Sword of Fire and Ice
Connect with a player and you get the entire spread: two damage to any target, a card off the top, and the swing itself, all on a body that two of the game's most-played colors cannot block or burn off the table. Where Sword of Light and Shadow leans on lifegain and recursion and Sword of Feast and Famine refills your mana, this one does the two things that win fair games unaided: it clears a path or burns the opponent's face, and it digs you toward the next threat. The protection clause works both ends, an evasion enabler (red and blue creatures cannot block the wearer) and a shield against the removal those colors lean on. The +2/+2 is almost incidental against everything else in the lineup. The staying power comes from how nothing scales the payoff: a one-mana dork carrying it generates the same two-and-a-draw as a fattie, so the Equipment turns any creature that can land a hit into a recurring value engine. The trigger keys off combat damage to a player, not to a blocker, so the protection and the connect requirement are designed to pull in the same direction: make the wearer unblockable against the colors most likely to interrupt the loop. Equip keeps re-suiting cheap, so losing the wearer never strands the artifact for long. Among the colored Swords, it is the one the others are priced against.

Rules text
Format Status
More formatsFewer formats
Other printings
- Marvel Universe#100
- Special Guests#62
- Historic Anthology 7#20
- Magic Online Promos#82854
- Double Masters#365
- Double Masters#297
- Kaladesh Inventions#29
- Magic Online Promos#39650









