer was expertly done, I can tell there was a lot of work put into it, and it turned out great!

Looking through the list, I wonder if Anointed Procession would have enough incidental value to fit with the token producers in the list, could be a quick way to rebuild after a board wipe.

Also maybe Sword of Fire and Ice, Well of Lost Dreams or maybe even Skullclamp over something like Gift of Estates for card draw.

Either way this deck looks awesome. Great job friends, Cheers!

SatisfactionDay on Alela's Glittering Enchant-ifacts

1 week ago

Planning on adding Mycosynth Lattice to help gain us the ability to take extra turns with Time Sieve.

Going to add Morphic Pool and Sea of Clouds to help the Mana base.

Thinking about adding in Sword of the Animist to help get us some lands.

Possible artifacts I'm considering adding if I can aquire the cards are Mana Vault and Sensei's Divining Top.

I'd also like to add Sword of Fire and Ice, Sword of Light and Shadow, and Sword of Feast and Famine but these have proven to be expensive so will be added further down the line. Mana Crypt would also be added if I could justify spending $200. Maybe a future addition when I have a ton of store credit banked up.

If you have any suggestions I'd be happy to hear them, please leave justification for the suggestion.

ClockworkSwordfish on Thrun You Very Much (MTGO 1v1 Commander)

1 week ago

Okay, fair assessment. Sounds like you needn't worry, then.

Sword of Truth and Justice is solid but I wouldn't rank it as one of the better swords. Protection from white is good - but mostly for dodging targeted removal, which Thrun already does. Protection from blue is much more middling, maybe providing some incidental evasion once in a while.

As for its triggered effects, mostly it seems like it will earn two +1/+1 counters per hit. You don't have a lot for the proliferate to capitalize on - exactly one planeswalker, a handful of other +1/+1 counters here and there, Fade counters on Tangle Wire if you're feeling saucy - so it's unlikely you'll often be proliferating anything other than the counter from the sword. Since Thrun's already turned into a 6/6 just by holding the sword, it shouldn't be necessary for him to keep growing. For one, in order for it to trigger, you have to connect with Thrun, meaning you're already able to get past blockers. So the only real advantage it provides is letting him kill in three hits rather than four, as with any other sword. Of course, the same could be said of any equipment that provides +3 power. I don't know what your budget is, but at the end of the day I'd much rather be running Sword of Fire and Ice or even Sword of War and Peace.

Load more