Frost Breath

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Frost Breath

Instant

Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.

legendofa on Card creation challenge

1 day 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.

HappyTuna on Learn Magic: Blue 2

2 years ago

I'm happier with this version than the original I think, but I wonder if it will function alright without an early bounce effect like Unsummon or Fading Hope, or a Frost Breath

harkness on Snow Midrange($25 Budget)

3 years ago

Going to give some feedback on playing this. I had a great time actually. First game unfortunately was against a snow Simic with almost the same cards except with much heavier beaters (Spirit Bear of doom!). I managed to get a few wins out of it though thanks to Ravenform and Annul to shut down the crazy Icebind Pillar. I switched in some Saw it Coming as I did not have access to Graven Lore and used it to great effect against a Goldspan or two. That said, I love killing things like Koma, Cosmos Serpent and said Goldspan Dragon with Priest of the Haunted Edge stealing them with Draugr Necromancer or King Narfi's Betrayal, only to tap them with Frost Breath. Fun, tough deck with a lot of response. I also switched in a Poison the Cup to be a bit more aggressive when I didn't have fliers and I replaced Frostpeak Yeti with Ascendant Spirit.

rdean14 on Card creation challenge

4 years ago

Ah, sorry, it looked like there was actually a response to that one, but it was your card again.

Maddening Might

Instant

Target creature gets +3/+1 until end of turn and if that creature dies this turn, destroy target artifact or enchantment.


Okay, So I'd like to see a common-rarity limited playable, but not standard playable removal spell

Examples in M21:

Finishing Blow, Read the Tides, Legion's Judgment, Turn to Slag, Silent Dart

Standard playable commons: Shock, Return to Nature, Scorching Dragonfire

Frost Breath and Grasp of Darkness are edge cases.

Cipher001 on Tap-Down Control

5 years ago

Flooremoji I think you're right. It pains me to get rid of one of the cards that inspired the idea, but it's just removal fodder at best in most matchups. One mana to get rid of a three mana card that doesn't do anything but possibly get bigger isn't a great trade-off from my end.

Demarge I went ahead and looked at the mtg goldfish meta page as well. Humans is the most popular deck, which uses a ton of creatures, but it's pretty much the only one, yeah. Right now, decks are very non-creature spell oriented. I think Gideon Jura would fit if I can justify his being a finisher for the deck. Tamiyo, the Moon Sage can at least keep lands and troublesome artifacts tapped down, and serves as draw power when enough creatures are tapped down. If you had to choose one, which would you choose? I'm leaning toward Gide on for the 6/6 indestructible for 5 mana.

aswordforthefallen As Demarge pointed out, the bulk of the decks right now aren't going to be focused on using creatures, so using creatures for them is a good way to go, I think. Hunted Phantasm is a good way to ensure that I can still get value from Verity Circle . That does incur the question for whether I should go wide with temporary effects that hit multiple creatures like Downpour and Feeling of Dread , or whether I should keep a smaller number of creatures consistently being tapped with enchantments like Curse of Chains . As for all-around value planeswalkers, what do you have in mind? I see Narset, Parter of Veils , Teferi, Time Raveler , and Teferi, Hero of Dominaria used a good deal.

Gidgetimer I don't think Pickles is what I want to go for. It's a neat way to work tap-down control, but I'd rather focus on cards that work specifically with tapping rather than abusing the morph mechanic. Thanks for the suggestion, though! It is a really interesting deck.

Funkydiscogod Quiet contemplation is a really good fit for the deck. The only problem I have with it is that by freeing up space for more traditional cards, I move away from my preferred aesthetic. Part of the problem here is that I've chosen a really inefficient form of control. For the one mana I could use on Gigadrowse , I could spend it on Path to Exile . What cards would you suggest to complement Quiet Contemplation while staying true to having tap-down effects being the primary method of control? Opt , for example, is a one mana draw card that can turn into a two-mana Frost Breath hybrid. I can't think of much else other than draw cards, though, that fit in the control scheme that don't remove the need for tap-down effects entirely. Do you think Frost Titan is too expensive to play, or is its built-in protection enough to warrant using it at 6 mana?

Thank you so much, everyone that's contributed! It means a lot to me that you're helping me out. I've had this idea for the longest time, but I just haven't been able to make it work by myself. You people rock!

MindAblaze on Color Pie Afficionados Unite!

6 years ago

cdkime I definitely hear you when it comes to Dark Ritual not fitting any more. It would be more of a “sacrifice a resource for the energy,” sort of, think like Culling the Weak. The whole MOAR POWER thing. You know “greatness at any cost.” So the lifedrain is fitting in and hurting allies for gain works too. I’m even using status effects, so stuff like Smallpox that goes after their resource, leaving them poisoned or ill in some way, and yes, raising minions from dead foes.

