I was noticing several vintage decks that played 1 or more copies of Fire // Ice. I was wondering if someone could help shed some light on the card choice and the use cases for its modes.
My thoughts were:
It has cmc is 2, which lets Fire play around mental misstep.
You can cycle it? - how relevant is that and is there any advantage gained from the tap a permanent?
Its a blue card to pitch to force.
At the start of a TPS players combo turn I have tapped his Academy and starved him of mana. Against Tinker I have tapped down Blightsteel and smacked home for the win, against Grow I like having something that pitches to Force and against BUG killing the Pryo is handy. Is their any advantage to tapping a permanent? I would think so as you can do everything from tap mana sources in upkeeps to tap defenders for alpha's. If anything, Ice is better than Fire.
And a Trigon Predator yes. That's the big one, tapping defenders and hitting home with it. Also, tapping 3shpere has a lot to value.
It's a card that controls and removes while also pitching to Force/Misdirection. It's a neat little package that. Mostly though, tapping Academy or Workshop will be the plays that appear the most. Using it as a mana denial tool. The other things are small, like tapping Key with Vault on the stack. Small plays that just have it always seam to prove it's worth.
Pitches to force, can 2 for 1 by killing 2 bob's or multiple X/1's, tapping down things can be gigantic in terms of tempo swings. Fire//ice is probably the best split card ever printed with the only other relevant I can think of being wear//tear. Hard to go wrong playing the card in vintage if you have a spare slot.
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"Yawgmoth," Freyalise whispered as she set the bomb, "now you will pay for your treachery."
The reason it's played so much is not because all it's effects are necessarily all that powerful, but because of it's versatility. The effects are all useful, but the versatility is what makes the card what it is.
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"An immense river of oblivion is sweeping us away into a nameless abyss." —Ernest Renan, Souvenirs d'Enfance et de Jeunesse
Fire // Ice is one of the few cost efficient ways in vintage to gain X/1 advantage. Catching Confidan/Welder with it is just nasty. The best use for it, has been to EOT tap down a trinisphere, and go nuts with yawg will on the next turn.
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Blue: teaching Magic players manners since 1995
Shops: Teaching blue players manners since 2009
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I was noticing several vintage decks that played 1 or more copies of Fire // Ice. I was wondering if someone could help shed some light on the card choice and the use cases for its modes.
My thoughts were:
It has cmc is 2, which lets Fire play around mental misstep.
You can cycle it? - how relevant is that and is there any advantage gained from the tap a permanent?
Its a blue card to pitch to force.
I feel like there may be more that I am missing.
Current decks of choice:
Vintage: Shops.
Legacy: Lands.
Modern: Lantern.
It's a card that controls and removes while also pitching to Force/Misdirection. It's a neat little package that. Mostly though, tapping Academy or Workshop will be the plays that appear the most. Using it as a mana denial tool. The other things are small, like tapping Key with Vault on the stack. Small plays that just have it always seam to prove it's worth.
Current decks of choice:
Vintage: Shops.
Legacy: Lands.
Modern: Lantern.
Currently Playing:
Retired
Blue: teaching Magic players manners since 1995Shops: Teaching blue players manners since 2009