Names starting with 'Ic'


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Icatian Infantry
Color White
Type Creature - Soldier
Cost Cost=W
Expansion FE(C4)
Text(FE+errata):1/1. ; {1}: ~this~ gains banding until end of turn. ; {1}: ~this~ gains first strike until end of turn. [Oracle 1999/07/23]
Extended tournaments (see Rule D.15) have banned this card since 1999/10/01.
Note -Also see Banding, Rule A.8.
Note -Also see First Strike, Rule A.18.

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Icatian Javelineers
Color White
Type Creature - Soldier
Cost Cost=W
Expansion FE(C3)/AT(F1)
Text(FE+errata):1/1. ; ~this~ comes into play with a javelin counter on it. ; {Tap},Remove a javelin counter from ~this~: ~this~ deals 1 damage to target creature or player. [Oracle 1999/07/23]
Extended tournaments (see Rule D.15) have banned this card since 1999/10/01.

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Icatian Lieutenant
Color White
Type Creature - Soldier
Cost Cost=WW
Expansion FE(U1)
Text(FE):1/2. ; {1}{W}: Target Soldier gets +1/+0 until end of turn.
Extended tournaments (see Rule D.15) have banned this card since 1999/10/01.

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Icatian Moneychanger
Color White
Type Creature - Townsfolk
Cost Cost=W
Expansion FE(C3)
Text(FE+errata):0/2. ; ~this~ comes into play with three credit counters on it. ; When ~this~ comes into play, it deals 3 damage to you. ; At the beginning of your upkeep, put a credit counter on ~this~. ; Sacrifice ~this~: You gain 1 life for each credit counter on ~this~. Play this ability only during your upkeep. [Oracle 1999/07/23]
A copy (Clone, Doppelganger, etc) of a Moneychanger only causes a player to take damage and the Moneychanger to get counters when the copy card itself is put into play. A later Vesuvan Doppelganger change to a Moneychanger results in zero counters and zero damage. [Aahz 1994/11/16]
Extended tournaments (see Rule D.15) have banned this card since 1999/10/01.

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Icatian Phalanx
Color White
Type Creature - Soldier
Cost Cost=4W
Expansion FE(U3)/5(U)
Text(5th):2/4, Banding.
Note -Also see Banding, Rule A.8.

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Icatian Priest
Color White
Type Creature - Cleric
Cost Cost=W
Expansion FE(U3)
Text(FE):1/1. ; {1}{W}{W}: Target creature gets +1/+1 until end of turn.
Extended tournaments (see Rule D.15) have banned this card since 1999/10/01.

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Icatian Scout
Color White
Type Creature - Soldier
Cost Cost=W
Expansion FE(C4)/5(C)
Text(FE/5th):1/1. ; {1},{Tap}: Target creature gains first strike until end of turn.
Note -Also see First Strike, Rule A.18.

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Icatian Skirmishers
Color White
Type Creature - Soldier
Cost Cost=3W
Expansion FE(U1)
Text(FE+errata):1/1, Banding, First Strike. ; Whenever ~this~ attacks, all creatures banded with it gain first strike until end of turn. [Oracle 1999/07/23]
Extended tournaments (see Rule D.15) have banned this card since 1999/10/01.
Note -Also see Banding, Rule A.8.
Note -Also see First Strike, Rule A.18.

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Icatian Store
Color Land
Type Land
Cost Cost=None
Expansion FE(U1)/5(R)
Text(5th+errata):~this~ comes into play tapped. ; You may choose not to untap ~this~ during your untap step. ; At the beginning of your upkeep, if ~this~ is tapped, put a storage counter on it. ; {Tap},Remove any number of storage counters from ~this~: Add {W} to your mana pool for each storage counter removed this way. [Oracle 1999/07/23]
Whether or not it is tapped is checked at the beginning of upkeep. If it is not tapped, the ability does not trigger. It also checks during resolution and you only get a counter if it is still tapped then. [D'Angelo 1999/08/01] See Rule A.4.14.
See Bottomless Vault for rulings.

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Icatian Town
Color White
Type Sorcery
Cost Cost=5W
Expansion FE(U1)/56(R)
Text(6th):Put four 1/1 white Citizen creature tokens into play.
Note -Also see Token Creatures, Rule K.25.

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Ice (Fire/Ice)
Color Blue
Type Instant
Cost Cost=1U
Expansion AP(U)
Text(AP):Tap target permanent. Draw a card.
You do not draw a card if the permanent is not a legal target on resolution. [Apocalypse FAQ 2001/05/24]
Note -Also see Fire (Fire/Ice) for the second half of this card.
Note -Also see Split Cards, Rule K.24.

