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'''Ice Age''' as a term can refer to a few things: *A time when the 1/3 of the Earth was covered in a constant winter, hence an Ice Age. The fact that 1/2 of the ground was covered in deserts does not lead to it being called Desert Age mostly because those lands weren't Europe or North America, and thus are irrelevant (fun fact: we're technically ''still in'' that Ice Age, it's just that all of human history has taken place during what's called an "Interglacial"). *A series of mediocre movies by Blue Sky Studios (a bunch of Dreamworks wannabes working for Fox) about a bunch of prehistoric creatures going on adventures. Probably the best thing the company has done, which isn't saying much. *A two player board game where you control a bunch of humans trying to kill all the mastodons, not for food but for good old extinction. [[Humanity Fuck Yeah|Fun fun fun]]. Though most often when [[/tg/]] uses it, it's to refer to the [[Magic: The Gathering]] block and first set in it, detailing the Ice Age caused by [[Urza|this dumbass]] after he unleashed the Golgothian Sylex to ultra-kill his Phyrexian-possessed brother, both their armies and "win" the Brothers' War. At the end of the first set the [[Planeswalker]] [[Freyalise]] casted the World Spell to thaw Dominaria, which looked like a good idea but ultimately caused bad shit to happen so people had to form Alliances (the second set) to defend themselves. Finally, [[Fail|ten YEARS]] after the release of the set (and a [[retcon]] of the spectacularly shitty [[Homelands]] as the third set in the block) they released Coldsnap, which details what exactly happened during the end of the Ice Age. Ice Age is known for adding a couple of new mechanics but the most famous one is that of Snow Lands: Lands who give both regular [[mana]] and snow mana, which was required for certain spells and abilities. It is also the only full set/block so far that has had major [[Viking]] themes in its art and flavor, which is absolutely perplexing when you consider what the rest of fantasy is like. Also famous for being an all-around terrible set, though not as horrible as the notorious Homelands expansion. Its redeeming qualities are the introduction of the so-called "pain" lands (that offer two types of colored mana but at a cost of 1 hp on top of colorless mana) like Karplusan Forest, which were and still are widely used. And, of course, one of the if not the most bonkers black card ever - Necropotence. [http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=2478&type=card] Ice Age had a direct sequel called Alliances, which was just about as bad as Ice Age but a lot of what it did endured longer, such as its set of non-basic lands that do more than just mana. {{Template:MTG-Settings}} ==Notable Cards - Ice Age== ===Brainstorm=== Good drawing. ===Fyndhorn Elves=== A functional reprint of a green staple card. Since it has a different name, you can have 4 of both in your deck. ===Illusions of Grandeur=== Part of the famous Trix combo when paired with Donate ===Necropotence=== Massive draw engine. ===Pyroclasm=== Great for wiping the board of weak creatures. ===Tinder Wall=== It's mana acceleration ''and'' a wall in common. ==Notable Cards - Alliances== === Thawing Glaciers === The OG reusable Evolving Wilds. $20 card, worth it. === Elvish Spirit Guide === A green 2/2 that you can exile from your hand for 1 green mana at instant speed. $5 card, still sees play.
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