I’m unsure how to facilitate bounce spells in an environment like this. It’s hex-based movement with table-top d6 combat mechanics. I have a number of status effects like Frost Breath that are tempo oriented, but the game is intended to be co-operative, with the option for PvP in the future, so bouncing/flickering bad guys has interesting implications. Limitations on the number of spells that can be cast a turn, and the way the hand is handled has made draw kind of irrelevant but I’m using a return to hand “Mystic Retrieval” style of CA to make up for it. I am using an enchantment style counter spell at this time, but at this stage in development don’t have any bad guys that cast spells. I’m sure they will exist though.

Making attacks unblockable/hit automatically could fit ala Aqueous Form. I like that.

RedmundR2

For green, Giant Growth and Rancor fit great! Rampant Growth/Explore are useful ideas. I’m considering a cycle or partial cycle of “you may cast an extra spell this turn,” cards to make something that creates resource more useful, and the ramp cards can make resource for the resource intensive spells. I’m also considering green to be a bit Plant/Animal/Elemental Summoner-y, so that will fill any holes.

Direct damage in red makes a lot of sense.

I think a “nuke the board” spell could be too powerful for the format, but how can a board wipe fit into White without saying outright “destroy/Exile all creatures?” I’m considering some sort of “Consecrate Earth” style AOE spell, but I’m open to suggestions.

I can’t believe I forgot Dismember, straight up killing stuff with flavourful names is juicy. What about other black enchantments or status effects that could be useful?

zephramtripp on Budget Progenitus EDH

7 years ago

For cheap mana fixing (<$1):

Calciform Pools
Dreadship Reef
Cascading Cataracts
Fungal Reaches
Molten Slagheap
Saltcrusted Steppe
Opal Palace
Commander's Sphere
Exotic Orchard
Fellwar Stone
Gift of Paradise
Grand Coliseum
Pyramid of the Pantheon
Weirding Wood
Bant Panorama
Esper Panorama
Grixis Panorama
Jund Panorama
Naya Panorama
Fertilid
Explosive Vegetation

Cuts I'd suggest:

Gideon's Lawkeeper for Journey to Nowhere
Manaplasm for Managorger Hydra or Forgotten Ancient
Ondu Giant for Wood Elves
Rhox War MonkSengir Vampire for Archfiend of Depravity or Desecration Demon
Serra Angel for Serra Avenger
Stormblood Berserker for Sulfuric Vortex
Circle of Flame for Mizzium Mortars
Glory of Warfare for Chromatic Lantern
Honor of the Pure for Spear of Heliod, if you really want an anthem effect.
Frost Breath for Mana Leak
Guardians' Pledge for Sakura-Tribe Elder (you really dont have enough white creatures for this effect)
Incinerate & Lightning Bolt for Terminate and Murder
Plummet for Oblivion Ring
Titanic Growth for Harmonize
War Report for Day of Judgment
Exploding Borders for Burnished Hart
Traveler's Amulet for Wayfarer's Bauble

I suggest choosing a theme for your deck. Right now it seems to be pulling in too many directions.
Want to cast and swing with Progenitus? Include cards that grant haste like Temur Ascendancy.
Want to play fun multicolored shenanigans? Include whatever value you like.
Want to use overcosted enchantment cycles? Include the Shrines.
Focusing will allow you to better determine what your deck wants. Regardless, I recommend playing heavy green to maximize your ability to mana ramp.

Neotrup on Tapping in Response

7 years ago

How it works is you cast Frost Breath with two targets. Your opponent has a chance to respond, which they can do by activating one of their creatures abilities, then either letting the new ability resolve (assuming you have no responces) or activating the second ability right away before you have a chance to respond (you'll still get to respond, they just both get put on the stack before you do). They could also respond by casting an instant, which might be important because one of their abilities is a mana ability. A note on that, you cannot respond to the mana ability, but you can respond the the triggered ability that results from it (The mana is put into their mana pool without using the stack, but the damage ability gets put on the stack). Assuming nobody has responses (which could be activated/casted between each resolution) their two abilities will resolve, tehn your Frost Breath will go to resolve. It will tap down both creatures, which doesn't do much as their already tapped, and prevent them from untapping, which still works. You're allowed to tap tapped creatures and untap untapped creatures, but doing so doesn't trigger "when this becomes (un)tapped" abilities. and abilities require the creature to be untapped/tapped, and costs will say "tap an untapped creature" so that they have a real cost (the remind text for crew doesn't specify untapped, but the rules do). If Frost Breath read "Tap two target untapped creatures" the spell would be countered due to the targets being illegal, but it works as is.

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