The details of Heal, card number 30 from the 1995 Magic: The Gathering Ice Age expansion, designed for TCG collectors and set builders.
Heal
1995 • Magic: The Gathering • Ice Age
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$0.11
Description
Heal serves as a fundamental white instant within the 1995 Magic: The Gathering Ice Age expansion, cataloged as card number 30. This release is a staple for collectors focusing on the early era of the Trading Card Game, offering a clear example of the strategic mechanics that defined the period. The card requires a single white mana to cast, providing a defensive utility that allows the player to prevent one point of damage to any target during the turn. Additionally, it offers a resource advantage by drawing a card at the beginning of the next turn's upkeep, a mechanic that emphasizes sustainability in gameplay. For enthusiasts of Magic: The Gathering, this Ice Age card represents a key component for those completing the full set. The design and rules text reflect the thematic elements present in the expansion, making it a relevant piece for historical collections. Collectors often seek this card number to maintain the integrity of their Ice Age groupings. Whether you are a long-time player or a new collector exploring the origins of the game, Heal provides insight into the strategic depth of early TCG design.
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Card Details
The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
Catalog Profile
The core identity of the card within the set.
Featured Subject
The subject, team, league, and sport context tied to this card.
Featured
Heal
Game
Magic: The Gathering
TCG Attributes
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Common
Mark Tedin
Card Stock
English
{W}
Instant
W
Card Text
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Prevent the next 1 damage that would be dealt to any target this turn. Draw a card at the beginning of the next turn's upkeep.
"Sometimes even the smallest boon can save a life." —Halvor Arenson, Kjeldoran Priest












