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Magic: Ice Age Block
Lets face it, Magic in the Ice Age era didn't have the crazy design 'break the game every set' ethic of the early editions like Legends, Antiquities and Arabian Nights. Nor did it have the well developed story and mechanics tweaking of everything from the Rath Cycle onwards. But on the plus side, this makes it affordable.

This is as far back as the Fan Boy Three magic selection is likely to ever go; beyond this point lie boosters the cost of booster boxes, cards the cost of booster cases and ten years worth of memories.
Alliances
Back in the day, Wizards experimented with just about everything. For Alliances, they packaged it in 48 count booster boxes. Just don't ask us why.

Must Have Cards: Force of Will, Lake of the Dead, Kjedoran Outpost

Alliances Booster £3.99
Homelands
Well, this is it. Universally derided as the suckiest Magic expansion ever, which is why boosters are actually less expensice than they are today. Even the rosy glow of nostalgia has failed to warm this turkey.

Must Have Cards: Baron Sengir. And Autumn Willow isn't too shabby.

Homelands Booster £1.99
Chronicles
Well, it seemed like a good idea at the time. Reprinting cards from Antiquities, Arabian Nights and The Dark, this set only really managed to boost the value of the cards they didn't include.

Must Have Cards: City of Brass

Chronicles Boosters £4.99
Ice Age
The chill wind of failure was obviously blowing through the WoTC offices after Fallen Empires. Massive overproduction had led to a vast card mountain threatening to engulf most of Seattle. But the new art look booster packaging looked pretty hot, and the overall response to the set wasn't lukewarm. So everything was cool.

Must Have Rares: Ardakar Wastes, Illusions of Grandeur, Necropotence.

Ice Age Boosters £3.99