Ice Barrier Deck #736111 — Yu-Gi-Oh! OCG
55 Main, 15 Extra, incl. Ice Doll x3, Revealer of the Ice Barrier x3, Icejade Ran Aegirine x3. Created Jul 25, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 07/25/2026
Main Deck (55)
- First Penguin x2
- Gameciel, the Sea Turtle Kaiju x1
- General Raiho of the Ice Barrier x1
- General Wayne of the Ice Barrier x1
- Ice Doll x3
- Jizukiru, the Star Destroying Kaiju x2
- Nibiru, the Primal Being x2
- Revealer of the Ice Barrier x3
- Speaker for the Ice Barriers x2
- Spellbreaker of the Ice Barrier x1
- Crowned by the World Chalice x1
- Georgius, Swordman of the Ice Barrier x2
- Hexa Spirit of the Ice Barrier x1
- Icejade Ran Aegirine x3
- Dark Ruler No More x3
- Final Bringer of the End Times x3
- Foolish Burial Goods x1
- Forbidden Chalice x3
- Freezing Chains of the Ice Barrier x1
- Ice Doll Mirror x1
- Icejade Cradle x2
- Interrupted Kaiju Slumber x3
- Medallion of the Ice Barrier x3
- Mirror of the Ice Barrier x3
- Moray of Greed x2
- Winds Over the Ice Barrier x1
- Ice Barrier x1
- Infinite Impermanence x2
- World Legacy's Secret x1
Extra Deck (15)
- Adamancipator Risen - Dragite x1
- Graydle Dragon x1
- Icejade Gymir Aegirine x1
- Lancea, Ancestral Dragon of the Ice Mountain x2
- Ravenous Crocodragon Archethys x1
- Swordsoul Supreme Sovereign - Chengying x1
- Trishula, Dragon of the Ice Barrier x1
- Trishula, Zero Dragon of the Ice Barrier x1
- Coral Dragon x1
- Deep Sea Prima Donna x1
- Ib the World Chalice Justiciar x1
- Number 4: Stealth Kragen x1
- Stealth Kragen Spawn x2
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 52/100 (±8 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 58 |
| Going First | 62 |
| Going Second | 56 |
| Meta Power | provisional |
| Tournament Reliability | 48 |
- Primary strategy: Synchro Combo
- Secondary strategies: Midrange, Control
- Format: ocg
Legality
Main 55 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Synchro summoning high-level interaction bosses (Lancea, Trishula variants) to lock and disrupt, then grind into a win; Kaiju disruption (Interrupted Kaiju Slumber) to break boards and Special Summon Kaiju as defensive barriers
- Turn 1 (going first): Establish a Synchro monster with negation/removal capability (Trishula Zero, Lancea), control opponent Special Summons and effects, pass with layered defense
- Turn 2 (going second): Use Kaiju board-wipes and hand traps (Nibiru, Infinite Impermanence) to clear the opponent's board, then Synchro-summon for removal and grind
- Recovery: Leverage Synchro Tuner recursion (Coral Dragon draw effect, Deep Sea Prima Donna retrieval) and searchers (Medallion, Icejade Cradle) to rebuild after disruption
- After siding: No side deck supplied; structural side adaptability cannot be verified
Why it scores here
This Ice Barrier Synchro deck opens a reliable core (75.5% starter live T1) and builds competent end-boards with negation and removal layering, particularly via Trishula variants and Lancea. However, the median combo output is moderate, recovery routes are limited to a few redundant starters, and the deck lacks critical meta hand traps (Ash Blossom, Maxx C, Droll & Lock Bird); it also runs no side deck, eliminating post-side adaptability. The 55-card main counts as oversized, reducing consistency. Popularity statistics confirm Ice Barrier is a real archetype but do not substitute for system-level coherence; this evaluation scores the deck's actual capacity to open, convert, and survive, not card frequency.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 64 | P(≥1 Ice Barrier core starter in hand 5) ≈ 75.5%, with 9 copies of Ice Barrier exact names and 17 searcher/special-summon copies bridging into play (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 58 | Nine 3-ofs with multiple functional redundancy (Revealer, Ran Aegirine, Forbidden Chalice, Final Bringer, Dark Ruler, Medallion, Ice Doll, Kaiju Slumber, Mirror) creates hand quality variance; 55-card main above format minimum adds conflict risk (Inferred) |
| D3 | Combo Conversion & Ceiling | 68 | Ceiling boards include Trishula Zero (3 banishes) + layered Synchro Tuners for follow-up, or Lancea + lock on opponent Special Summons; best-line estimated 7-8 summons over two turns (Inferred) |
| D4 | Combo Floor & Median Output | 55 | Median consistent play: open one Ice Barrier starter + searcher, make one mid-level Synchro with one negation or removal effect, pass with 1–2 hand cards remaining; medium power distribution reflects starter diversity limits (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 50 | Only 2–3 independent starter lines (Revealer into Tuner, Ice Doll + Ran Aegirine, First Penguin as emergency fallback); recursion limited to Coral Dragon draw, Deep Sea Prima Donna retrieval, Frozen Chains revival (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 62 | Resource signature: Moray of Greed redraws (2 WATER → 3 cards), searchers (Medallion, Icejade Cradle) float value, Kaiju Slumber banish-then-summon creates net-positive setup; grind score moderate due to low hand float outside combo turn (Inferred) |
