Queen of Ice
Creature — Human Noble Wizard
Whenever Queen of Ice deals combat damage to a creature, tap that creature. It doesn't untap during its controller's next untap step.
(You may cast Queen of Ice from exile if you sent it on an adventure.)
Rage of Winter
Sorcery — Adventure
Tap target creature. It doesn't untap during its controller's next untap step.
(You may cast Rage of Winter for from anywhere that you have the permission to cast this, then exile it on an adventure instead of putting it into your graveyard. When you have not chosen to cast Rage of Winter, this card is treated only as Queen of Ice in whatever zone it is in.)
(Example scenarios for Rage of Winter: You may cast this off of Melek, Izzet Paragon. You may not target this with Snapcaster Mage. Thalia, Guardian of Thraben increases the cost of this. Electrodominance requires X=2. You may cast this from a cascade spell if the spell has a cost greater than Queen of Ice's cost. If you cast a Rage of Winter that another player owns, only you may cast the Queen of Ice that gets sent on an adventure, not the owner.)
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Queen of Ice Discussion
1 week ago
Version 2.7 Dungeons & Dragons: Adventures in the Forgotten Realms and Innistrad: Midnight Hunt -Squad Captain, +Dancing Sword // -Makeshift Battalion, +Enduring Angel Flip // -Topplegeist, +Portable Hole // -Queen of Ice, +Mind Flayer // -Unwilling Ingredient, +Forsworn Paladin // -Brackish Trudge, +Shambling Ghast // -Sanguinary Mage, + Meteor Swarm // -Tormentor's Helm, +Boots of Speed // -Thundering Ceratok, +Prosperous Innkeeper // -Reave Soul, +Infernal Grasp // -Skymarch Bloodletter, +Graveyard Trespasser Flip // -Hired Poisoner, +Gisa, Glorious Resurrector // -Burglar Rat, +Baneblade Scoundrel Flip // -Warlord's Fury, +Electric Revelation // -Scorching Dragonfire, +Cathartic Pyre // -Breakneck Berserker, +Ardent Elementalist
11 months ago
I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.
First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.
The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel Flip, Drana's Emissary, and Cruel Celebrant.
Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.
In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision Flip. Good luck with your build and let me know if you have any questions!
1 year ago
Well, this is a given, but Queen of Ice. Especially the alternate art. It’s based off of the same story as frozen.
1 year ago
1 year ago
triproberts12 thanks for those suggestions!
I had no idea about Mana Skimmer and will definitely put that nightmare in! I have a few of the ones you named but Time of Ice is a solid recommendation. It'd work well in case I don't get much out - really great pairing with Orb of Dreams by bouncing them back at the end too. Dream Tides is tempting but it would slow down my deck more than it already is. I forgot about Thalakos Dreamsower, might consider putting it in for the mid-mana cost. Queen of Ice is also a solid pick. I'll look into all of these, thank you!
Side note, when I first started learning magic, I had half an idea of making a white/green bird deck. Your favorite card just might inspire a black/green/white dredge deck with birds.
1 year ago
Time of Ice, Quiet Contemplation, Back to Basics, Dream Tides, Wrath of Marit Lage, Temporal Distortion, Neko-Te Thalakos Dreamsower, Wall of Stolen Identity, Frost Titan, Queen of Ice, Wall of Ice, Niblis of Frost, Guardian of Tazeem, Icefall Regent, Dungeon Geists, Mesmerizing Benthid, House Guildmage, Tidebinder Mage, Watertrap Weaver, Frost Lynx, Stitched Mangler, Fogwalker, and Vertigo Spawn would probably be my picks for "freeze" tribal.
Alternately, if you're not invested in Dimir, so much as in the creature itself, you could build a Derevi, Empyrial Tactician, or Empress Galina deck, since those commanders probably best represent what the card is doing.