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Iceberg
Color Blue
Type Enchantment
Cost Cost=XUU
Expansion IA(U)
Text(IA+errata):~this~ comes into play with X ice counters on it. ; {3}: Put an ice counter on ~this~. ; Remove an ice counter from ~this~: Add one colorless mana to your mana pool. [Oracle 2000/02/01]
Note -Also see X Costs, Rule K.28.

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Ice Cauldron
Color Artifact
Type Artifact
Cost Cost=4
Expansion IA(R)
Text(IA+errata):{X},{Tap}: Put a charge counter on ~this~ and remove a nonland card in your hand from the game. You may play that card as though it were in your hand. Note the type and amount of mana used to pay this activation cost. Play this ability only if there are no charge counters on ~this~. ; {Tap},Remove a charge counter from ~this~: Add to your mana pool mana of the type and amount last used to put a charge counter on ~this~. Spend this mana only to play the last card removed from the game with ~this~. [Oracle 2002/05/20]
Cards which are not actually in your hand, such as ones on an Elkin Bottle, cannot be played onto the Ice Cauldron. [Duelist Magazine #11, Page 57]
The mana put in the Cauldron can only be used to play the given spell, but you can add additional mana to a spell. [D'Angelo 1995/06/08] This means you can pay part of the cost on one turn and the rest of it on the next turn.
The mana can be used to pay for penalty costs from things like Gloom. [Rules Team 2001/05/01] See Rule K.20.5.
The mana can be used for additional costs outlined in the spell's text. [Duelist Magazine #9, Page 61]
Tapping the Cauldron for the mana is a mana ability. [D'Angelo 2000/03/09]
X can be zero. This places a zero mana counter on the Cauldron. [Duelist Magazine #7, Page 9]
You do not have to use any mana from the Cauldron when playing the spell if you don't want to. You don't even have to tap the Cauldron and draw the mana, you can just play the spell using mana from somewhere else. [D'Angelo 1995/06/12]
You can play the spell at any time as if it were in your hand. [Duelist Magazine #7, Page 9]
You can only play the spell when you could legally play it normally. So no playing a Sorcery on your opponent's turn. [Duelist Magazine #7, Page 9]
When you play the spell and it resolves, it either becomes a permanent or goes to the graveyard just like normal. It does not stay out of the game. [D'Angelo 1995/08/01]
If the Cauldron leaves play, you can still play any spells it removed from the game as though they were in your hand. You just no longer have access to the mana you charged the Cauldron with. [D'Angelo 2000/03/09]
If the Cauldron leaves your control, the spell remains out of the game. The controller of the Cauldron is the only one that can tap to get the mana out of it. The player who put the spell out of the game with the Cauldron is the only one that can play the spell and they can do so even if they are not in control of the Cauldron. [Duelist Magazine #7, Page 9]
It is possible to have more than one spell removed by the Cauldron. You can tap the Cauldron to remove the charge counter and whatever mana is on it but leave the spell there. Later, you can tap it and put in mana and a charge counter to add another spell. [Duelist Magazine #7, Page 9]
If multiple spells are removed by the Cauldron, any one of them can be played. [Duelist Magazine #7, Page 9]
If multiple spells are removed by the Cauldron, the mana can only be used for the spell that was removed by the Cauldron when the most recent charge counter was put there. [Aahz 1995/06/29]
If the ability to remove a card with the Cauldron is countered, you do not lose the spell since the spell would be removed during resolution. [Duelist Magazine #7, Page 9]
You cannot store mana that is to be used for a special purpose into the Cauldron, such as Mishra's Workshop. [Aahz 1995/07/04]
If you use mana from a Soldevi Machinist to charge the Cauldron, you cannot use the mana to cast anything and so it's just mana burn waiting to happen. This is because the Ice Cauldron remembers everything about how the mana can be used and generates mana with the same restrictions. [Duelist Magazine #10, Page 44]
Power Artifact will reduce the cost of placing a charge counter on it by {2}, but the Cauldron will count only mana spent on it and will not store extra mana because of the Power Artifact's effect. Thus, if you spent RR2 by declaring an RR4 cost, you get RR2 later and not RR4. [WotC Rules Team 1995/09/22]
Power Artifact will force a minimum expenditure of 1 on the Cauldron. [WotC Rules Team 1995/09/22]

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Ice Cave
Color Blue
Type Enchantment
Cost Cost=3UU
Expansion AP(R)
Text(AP):Whenever a player plays a spell, any other player may pay that spell's mana cost. If a player does, counter the spell. (Mana cost includes color.)
The mana cost does not include cost increases or reductions. See Rule K.18. [Apocalypse FAQ 2001/05/24]

