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.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

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

Latest Decks as Commander

Sword of Fire and Ice Discussion

KevinLandonChanning on Lazav EDH 2021 (update of Tolarian+Bennie Smith)

1 month ago

Sword of Fire and Ice is something that is also interchangeable with you don't wish to play with planewalkers. Sword of Truth and Justice would be more on theme for the counters etc, but Fire and Ice would likely be stronger overall.

RA_HORAKHTE on CAT AGRO

1 month ago

Hi smitty6,

I've also an Arahbo player,

I like your deck version, somewhat different to mine, more centered on cat tribal and equipments rather than lifegain.

Things I think you could change: Sword of Feast and Famine and Lightning Greaves are awesome commander staples, but just in Arahbo are negative: your equiped cat can't be target of any of Arahbo abilities due to shroud of the greaves, and protection of the sword. I know they are powerful but you will be throwing stones to your own roof. Try antoher swords like Sword of Sinew and Steel and Sword of Fire and Ice , that none of them give protection from white or green, Arahbo's colors.

With only 13 artifacts in a 100 card deck, Mox Opal , another awesome card, sadly will not work as fine as if you are playing a real heavy artifact deck.

Some cards you would love to play in your deck: Feline Sovereign , Kaheera, the Orphanguard (not as companion, if you want to keep your non-cat creatures, but into the 99s), King of the Pride , Sacred Cat (Awesome in your life gain strategy, and if dies will be back), Duelist's Heritage (Much better than, for example, than gigant growth, and you can use this enchantment to make politics offering opponents double strike if they don't attack you). Heroic Intervention or Teferi's Protection : In this type of deck, you need some instant protection to evade mass destruction. Return of the Wildspeaker , Hunter's Insight or similar cards: With Arahbo effects, you will draw 4-9 cards easily, so you will no run out of cards if you have some spells like those.

Phyrexian11 on God of Thunder and Love

1 month ago

I'm not sure of previous versions of this deck, but I have some cards I think you should add, plus some cards I think you should either just consider replacing or simply just take out. We'll start with the ADD list.

ADD:

  • Earthquake and/or Rolling Earthquake (You already have an effect like this in Subterranean Tremors , but this also hits players, so you'll deal EXTRA damage on top of the extra damage from the commander.)

  • Arcane Signet (You have Fire Diamond , but not Arcane Signet?)

  • Starstorm (An effect like many others, but this one has cycling.)

  • Fire Servant (It's not the cheapest creature, but it has an ability that you might want more of. You can always use more damage doubling.)

  • Mana Geyser (Look, it's just a good card to get a lot of mana quickly. Not super necessary, but it's fast mana in R)

  • Heartless Hidetsugu (I'm just suggesting this one because cutting your opponents down to 20 is great and makes killing them easier.)

  • Seething Song (Fast Mana good.)

  • Seize the Spoils (I noticed a lack of card draw, and this is a pretty neat mono-red card draw spell.)

  • Endless Atlas (Again, card draw, and it's cheap and consistent.)

  • Genesis Chamber (Yeah, it requires your opponents to be playing creatures a bit, but it makes it just that much easier to kill them. Plus the Myr generated are all 1/1s, so they will easily let excess damage through from the rest of the deck.)

  • Sanctuary Blade (A little expensive on the equip side, but this is another consitent way to give your commander pro-red.)

  • Sword of Sinew and Steel / Sword of War and Peace (You have Sword of Fire and Ice , so why not have more of the red ones?)

  • Chandra, Awakened Inferno (Her + kills your opponents faster, her - does what you commander wants, her -X is neat. I think she's all around a great inclusion.)

  • Chandra, Torch of Defiance (Okay, so now is where I admit that you only had 1 planeswalker and I talk about how much I like Planeswalker cards. I think they're cool and fun. This specific one is great beacause she either gives you mana or draws you a card, essentially. Her two differ +1's are really the only reason, but her ult is something your opponents wont want to have go off, either.)

  • Caged Sun (More Mana in mono-red.)

Subtract:

  • Ignite the Future (It's too expensive for what it does. You can better spend the mana on a Chandra, Torch of Defiance or something. Yeah, it's kind of card draw, but you can do better.)

  • Pyroblast (Unless this is for a VERY SPECIFIC meta where you are going against mean U decks, this will be more frustrating in hand than useful, I think. Plus, color-specific hate like this just feels out of place in this format, unless, of course, your meta is particularly skewed a certain way.)

  • Red Elemental Blast (See Above.)

  • Tibalt's Trickery (Yeah, cool counterspell, but I think the deck should focus more on itself, personally.)

  • Wheel of Fate (There are better, and faster, ways to draw cards. I like the idea of this card, but in having played it over and over again, either it never actually resolves -like the game ends- or it just feels like a relative waste because people can see it coming and plan ahead.)

  • Fire Diamond (Replace this with Arcane Signet . It's just better.)

