Time of Ice MTG Card


Card setsReleased in 2 setsSee all
Mana cost
Converted mana cost4
RarityUncommon
TypeEnchantment — Saga

Key Takeaways

  1. Time of Ice acts like a clock, tapping creatures for multiple turns, hindering opponents while you build your lead.
  2. Indirect resource acceleration allows for unpressured strategy execution, giving this saga a subtle but powerful edge.
  3. Despite non-instant speed, its delayed control effect can be as crucial as instant-play flexibility in various scenarios.

Text of card

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Tap target creature an opponent controls. It doesn't untap during its controller's untap step for as long as you control Time of Ice. III — Return all tapped creatures to their owners' hands.


Card Pros

Card Advantage: Time of Ice allows a player to gradually control the battlefield by tapping an opponent’s creature for two consecutive turns, effectively denying them resources and potential attacks. This ‘stalling’ gives you crucial extra draws, increasing the likelihood of pulling the cards necessary to solidify your game plan.

Resource Acceleration: Though not a direct form of resource acceleration, Time of Ice can buy you time to develop your board presence unimpeded. By delaying threats, you effectively speed up your own strategy relative to your opponent’s – a subtle but powerful form of indirect acceleration.

Instant Speed: While Time of Ice is not an instant, it compensates with a powerful set of abilities that unfold over several turns. This sequencing creates a disadvantage for your opponent that can be as valuable as the flexibility offered by an instant since they must plan for an eventual loss of their tapped creature and adapt their play to the ongoing saga effect.


Card Cons

Specific Mana Cost: Time of Ice comes with a particularly demanding mana cost. To cast this saga, you need both blue mana and additional generic mana, which might not always align with your deck’s mana base. This requirement could potentially delay the card’s play or clash with the deck’s mana curve, making it less flexible for quick adaptation within various deck types.

Comparatively High Mana Cost: With an investment of four mana to bring Time of Ice into play, this card occupies a slot where competition is fierce. Given the cost, players might prefer options that have an immediate impact on the game rather than waiting for a saga to unfold over several turns. This can make Time of Ice a less attractive choice in faster paced or more aggressive decks that value immediate board presence or game-changing effects.

Discard Requirement: Although Time of Ice does not have a direct discard requirement, the nature of sagas necessitates an investment over several turns. Players might need to plan their hand and plays around the stages of the saga, thus indirectly influencing discard decisions and hand management. In situations where quick answers or resources are needed, having a Time of Ice on board could be less beneficial compared to cards that offer immediate utility or require less strategic planning.


Reasons to Include in Your Collection

Versatility: Time of Ice fits seamlessly into decks that are designed to manipulate the board state. Its ability to delay opponents’ threats over several turns gives players the adaptability required to set up their own board for a win.

Combo Potential: With its phased-out mechanic, Time of Ice can synergize with cards that benefit from the absence or return of creatures to the battlefield, offering intriguing interactions and the potential to build around.

Meta-Relevance: In an environment that heavily features creature-based strategies, Time of Ice shines by disrupting your opponent’s tempo and giving you an upper hand in pacing the game. Its relevance grows as it provides an answer to popular aggressive or midrange decks that rely on maintaining a formidable creature presence.


How to beat

Time of Ice stands out in Magic the Gathering as a card that can disrupt opponents’ battlefields for consecutive turns. It’s part of sagas, a unique kind of enchantment which has a rising effect over a few turns. It starts by tapping a creature an opponent controls, which doesn’t untap during the opponent’s untap phase as long as Time of Ice remains on the field. On the following turn, another creature gets frozen in time. Finally, when its last chapter is reached, all tapped creatures return to their owner’s hand.

To counter Time of Ice effectively, consider including enchantment removal in your deck. Cards such as Naturalize or Disenchant can remove Time of Ice before its final harmful effect triggers. Alternatively, playing creatures with haste allows you to bypass the tapping effect or using untap abilities to negate the chapter effects. You might also counter Time of Ice with spells like Negate when it’s initially cast. Playing around this saga requires smart timing and deckbuilding to ensure that your creatures don’t get locked out of the game.

By preemptively including answers to this threat and recognizing the optimal time for intervention, players can successfully navigate the chilling impact of Time of Ice in their matches.


BurnMana Recommendations

As MTG players ponder their deck’s next level of sophistication, it’s essential to consider how cards like Time of Ice could play a pivotal role. This saga card weaves a web of control over the battlefield, tactically freezing the opponent’s momentum and carving a path for your victory. Understanding the nuances of such strategic tools is key to dominating the game. Ready to turn the tides in your favor with masterful board manipulation? Delve deeper with us and discover a trove of strategies and insights that make cards like Time of Ice a jewel in any player’s collection. Immerse yourself in our knowledge base to ace your gameplay.


Cards like Time of Ice

Time of Ice stands out in Magic: The Gathering for its unique approach to tempo control. When you play Time of Ice, it echoes of the mechanics seen in Icy Manipulator, a classic card that allows players to tap a single target each turn. However, Time of Ice pushes this concept further by affecting multiple creatures over multiple turns. The saga nature of the card escalates the effect, culminating in a forced mass bounce of tapped creatures to the opponent’s hand.

