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Moxonomy

Hematite Talisman

Artifact2 generic mana

One of Ice Age's cycle of color-keyed talismans, each tied to one of the five colors and each handing its controller a clunky reactive effect in return. The premise here is taxation-by-association: any red spell hitting the stack, yours or an opponent's, opens a window to spend three more mana untapping a permanent. The math never balances. The trigger fires off a red spell someone casts, but cashing in demands a fresh 3 generic mana from you, so untapping a single land or creature is almost always a tempo loss rather than a gain. The card seems built for an idealized world of mana-intensive untap loops and repeated activations that 1995 never supplied it. What survives is the design thinking: an early attempt to give each color a reactive artifact answer, back when hate pieces still rewarded a bystander for noticing an offending spell rather than punishing the spell itself. The one genuinely open-ended wrinkle is the target. "Untap target permanent" is broader than land or creature, leaving a sliver of room for an untap engine that no era of this card's printing ever filled. The three-mana toll and its reliance on red showing up at all leave it stranded as a curiosity from a period still working out what an artifact answer should cost and what it should actually do.

Hematite Talisman (ice)
ICE · #320uncommon
Pricing
Normal: $0.27
Foil:
Oracle Text

Rules text

Whenever a player casts a red spell, you may pay 3 generic mana. If you do, untap target permanent.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
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
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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