Ice Cave

Enchantment

Whenever a player casts a spell, any other player may pay that spell's mana cost. If a player does, counter the spell. (Mana cost includes color.)

CMC
5
Mana cost
{3}{U}{U}
Color identity
U
Rarity
rare
Set
Apocalypse
Price
$0.81
EDHREC rank
#20572
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Ice Cave card art
Ice Cave turns every spell on the stack into a negotiation — any player can counter anything for its mana cost, which sounds symmetrical until you realize you're the one who built the deck around it. It rewards blue-heavy lists that can consistently out-mana opponents, and punishes everyone else.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Ice Cave is legal in Commander, Legacy, Vintage, and Oathbreaker, and Commander is the only format where it's actually worth building around. In Legacy and Vintage, five mana for a do-nothing enchantment is too slow against turn-one and turn-two threats, and opponents can simply pay the counter cost out of their large mana pools. In Commander, Ice Cave at five mana is expensive but not crippling, and a three-player table means the collective cost of policing the board falls on everyone — which, in a blue-heavy list, tilts sharply in your favor.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.81 bulk tier

At $0.81, Ice Cave sits firmly in bulk territory, which makes sense given its narrow application. It's a safe pickup for the niche lists that want it, but don't expect the price to move — demand is too low and supply too steady for that.

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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.