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Ice Floe
Color Land
Type Land
Cost Cost=None
Expansion IA(U)/5(U)
Text(5th):You may choose not to untap ~this~ during your untap step. ; {Tap}: Tap target creature without flying that's attacking you. It doesn't untap during its controller's untap step as long as ~this~ remains tapped. [Oracle 2000/01/15]
Can be used on an already tapped attacker. [Duelist Magazine #7, Page 8]
The attacking creature is not removed from the attack and still deals damage as normal. [Duelist Magazine #7, Page 8]
A creature on the Ice Floe will not be freed even if it gains Flying later. It is only freed when the Floe untaps or leaves play. [D'Angelo 1995/07/05]
Cannot be used on a creature before it is declared to be attacking since it only targets attacking creatures. After the creature is attacking, it is okay to target it. [D'Angelo 1995/08/22]
Does not prevent a creature from untapping during upkeep or during any time other than the untap phase. [bethmo 1995/07/24]
This card has no ability to be tapped for mana. [D'Angelo 1998/07/16]
Note -Also see Tap and Hold Abilities, Rule E.11.

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Ice Storm
Color Green
Type Sorcery
Cost Cost=2G
Expansion ABU(U)
Text(ABU+errata):Destroy target land. [Oracle 1999/09/03]
Extended tournaments (see Rule D.15) have always banned this card.

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Icequake
Color Black
Type Sorcery
Cost Cost=1BB
Expansion IA(U)
Text(IA):Destroy target land. If that land is a snow-covered land, ~this~ deals 1 damage to the land's controller.
The snow-covered attribute of the land is checked only on resolution. [Aahz 1996/06/13]

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Ichneumon Druid
Color Green
Type Creature - Druid
Cost Cost=1GG
Expansion LG(U1)
Text(LG+errata):1/1. ; Whenever an opponent plays an instant spell other than the first instant spell that player plays each turn, ~this~ deals 4 damage to him or her. [Oracle 1999/09/03]
It tracks the instant count for each player separately. [D'Angelo 1999/02/04]
Extended tournaments (see Rule D.15) have always banned this card.

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Ichorid
Color Black
Type Creature - Horror
Cost Cost=3B
Expansion TO(R)
Text(TO):3/1, Haste. ; At end of turn, sacrifice ~this~. ; At the beginning of your upkeep, if ~this~ is in your graveyard, you may remove a black creature card in your graveyard other than ~this~ from the game. If you do, return ~this~ to play.
Note -Also see Haste, Rule A.22.

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Icy Manipulator
Color Artifact
Type Artifact
Cost Cost=4
Expansion ABU(U)/IA(U)
Text(IA):{1},{Tap}: Tap target artifact, creature, or land.
Tapping a card with an effect like this will never pay the cost of an ability. For example, tapping a land with this card will not put a point of mana into a player's pool. And tapping a Prodigal Sorcerer will not make them have to deal a point of damage to something. [D'Angelo 1998/02/03] See Rule G.38.Ruling.1.
This card's ability is played on the stack. That means that any instants or abilities announced in response to it will resolve first. Also, any card which is tapped as a cost will be tapped before this resolves. What this means is that the Icy Manipulator cannot be used to stop someone from using an ability of the permanent you plan to tap. [D'Angelo 1998/06/03] It can be used to make a player use the ability now or to not use it. For example, you can use the Icy on your opponent's Prodigal Sorcerer and force them to use it or let it get tapped. Then you can play a 6/1 Ball Lightning, knowing the creature will at least live long enough to damage your opponent.
If you want to stop someone from attacking with a creature by using this card, you must do so before attackers are declared. You cannot wait until after attackers are declared and then try to use it to make a creature stop attacking. [D'Angelo 1998/06/03] Note that your opponent cannot start declaring attackers without letting you use the Icy.
Tapping an attacking creature which did not tap to attack does not remove the creature from the attack or cause the creature to stop dealing damage. [D'Angelo 1998/06/03]
Any cards which might trigger off a card becoming tapped will trigger. Thus, a Psychic Venom on a land that becomes tapped will cause 2 damage. [D'Angelo 1995/03/12]
Can target a tapped card, but tapping a tapped card does nothing useful. [Duelist Magazine #5, Page 23] And it will not trigger "if the card becomes tapped" effects. See Rule G.38.3.
Type 1 tournaments (see Rule D.13) restricted this card from 1994/01/25 to 1994/03/23.

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Icy Prison
Color Blue
Type Enchantment
Cost Cost=UU
Expansion IA(R)
Text(IA+errata):When ~this~ comes into play, remove target creature from the game. ; At the beginning of your upkeep, sacrifice ~this~ unless any player pays {3}. ; When ~this~ leaves play, return the removed creature to play under its owner's control. [Oracle 2000/10/24]
Enchantments on the creature are destroyed and counters on creatures removed when the creature is removed from the game. [Aahz 1995/06/30]

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