Gaze of Pain is card number 128 from the 1995 Ice Age expansion of Magic: The Gathering. This common black sorcery allows attackers to redirect combat damage, offering unique tactical options for vintage gameplay.
Gaze of Pain
1995 • Magic: The Gathering • Ice Age
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$0.18
Description
Released in 1995 as part of the Ice Age expansion, Gaze of Pain represents a distinct strategic tool within the early days of Magic: The Gathering. As card number 128 in the set, this common black sorcery is defined by its ability to manipulate combat dynamics rather than dealing damage directly. The card's effect allows the controller to choose whether an unblocked attacker deals its normal combat damage or redirects that damage to a target creature, leaving the attacker unharmed. This flexibility made it a staple in decks focused on controlling the battlefield and removing specific threats without losing momentum. Designed by Anson Maddocks, the card remains a recognizable piece for collectors of the game's foundational eras. While it was printed as a common card, its mechanical utility gives it lasting relevance among players who appreciate the strategic depth of vintage formats. For collectors, Gaze of Pain serves as a tangible connection to the period when Magic: The Gathering was establishing its core rules and card design language. It is often sought after by those building vintage collections or looking to complete the Ice Age set. The card's straightforward yet impactful effect continues to be discussed in communities focused on the history and evolution of the game. Whether for gameplay or historical appreciation, this card stands as a notable entry in the Ice Age roster.
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Card Details
The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
Catalog Profile
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Featured Subject
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Featured
Gaze of Pain
Game
Magic: The Gathering
TCG Attributes
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Common
Anson Maddocks
Card Stock
English
{1}{B}
Sorcery
B
Card Text
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Until end of turn, whenever a creature you control attacks and isn't blocked, you may choose to have it deal damage equal to its power to a target creature. If you do, it assigns no combat damage this turn.
Remove the guardians to ensure your victory.