  • Lavabrink Floodgates (To be fair, I've never played with this card, but OH BOY does it seem bad. If you're not proliferating the counters, then this will NEVER go off if your opponents don't want it to, and they would never want it to with this deck, unless a board-wipe JUST happened and there are not creatures. So then it's just a 4-drop mana rock producing 2, and you can just replace it with something better like Caged Sun that will help you Earthquake for a win faster.

  • Arch of Orazca (I noticed in your mana base that you have 13 lands that tap for colorless. That seems like too many for me - it's almost the same number of Snow-Covered Mountain s you have. So I am recommending removing some. I get why this one is here, for the card draw, but this is SO EXPENSIVE. I don't even run it in my colorless Emrakul deck.)

  • Great Furnace (I like this card, I really do. I LOVE artifacts. But without any artifact synergies, this is more likely do get Shatter ed or Vandalblast ed than actually help you, and that'll feel bad. Just replace it with a Snow-Covered Mountain .)

  • Hanweir Battlements  Flip (Same reason for the colorless mana, and I don't really see many reasons other than, maybe 2 creatures for the need for haste, but it's not a necessity to be removed.)

  • Leyline of Punishment (I get that this is here to make it harder for your opponents to survive or heal up, but honestly, just play Heartless Hidetsugu or something else to keep life totals low. This one is often going to feel more like a do-nothing enchantment unless your meta is HEAVY life-gain.)

  • Treasonous Ogre (Fast mana, sure, but it seemed overall pretty meh to me in this deck. It's better at killing you than it is at providing mana in this specific deck, I think.)

  • Varchild, Betrayer of Kjeldor (The effect is important for making sure you opponents have creatures, but getting her to hit you opponents before they have blockers is going to be a challenge, and if you draw her late-game, then she's just a 3/3 blocker.)

  • Bonfire of the Damned (The miracle cost is cool, but most of the time I think you'd rather something like Earthquake that will most likely hit almost all of their creatures AND more than 1 opponent/opponent's board. Plus, if this isn't Miracle'd, then this is pretty trash in your hand.)

I'm sure I said add more cards than take out, and I know I said take out a couple lands, but not really add any, but I hope this is helpful.

Housegheist on Cats with Swords???

1 month ago

I like your deck a lot! I'll upvote. :)

Have you considered using Maul of the Skyclaves ? It's pretty cheap and equips itself when it enters the bf. Also it buffs your creature and gives some nice evasion with flying and first strike.

Also, i like Sword of Fire and Ice a lot because of the accidental removal and card-draw.

Heliogabale on The Crimson Permanent Assurance | Malcolm&Breeches

1 month ago

Updated

Mainly I wanted to have an additional wincon by integrating Mechanized Production .

I also wanted a bit more draw options, and Sword of Fire and Ice seemed like the best value here. I also wanted to try Treasure Map  Flip since it fits the theme so well.

My commanders are very instrumental to this deck so the Spellskite offers a nice protection against targeted removal.

Some tweaks to the mana base complete this update.

plakjekaas on Would caring about artifacts help …

2 months ago

Five years ago, when we had Archangel Avacyn  Flip, Gideon, Ally of Zendikar , Thraben Inspector and Thalia's Lieutenant in Standard, I've heard many a complaint that white was too powerful in Standard back then. Ever since, we've shifted via red to green as the most obnoxiously present color in the meta, and the complaints stay. I do think there's no pleasing magic players.

White already cares about artifacts, however, even though not all of them. Mostly equipments. Which help you ramp Sword of the Animist , Prying Blade , Goldvein Pick and draw Rogue's Gloves , Mask of Memory , Sword of Fire and Ice . White tutors for them like no tomorrow, draws off of them with Sram, Senior Edificer , Puresteel Paladin , Stone Haven Outfitter .

NensouHiebara on Halvar, Divine Voltron

2 months ago

@DespairFaction

Mask of Memory doesn't have anything going for it beyond drawing cards, a role already fulfilled by Sword of Fire and Ice . I also dislike discarding my own cards. Dowsing Dagger  Flip is currently in my Maybeboard and I'm looking for a spot.

I have War Room in the manabase. It bests the other options by having its card draw tied to the least demanding cost while not giving opponents free value.

I'm not a fan of Hatebears in Commander. You need to draw them at the correct time (most likely early game) or their hate isn't as effective, and you'd need sheer numbers for that consistency. This will flood a deck with cards that don't promote you main gameplan, or even step on your own toes as is the case with Hushbringer and Archon of Emeria . Drannith Magistrate is a unique case as it shut down such a key aspect of this format, but its 3 toughness diminishes its appeal.

Winter Orb and Hokori, Dust Drinker are no-go's for me. Preventing players from actually playing the game is among the most obnoxious things one can do, and I refuse to take part in it.

I'm sticking with my plainscyclers . Having a body to equip is a lot better than a dead spell in the late game. I can't see myself ever getting rid of them.

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