Image courtesy of Scryfall.com
Time of Ice and the Charm of Blue Tribal Synergy
Blue has always excelled at bending the rules of engagement: tempo, countermagic, and clever card interactions that tilt the battlefield in your favor. When you drop a Saga like Time of Ice into a tribal shell, you’re not just playing a standalone enchantment—you’re weaving a tempo-driven layer into a family of creatures that share a theme, a vibe, and a common destiny. The card itself, a 4-mana blue enchantment from Dominaria, arrives as a saga with three chapters, each delivering a crisp piece of control. Its I and II chapters tap an opposing creature and lock it down for as long as you command this saga, while the III chapter resets the stage by returning all tapped creatures to their owners’ hands. It’s a delicate balance of disruption and board reset, wrapped in blue flavor and Dominaria lore 🧙♂️🔥💎.
How the saga works in a tribal context
Time of Ice is a compact blueprint for tempo in a tribal deck. In a world where your tribe’s power often hinges on a coalition of efficient creatures, Time of Ice buys you time to gather resources, draw into key cards, and deploy your synergy pieces before the opponent can stabilize. The I and II effects tap a single enemy creature and prevent its untapping, which is a classic blue tempo move: you slow the board just enough for your tribe to land a bigger commitment on the next turn. The III effect—returning all tapped creatures to owners’ hands—acts as a dramatic reset. It can catch opponents off-guard by bouncing their attackers the moment you’ve built a robust defense, or it can clear away a wall while you re-fortify with your tribal threats. It’s a negotiation with the opponent’s board, a spell that speaks your tribe’s language: patience, precision, and a splash of icy misdirection 🧊⚔️.
Choosing the right tribal matchups for blue
Blue tribal archetypes like Merfolk, Spirits, or Vedalken-focused lists benefit from Time of Ice when the table tilts toward a crowded battlefield or when your opponents rely on large, clunky boards. The saga’s early chapters give you a measure of control—tapping down a blocker here, keeping a crucial attacker off-kilter there—while the third chapter can swing momentum decisively by reclaiming a reshaped board state. The key is timing: deploy Time of Ice when you’re about to be overwhelmed or when you’ve already set up a favorable tempo with your tribe’s synergies. And for players who love the nostalgia of Dominaria’s eras, the card’s flavor is a reminder of a time when archetypes gleamed with clear identities and unique, story-driven effects 🧙♂️🎨.
Deck-building notes: weaving coordination between tribe and spell
- Support your I and II chapters with resilient blockers or evasion engines from your tribals so you can pressure opponents even as you lock down their board. A well-timed Time of Ice turn can swing a race in your favor by exhausting an opponent’s critical answers.
- Pair Time of Ice with other blue control elements—counterspells, bounce effects, and selective removals—to protect your fragile key creatures while your tribe’s board develops.
- Remember the III chapter: while it returns all tapped creatures, including your own, you can plan around it by deploying creatures whose tapped status is part of their value, or by ensuring you have a plan to replace those returns with fresh pressure on the next turn.
- Color identity matters: blue tribal decks often lean on tempo and card advantage. Time of Ice adds a surgical tool to your kit—one that doesn’t just stall but reshapes the battlefield in a way that compliments a tight tribal lineup.
Flavor, balance, and the art of design
The Dominaria set, with its saga mechanic, invites stories of long arc and consequence. Time of Ice delivers three chapters that feel like a chilling chapter in a larger saga: a strategy piece that can turn the tide by freezing crucial threats, then thawing the field in your favor. Franz Vohwinkel’s art, captured in the card’s image, evokes a frozen court of ice and ancient power—an aesthetic that perfectly mirrors blue’s love of patience and precision. As you play, you’re not just managing threats; you’re narrating a little story of a blue army that learns to outflank and outlast its opposition 🧊🎲.
Practical takeaway: make Time of Ice a centerpiece, not just a sideshow
If you’re serious about blue tribal decks, Time of Ice earns a dedicated slot because it scales with the game. In the early turns, you curb the board and buy time; in the midgame, you tilt tempo in your favor; and by the late game, you can leverage the reset to rebound with a devastating tribal assault. The card’s rarity—uncommon—belies its potential impact, and its playable status in a wide slate of formats (including Modern, Commander, and various eternal formats) makes it a dependable pick for players who enjoy building around a tribe without losing the core blue playbook.
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Time of Ice
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Tap target creature an opponent controls. It doesn't untap during its controller's untap step for as long as you control this Saga.
III — Return all tapped creatures to their owners' hands.
ID: edcd0674-68b9-41ca-ab46-a73dfcbe4149
Oracle ID: 93e0fd89-8a0d-4d97-aa22-aafe83d53515
Multiverse IDs: 442958
TCGPlayer ID: 162242
Cardmarket ID: 319872
Colors: U
Color Identity: U
Keywords:
Rarity: Uncommon
Released: 2018-04-27
Artist: Franz Vohwinkel
Frame: 2015
Border: black
EDHRec Rank: 10224
Penny Rank: 7733
Set: Dominaria (dom)
Collector #: 70
Legalities
- Standard — not_legal
- Future — not_legal
- Historic — legal
- Timeless — legal
- Gladiator — legal
- Pioneer — legal
- Modern — legal
- Legacy — legal
- Pauper — not_legal
- Vintage — legal
- Penny — legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — not_legal
- Brawl — legal
- Alchemy — not_legal
- Paupercommander — not_legal
- Duel — legal
- Oldschool — not_legal
- Premodern — not_legal
- Predh — not_legal
Prices
- USD: 0.12
- USD_FOIL: 1.10
- EUR: 0.16
- EUR_FOIL: 0.97
- TIX: 0.03
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