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Moxonomy

Fire // Ice

Instant // Instant1 generic manaRed mana1 generic manaBlue mana

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.

Fire // Ice (wc01)
WC01 · #jt128uncommon
Pricing
Normal: $0.51
Foil:
Oracle Text

Rules text

Fire deals 2 damage divided as you choose among one or two targets. // Tap target permanent. Draw a card.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

11 sets
Show all 11 other printings
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