Fire / Ice

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Fire / Ice

Instant

Fire:

Fire deals 2 damage divided as you choose among any number of one or two targets (creature, player or planeswalker).


Ice:

Tap target permanent.

Draw a card.

Icbrgr on Modern Control: Temur Wilderness Reclamation

2 months ago

@DragonMaster420 That's pretty much the going rate for how control decks achieve their wins... control wins by establishing an insurmountable advantage rather than racing.

Early Game (Turns 1–3): Focus on survival, using cheap interaction (e.g., Counterspell, Fire / Ice, and Lightning Bolt) to neutralize early threats.

Mid Game (Turns 4–5): Deploy Wilderness Reclamation or Cryptic Command to stabilize the board and/or generate massive card/mana advantage.

Late Game (Turns 6+): Once the opponent is out of resources, wait to safely deploy Traumatic Critique.

Currently 26 actionable answers Show

DashJovis1 on Temur Rhinos

2 months ago

I never considered the spellementals, but admittedly Vibrance in particular might actually be pretty good. Repudiate does look pretty good, but I'd probably main Consign to Memory or Spider-Sense. Not sure Wistfulness is good enough to be worth it, having more maindeck artifact hate is pretty cool but I'd rather run Force of Vigor because getting tempo off of pitch spells is totally worth the 2-for-1. Vibrance is a lot more interesting, I could see that being better than Fire / Ice as removal in some situations, and the land searching could also be handy at getting to that all crucial 3 mana, and also could search Boseiju, so I think I'll test a couple.

I've really loved Waterlogged Grove in this deck, you could consider more, but I'm not totally sure what to cut, I like maindeck Flame of Anor too much to trim, and I don't think running a second in a land slot as a tapland is responsible on the mana. Still, it makes this feel way more like a toolbox deck just having the 1 over a Triome, it's been really good in testing.

sirbar on Modern Control: Temur Wilderness Reclamation

2 months ago

Have you considered Stern Scolding or Prismari Charm? Prismari Charm could go inplace of some Fire / Ice for extra utility.

Coughlincohen on Retired MarBlue

9 months ago

This deck is a bit too ambitious when it comes to mutlicolour spells. You also can't block until turn 6. 4x Crackling Doom, 2x Esper Charm, 2x Inevitable Defeat and 8x bombs means your hand is a nothingburger at the start of the game. Another big problem with this deck is you have very little card advantage and card selection, so you can't control the board enough to actually play your bombs.

I really like Goblin Dark-Dwellers and your inclusion of Anguished Unmaking, Mortify and early game Lightning Helix. Kolaghan's Command is cool but your deck doesn't churn and also doesn't have many creatures. Cut / Ribbons doesn't make sense because you're not going to get enough mana for an efficient lethal. You're going to win by control. You should play Flame Slash or Lightning Bolt or something else.

Momentary Blink doesn't benefit this deck as much as Negate.

Here's a package of cards you could consider to add more Churn and bring your deck back down to a more midrange area:

Your mana base would benefit from lands that can produce four colours of mana like Unknown Shores.

Your deck idea is lit btw. I haven't thought of this yet.

Antsquisher on Official missing/incorrect card/token thread

11 months ago

Tappedout uses a different notation for split cards or double-faced cards in deck lists, with only a single / instead of //. For example, Fire / Ice appears as "Fire/Ice" rather than "Fire//Ice". Before copy-pasting a decklist to another web site, I now always have to replace all / with // (for example archidekt won't recognize any split card with a single /).

VladMarkov on First

1 year ago

I reckon, what the deck really needs, is lots of cheap spells that can be cast on every player's turn, to get the most value out of the flurry mechanic. The game plan should be to cast Shiko and Narset, Unified on turn 4, prepare the board beforehand, and then spam small, damage-dealing spells that can easily be brought back with tricks like Underworld Breach, Lier, Disciple of the Drowned, or by recasting copies with Narset, Enlightened Exile. You could then replace draw-discard effects with more "pure" card draw options like Treasure Cruise (if you have a lot of cards in your graveyard), Quick Study or flexible draw like Flame of Anor. The main gameplay should revolve around cheap, repeatable spells, but there can also be some utility from the Magecraft mechanic. Most importantly, the deck should keep continuous pressure on opponents by dealing large amounts of damage through copying small spells.

Must have: Path to Exile, Cyclonic Rift

Useful: Cori Mountain Stalwart, Devoted Duelist, Monk of the Open Hand, Ashling, Flame Dancer, Jori En, Ruin Diver, Ledger Shredder, Smoldering Egg  Flip, Burst Lightning, Electrolyze, Virtue of Courage, Fire / Ice, Galvanic Blast, Heartflame Duelist, Ionize, Lightning Bolt, Lightning Helix, Lightning Strike, Magma Jet, Parch, Play with Fire, Punishing Fire, Risk Factor, Sacred Fire, Searing Spear, Shock, Skullcrack, Thunderbolt, Wild Slash

Possible: Taigam, Master Opportunist, Breeches, the Blastmaker, Gale, Waterdeep Prodigy, Rammas Echor, Ancient Shield, Storm of Saruman, Turn / Burn, Price of Progress, Finale of Promise, Increasing Vengeance, Frolicking Familiar, Molten Influence, Slaying Fire, Wizard's Lightning,

Icbrgr on UR Murktide

1 year ago

Looks good! Why no Fire / Ice?

legendofa on Card creation challenge

1 year ago

Unkillable feels like a digital/Arena ability. (That's not a bad thing.)

Gavadey, Chaos Charger

Legendary Creature - Elemental Warrior

Flying, haste

Unkillable

When Gavadey, Chaos Charger enters, draft a card from Gavadey's spellbook.

5/5

(Spellbook: Disperse, Fire / Ice, Flame Discharge, Fog, Frost Breath, Giant Growth, Hydrosurge, Lightning Bolt, Pit Fight, Pyroclasm, Windstorm, Creeping Trailblazer, Lightning Stormkin, Risen Reef, Song of Creation)


Create a Giant in a color pair that doesn't have a Giant.

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