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Moxonomy

Melting

Enchantment3 generic manaRed mana

When Ice Age made snow a load-bearing supertype, it built a small ecosystem around snow-covered lands: cards that counted them, abilities that scaled with them, costs that demanded them. This enchantment exists to dismantle that ecosystem, stripping the snow supertype off every land on the battlefield and reducing an opponent's snow-matters engine to plain mana. Its uselessness in any environment without snow lands (which is to say, nearly all of Magic) is not a flaw but the entire premise: a surgical answer to a single mechanic, printed in the set that introduced that mechanic, and dormant the instant snow left the stage. Crucially, it lingers. As an enchantment that stays on the battlefield, it holds those lands non-snow for as long as it sticks, so a snow opponent cannot simply replay their lands to recover the supertype. That persistence is what separates it from a temporary disruption spell and gives it real teeth against a deck built on snow. As a historical artifact it documents how early Wizards approached counterplay: not a flexible, broadly-priced answer, but a narrow instrument aimed at one axis of the new set, effective only against the exact thing it was drawn to hate.

Melting (ice)
ICE · #201uncommon
Pricing
Normal: $0.19
Foil:
Oracle Text

Rules text

All lands are no longer snow.
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
N/A
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