Cold Snap
A symmetrical punisher that points the snow-matters mechanic back at the very players investing in it. The damage clause fires at every player's upkeep, scaling to that player's snow lands, which makes it a tax on the same Ice Age manabase the set was built to reward: the more snow you run, the more you bleed, and the same is true for your opponent. That symmetry is the design tension. This is not a removal spell or a clock you aim; it is an ambient drain both seats pay into, so the value comes from running fewer snow lands than the table while the enchantment stays on the board. Cumulative upkeep is what keeps that from being free. Each turn adds an age counter, and the escalating two-mana-per-counter tax means the controller is on a timer of their own: the card promises a few cheap turns of asymmetric damage before the upkeep cost outpaces what the drain is worth, at which point you let it die. White rarely got direct damage effects, and acquiring one here only by way of a self-taxing, snow-keyed engine is the kind of constrained, color-bent design Ice Age leaned into. So it plays less like a weapon than a negotiation: how long can you afford to keep it, and how much does the opponent's own snow count make that worth paying for.
