Fire // Ice
Two cards stapled into one, each a complete spell, and the split is the whole design argument: red gets reach and a two-point burn split between targets, blue gets a tempo-and-replacement package that taps a permanent and refills the hand. The genius is that neither half is dead weight. Most modal cards ask you to accept a worse rate for the flexibility; this one prints two effects that would each be reasonable on their own and lets you hold both options until the moment of cast. Fire answers a creature or finishes a player, splitting damage to clear two small bodies at once; Ice taps down an attacker before it swings, locks down a permanent before it can activate, or just cantrips when you have nothing better to do. The split mana cost means the card counts as both red and blue wherever a payoff cares which colors a card is, so it can fill a multicolor requirement that a mono-colored instant cannot. What makes the design durable is the floor. The worst case on Ice is "tap a land, draw a card," which is never nothing; the worst case on Fire is two damage, which clears most early threats. A split card that is always at least a cantrip and always at least a removal spell does not rot in a hand, and that is why it has outlasted nearly every other split printed alongside it.

Rules text
Format Status
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Other printings
- Dominaria Remastered#215
- Modern Horizons 2#290
- The List#UMA-225
- Ultimate Masters#225
- Magic Online Promos#31497
- Duel Decks: Izzet vs. Golgari#32
- Commander 2011#198
- Friday Night Magic 2006#12a











