Ice Age Block
(384 Card Cube)
Ice Age Block
Cube ID
Art by Terese NielsenArt by Terese Nielsen
384 Card Unpowered Set Cube0 followers
Designed by Pedromuzy
Owned
$704
Buy
$453
Purchase
Mana Pool$513.03

Ice Age Block Cube!

Cube to simulate a draft using the Ice Age Block (using Coldsnap). Cards from the core set of the time were added for balance and nostalgia.

The cube has all the cycles from the sets to increase flavor. The rest of the cards are split evenly between the colors, balancing the cmc and bringing the rarity as close to the boosters as possible.

The mechanics are also all included in proportion to the number of cards, only Ripple has been removed.

In this specific cube has 16 cards per pack, due to the need to include basic snowy lands.

Change in some cards:

Benalish Hero is a soldier;
D'Avenant Archer is a soldier;
Serra Paladin is a soldier;
Darien, King of Kjeldor is a soldier;
Yotian Soldier is a soldier;
Soldevi Simulacrum is a soldier;
Adarkar Sentinel is a soldier;
Phantasmal Mount is an illusion;
Ghost Ship is an illusion;
Zur the Enchanter changes the text from "enchantment cost 3 or less" to "enchantment cost 4 or less";
Balduvian Shaman changes the text from "white enchantment" to "enchantment" and it adds "cumulactive upkeep 1, thus being able to change the letter text with "cumulactive upkeep 1";

Colors

w

White is focus on strong aggressive options like green and also has a tribe deck with soldiers (Darien, King of Kjeldor and Field Marshal). White have a huge need for snow mana for activating Gelid Shackles, so take snow lands very highly in white.

u

Blue also has some really powerful commons like Frost Raptor and pingers (Prodigal Sorcerer). Blue has a strong need for snow permanents (Heidar, Rimewind Master and Rimefeather Owl), so prioritize snow lands highly if you're in blue as well. Blue also has a illusion tribe with Krovikan Mist.

b

Black has some really powerful commons like Disciple of Tevesh Szat and Zombie Musher. It also has pumping cards like Frozen Shade that rely heavily on snow lands. Black has many good removals and Heavy flying bombs (Herald of Leshrac and Baron Sengir).

r

Red has some of the best removal in the whole format with Lightning Bolt and FireBall. Red also has mass removals that can change the tide of a game like Earthquake and martyr of ashes

g

Green has some huge fatties like Ronom Hulk, who can put your opponents under a lot of pressure, making green a pretty aggressive color for the most part. It also relies in ramp effects to summon your big guys earlier like llanowar elves and Into the North, which is a rampant growth that can get snow lands and help tri-color decks.

Combinations

The ice age block does not have non-allied color combinations, so there are only gold and dual lands cards of allied color combinations.

wu - Flyers

The game plan is based on holding off ground attackers with good defenders, controlling creatures and spells while attacking through the air with flying creatures.
The snow theme in this archetype is very relevant, as you’ll definitely want to be able to activate your snowy cards consistently, so after commited to this archetype, pick some snow lands.

wb - Combo

An Archetype with two combos: Martyr of Sands/Grim Harvest and Pestilence/circle of protection: black. This combos are nice combo that many decks will not be able to race against, giving you time to attack with big flying creatures and/or protection from black and regeneration creatures.

The snow lands aren’t so important in this archetype.

wr - Aggro

It’s an aggressive archetype with fast white and red creatures, playing Red for removing some blockers and dealing the last few damage after boarding stall.
You can choose another approach with keeping your creatures in hand early on and a mass removal spell (Martyr of Ashes, pyroclasm, earthquake). Squall Drifter is perfect in this strategy so it doesn’t get killed by the Martyr and can always hold off your opponent’s biggest guy.

The snow lands aren’t so important in this archetype.

wg - Curve Matters

Your creatures are huge in this deck, and most of the time you will be the attacking side, therefore drafting a good curve is critical.
To overcome your opponents defence you'll need some creatures/removals (Squall Drifter and Swords to Plowshares) and/or pumping your own creatures with Juniper Order Ranger and Juniper Order Advocate.

Snow mana is important in this deck because your Boreal Centaur. It’s good to activate the Centaur but you’ll have a tight curve early on, meaning that the threat of using the ability is the most relevant part.
Because many good two-drops in both colors you’d much rather pick up a four-drop before, and let the two-drops come round late.

ub - Illusions

You can build around mono blue Illusions, but if you use black as a second color, you get access to many good removals, another illusion Phantasmal Fiend and low drops with regeneration, that helps to block big creatures late game. This strategy needs to have many krovikan mist as you can.

Snow mana is only really important if you have good rares to use with, like Heidar, Rimewind Master or Rimefeather Owl, if you don't only good card will be Adarkar Windform, so priorize krovikan mist against snow lands.

ur - Control

This combination should try to eliminate early threats with Red (burn or mass removals) and bigger threats with counterspell or control magic. They kill condition is bombs or need to have access to many mana forms to win with a fireball.

Like dimir combination, only priorize snow lands if have already picked Heidar, Rimewind Master or Rimefeather Owl.

ug - Snow Bant Splash

You don't have much synergy between these two colors, but you have 3 very good creature in ugw Phelddagrif, Diamond Faerie and Storm Spirit, so the Simic player will see a Bant splash with good eyes.
To become a tricolor in this format, its very good to have access to into the north and priorize snow-lands because you have access to the Diamond Faerie and the 3 best snow colors.

br - Remove everthing!

Black and Red offer the two best color in removal spells, so you have to control the battlefield with this removals and finish the game with bombs.
You'll have access to two very good four-drop Balduvian Dead and Balduvian Fallen

You don't care about snow lands in this combination, prefer good removals.

bg - Ramp

Removals is a nice addition to a Green deck, so use the black removals to open the path to the big green guys. You can use your early green ramp to help put Baron Sengir and Herald of Leshrac in the Battlefield before its too late.

Snow lands isn't a thing in this combination, unless you have picked enough boreal centaur

rg - Aggro/channel

This combination has the infamous channelfireball combo and got a good mass removal with Savage Twister.
If you want to try somethinbg different it can be good doing an aggro run if you have access in good two and three drops. If you are in aggro run you'll need something to break through their opponent’s defenses, so you have access to good burn spells.

Snow lands aren't that good in this combination, so don't priorize.

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