Home / Magic: The Gathering / Ice Age / Heal
Heal
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Instant

Heal

common · Instant · Ice Age
$0.09
Low
$0.11
Market
$0.14
High

Oracle Text

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.

Card Details

-/-Power / Toughness
{W}Mana Cost
1Prints

Character Background

Heal is a deceptively small Ice Age instant that plays like a careful winter ration rather than a burst of recovery. For a single white mana, it prevents the next 1 damage to any target and replaces itself at the beginning of the next upkeep, so it best supports control and value-oriented decks that want cheap interaction without falling behind on cards. The flexibility matters: it can blank a ping, save a key creature from combat math, or even protect a planeswalker-style threat in later rules contexts, while the delayed draw keeps your hand moving. In Limited, it is especially useful for stalling aggressive starts and buying time until your larger spells matter. In Constructed, it pairs well with damage-matters synergies of your own, letting you deliberately nullify a point of damage while triggering effects that care about prevention or pacing the game. Because it replaces itself, Heal is at its best when you value efficiency over raw power.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.14
At the current market price of $0.11.
Average Time to Sell
3 days
At the current market price of $0.11.

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Character Background

Heal is a deceptively small Ice Age instant that plays like a careful winter ration rather than a burst of recovery. For a single white mana, it prevents the next 1 damage to any target and replaces itself at the beginning of the next upkeep, so it best supports control and value-oriented decks that want cheap interaction without falling behind on cards. The flexibility matters: it can blank a ping, save a key creature from combat math, or even protect a planeswalker-style threat in later rules contexts, while the delayed draw keeps your hand moving. In Limited, it is especially useful for stalling aggressive starts and buying time until your larger spells matter. In Constructed, it pairs well with damage-matters synergies of your own, letting you deliberately nullify a point of damage while triggering effects that care about prevention or pacing the game. Because it replaces itself, Heal is at its best when you value efficiency over raw power.

Generated using gpt-5.4-mini · Updated at 2026-08-11 19:20:43 UTC

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