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Magic: The Gathering Card Comments Archive

Thawing Glaciers

Multiverse ID: 3238

Thawing Glaciers

Comments (11)

Dr_Draco
★★★★☆ (4.5/5.0) (3 votes)
Pretty good fetch land, considering it goes back to your hand and not your graveyard.
Plantboy81
★★★★☆ (4.3/5.0) (3 votes)
Great land fetcher. Great deck thinner.
OverfiendSurprise
★☆☆☆☆ (1.5/5.0) (4 votes)
dated fetcher. without the support that bhunji42 had cited, this card is two turns slower than the standard two color fetcher. sure it comes back to your hand, but you can't expect to have two turns to fix your mana in legacy.

good in casual or EDH.
Cyberium
★★★★★ (5.0/5.0) (3 votes)
When Glacier was available, it wasn't used for fixing color as the fetch lands today are, but to thin your deck indefinitely in mid to late game when you have spare mana so you don't have to draw them again. For that purpose, Glacier is very powerful.
StuartHamilton
☆☆☆☆☆ (0.0/5.0)
it's not just for use as a deck thinner. With this thing in play, it means that you never miss a land drop for the rest of the game. Think about it. For the rest of your control mirror, you're always going to have lands coming in, meaning you will inevitably outclass your opponent's mana production, and have tremendous leverage as a result. It's a lot more powerful than it seems at first glance.
Lord_of_Tresserhorn
☆☆☆☆☆ (0.0/5.0)
Back in Ice Age/Alliances, a playset of these was standard for any good deck. It's rather slow but works awesomely well given time.

The combo now with Amulet of Vigor makes it all the more powerful.
nunyaJs
★★★☆☆ (3.0/5.0) (1 vote)
NEEDS a REPRINT! (i know, check the reprint policy, but they break that all the time)
Yozuk
★★☆☆☆ (2.0/5.0) (1 vote)
@Cyberium

Old Fogey...
blurrymadness
☆☆☆☆☆ (0.0/5.0)
Goes well with Ponder and Brainstorm, as well as any others who card about fetchlands (Vampire Nocturnus, Delver of Secrets, etc..), consider using with something like Lantern of Insight to help you decide what to keep or not keep.

Also consider many of blues untappers to not only get repeat use out of this land, but to help you actually get ramping out of it. Let it be known that Blue, Black, or White, who typically don't get ramp, love ramp. Blue can use instant speed stuff to ramp 2-3 lands at the end of it's turn before you know it; meaning that spell they held over for you turned into not only card advantage, but mana and tempo advantage. Giving that to blue is a surefire way to lose. This makes you *want* them to counter your spells, which is exactly what they actually want too.

Consider Rewind, Cloud of Fae, Snap, and other untappers, along side things like hidden strings (every cast becomes card advantage), Jolt/Infuse/Twitch (basically instant speed draw + ramp), Clock of Omens + liquimetal, or many other untapping combos
Lord_of_phyrexia
☆☆☆☆☆ (0.0/5.0)
When is cleanup step?