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.
|Want (3)||metergram , Suicune , insecticon3000|
Printings View all
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Modern Masters (MMA)||Mythic Rare|
|Promo Set (000)||Rare|
Combos Browse all
|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%
Sword of Fire and Ice Discussion
17 hours ago
Hey Berryjon, thank you once again for producing another fun article.
I just wanted to say though, I don't think that you gave Green all the kudos that it's due for what it can add to a voltron strategy. So just to even things out a bit, I'm going to toss some additional info here for people who might be new to the format and/or the voltron strategy.
First off, Green does offer protection for your commander with cards like Heroic Intervention and Vines of Vastwood, which not only protects your creature but can also help it hit harder as well. Granted, White's color protection spells also allow your creatures to attack past blockers while Blue's counterspells can stop wrath effects and enchantment/artifact removal, so I do understand that Green's additions may seem lackluster in comparison.
But where green can shine is that it is the primary color for Hexproof, which shows up on a number of its creatures. You see it on the Sigarda, Host of Herons that is mentioned in the article, and on other classic voltron commanders like Uril, the Miststalker. Being able to save some card slots on protection because your commander already has some built in allows you to include more cards for hindering your opponents so that your commander has more opportunities to swing in.
Speaking of hindering, Sigarda, Host of Herons's ability to prevent sacrifice effects is part of the green color pie, although I think it only also appears on Tajuru Preserver. Green can hate on counterspells, which are a particular bane of strategies like voltron that focus primarily on producing single big threats, with the help of cards like Prowling Serpopard, Vexing Shusher, Rhythm of the Wild, and the newly printed Destiny Spinner. Green likes to see its creatures hit the board and it has the tools to help make it happen.
Green is also one of the colors for a notable selection of effective voltron commanders beyond the ones that have already been mentioned, so just to list a couple more:
Jenara, Asura of War can often enter the battlefield as early as turn 2 with the help of something like Birds of Paradise, has built in evasion with flying, and is capable of permanently pumping herself. If nothing is done about her, A turn 2 Jenara can potentially kill an opponent as early as turn 5 all on her own.
Rafiq of the Many is another classic voltron commander that can quickly kill opponents with his exalted boosts and double strike. Giving double strike with cards like Silverblade Paladin is really effective at ramping up a voltron commander's kill time, and Rafiq already has it built in. Rafiq's double strike also make him a dangerous carrier of equipment like Sword of Fire and Ice since it lets you get twice the number of triggers if you manage to deal combat damage.
As a side note, both of those commanders being Bant colors means that they get access to Finest Hour. Who needs red for extra combat steps? :D
So yeah, Green can contribute some pretty strong tools when it comes to the voltron game. Is it better than Red? I have to admit that all the extra combat step cards that Red has makes a compelling argument for its superiority. But when I see an Aggravated Assault teamed up with a Nature's Will or Bear Umbra to create infinite combat steps, you'll have to forgive me for smiling just a bit. ;)
1 day ago
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.
2 days 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!
4 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.
Your best bet is to splash another color for your removal.
1 week 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!
1 week ago
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
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.
Either way this deck looks awesome. Great job friends, Cheers!
1 week ago
Thinking about adding in Sword of the Animist to help get us some lands.
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.