Another related card is Frost Breath, which lacks the repeatability but taps down targets instantly, providing immediate board control. Compared to Icy Manipulator’s selective stalling, Time of Ice can significantly shift the battlefield’s state over time. Sleep is an alternative with a similar one-time, wide-reaching effect, impacting all enemy creatures instantly—a notable comparison for those eyeing sweeping temporary control without the staggered buildup.

Within Magic: The Gathering’s strategic framework, Time of Ice serves well for players valuing gradual domination and the potential to disrupt opponent strategies over subsequent turns, carving a niche within the thematic crowd of cold control magic cards.

Icy Manipulator - MTG Card versions
Frost Breath - MTG Card versions
Sleep - MTG Card versions
Icy Manipulator - Limited Edition Alpha (LEA)
Frost Breath - Magic 2012 (M12)
Sleep - Magic 2010 (M10)

Cards similar to Time of Ice by color, type and mana cost

Steal Artifact - MTG Card versions
Control Magic - MTG Card versions
Animate Artifact - MTG Card versions
Merseine - MTG Card versions
Zur's Weirding - MTG Card versions
Abduction - MTG Card versions
Zephid's Embrace - MTG Card versions
Browse - MTG Card versions
Opposition - MTG Card versions
Collective Restraint - MTG Card versions
Delusions of Mediocrity - MTG Card versions
Thassa, Deep-Dwelling - MTG Card versions
Necroduality - MTG Card versions
Bident of Thassa - MTG Card versions
Coastal Piracy - MTG Card versions
Treasure Trove - MTG Card versions
Mystic Restraints - MTG Card versions
Ambiguity - MTG Card versions
Annex - MTG Card versions
Leyline of Singularity - MTG Card versions
Steal Artifact - 30th Anniversary Edition (30A)
Control Magic - Duel Decks: Jace vs. Vraska (DDM)
Animate Artifact - Masters Edition IV (ME4)
Merseine - Fallen Empires (FEM)
Zur's Weirding - The List (PLST)
Abduction - World Championship Decks 1997 (WC97)
Zephid's Embrace - Urza's Saga (USG)
Browse - Classic Sixth Edition (6ED)
Opposition - Dominaria Remastered (DMR)
Collective Restraint - The List (PLST)
Delusions of Mediocrity - Seventh Edition (7ED)
Thassa, Deep-Dwelling - Theros Beyond Death (THB)
Necroduality - Magic Online Promos (PRM)
Bident of Thassa - Theros (THS)
Coastal Piracy - Eighth Edition (8ED)
Treasure Trove - Eighth Edition (8ED)
Mystic Restraints - Champions of Kamigawa (CHK)
Ambiguity - Unhinged (UNH)
Annex - Ninth Edition (9ED)
Leyline of Singularity - Guildpact (GPT)

Where to buy

If you're looking to purchase Time of Ice MTG card by a specific set like Dominaria and The List, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Time of Ice and other MTG cards:

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Printings

The Time of Ice Magic the Gathering card was released in 2 different sets between 2018-04-27 and 2018-04-27. Illustrated by Franz Vohwinkel.

#ReleaseNameCodeSymbolNumberFrameLayoutBorderArtist
12018-04-27DominariaDOM 702015sagablackFranz Vohwinkel
22020-09-26The ListPLST DOM-702015sagablackFranz Vohwinkel

Legalities

Magic the Gathering formats where Time of Ice has restrictions

FormatLegality
HistoricbrawlLegal
HistoricLegal
LegacyLegal
OathbreakerLegal
GladiatorLegal
PioneerLegal
CommanderLegal
ModernLegal
VintageLegal
DuelLegal
ExplorerLegal
PennyLegal
TimelessLegal

Rules and information

The reference guide for Magic: The Gathering Time of Ice card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

DateText
2018-04-27 A chapter ability doesn’t trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter’s number. For example, the third lore counter put on a Saga causes the III chapter ability to trigger, but I and II won’t trigger again.
2018-04-27 As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn’t use the stack.
2018-04-27 Each symbol on the left of a Saga’s text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability’s chapter number. Chapter abilities are put onto the stack and may be responded to.
2018-04-27 If counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters. Removing lore counters won’t cause a previous chapter ability to trigger.
2018-04-27 If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
2018-04-27 Once a chapter ability has triggered, the ability on the stack won’t be affected if the Saga gains or loses counters, or if it leaves the battlefield.
2018-04-27 Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities—in the Dominaria set, this is always three—the Saga’s controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn’t use the stack.
2018-04-27 The effect of Time of Ice’s final chapter ability returns creatures that are tapped for any reason, not just those tapped by Time of Ice.
2018-04-27 The effects of Time of Ice’s first two chapter abilities expire if you lose control of it, even if you immediately regain control of it or cast another Time of Ice.

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