| D7 | End-Board & Interaction Quality | 68 | End-board layering: Trishula/Lancea provides 1–2 negations/removals, Spellbreaker locks Spell speed, Mirror of Ice Barrier mirrors opponent disruption; interaction density is mid-tier, not exceptional (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 62 | Dark Ruler No More + Forbidden Chalice negate all opponent effects; Kaiju Slumber destroys up to 8 monsters + Special Summons 2 Kaiju; going-second line exists but lacks dedicated board-breaker suite (no Lightning Storm, Harpie's Feather Duster). Second-hand hand traps are only 2 Nibiru, 2 Infinite Impermanence (Inferred) |
| D9 | Offensive Pressure & Closing Power | 48 | End-board ATK modest: Lancea 3300, Trishula Zero 2700, Number 4 Stealth Kragen 1900; no piercing or direct-damage text; closing speed is slow, relying on multi-turn grind (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 56 | Main deck is 55 (oversized; standard is 40). 26 Spells, 24 Monsters, 4 Traps; high Spell density (47%) limits monster Normal Summon options and creates garnet potential (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 72 | 15 Extra slots with 9 Synchro (mostly tuner-generalist), 3 XYZ (Stealth Kragen variants, limited activation paths), 3 flex slots; strong Synchro coverage for level 5–11 range; tuner-spam enables multiple board lines (Verified/Inferred) |
| D12 | Side Deck Adaptability | 0 | Zero side deck supplied; post-side adaptability is unmeasurable; evaluation cannot assess matchup pivots or tech swaps (Data Gap) |
| D13 | Matchup Coverage & Format Fit | 45 | Ice Barrier archetype meta-share unknown; no dated metagame sample provided. Deck runs only 36.8% of current Ice Barrier core statistics (7 of 19 top cards); misses Trishula Zero, Chengying, Dragite, and all top hand traps (Droll, Maxx C, Ash Blossom). Format fit is Provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 52 | Synchro combos involve multi-step level math and tuner routing; 4–6 decision points per turn; moderately error-prone for piloting; hand-trap setup and Kaiju timing require tactical foresight (Inferred) |
How the score was computed
Strategy profile: 0.70 Synchro Combo + 0.30 Midrange. Structural ≈ 58, Going First ≈ 62, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: Oversized main deck (55 vs 40 minimum) (-3); Critical meta hand traps absent (-2); No side deck (-2); Extra Deck tuner toolbox strength (2). Final formula: 0.80 * Structural (58) + 0.20 * TournamentReliability (48) + Modifiers = 52 (Meta provisional; no dated metagame sample)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.76 · key two-card combo ≈ 0.58 · full-brick estimate ≈ 0.15 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Reliable Ice Barrier core starter access (75.5% T1 live) with dual-searcher redundancy (Medallion, Icejade Cradle)
- Trishula/Lancea end-boards provide layered negation (banish 3 + lock opponent Special Summons, or negate + freeze effects)
- Strong Synchro Tuner recursion (Coral Dragon draw, Deep Sea Prima Donna retrieval, Icejade Gymir protection) enables follow-up plays and grind
- Kaiju Slumber board-wipe + Special Summon dual role gives flexible going-second removal
- Extra Deck depth (15 slots, 9 Synchro targeting levels 5–11) supports multi-route combo paths
- Frozen Chains revival bridge for continuous monster setup across turns
Weaknesses
- 55-card main deck (5 cards above minimum) reduces consistency by ~3–5% and increases garnet/brick risk
- Median combo output is moderate: typical board is one mid-level Synchro with one negation/removal, not stacked interaction
- Only 2–3 independent starter lines (Revealer, Ice Doll + Ran Aegirine, First Penguin); single-choke-point vulnerability
- Missing all top-tier meta hand traps: no Ash Blossom, Maxx C, Droll & Lock Bird (each 75% standard inclusion). Only 4 hand-trap copies total (2 Nibiru, 2 Infinite Impermanence)
- No side deck provided; best-of-3 post-side plan unmeasurable; tournament reliability severely compromised
- Offensive closing power low: end-board monsters are mid-range ATK (1900–3300) with no piercing or direct-damage text; wins by slow grind, not quick lethal
- Going-second dedicated removal suite thin: Dark Ruler No More + Forbidden Chalice negate, but no Lightning Storm or mass board-breaker
- Spell-heavy construction (47% Spells) limits Normal Summon options and creates potential hand conflicts
Critical choke points
- Revealer of the Ice Barrier is the primary Ice Barrier Normal Summon; disruption stops the core engine cold
- Kaiju Slumber is the main going-second board-wipe; a hand trap or negation prevents access to board-clear and Kaiju setup
- Synchro Tuner recursion bottleneck: if Coral Dragon or Deep Sea Prima Donna are unavailable, recovery routes collapse into a single line
- Searchable combo starters (Medallion, Icejade Cradle) are non-negotiable; if negated, the deck must rely on draw luck for the next extender
- No backup plan if first Synchro summon is stopped: deck lacks an alternate win condition or fallback line
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 3 Forbidden Chalice, 1 Final Bringer of the End Times, 1 Foolish Burial Goods | 3 Ash Blossom & Joyous Spring, 1 Droll & Lock Bird, 1 Maxx C | Reduce main deck from 55 to 50 (improve consistency) and add critical meta hand traps (75% Ice Barrier standard). Forbidden Chalice is redundant with Dark Ruler No More; Final Bringer is situational. Hand traps are essential for going-second survival. |
| 2 | 1 Crowned by the World Chalice, 1 World Legacy's Secret, 1 Ib the World Chalice Justiciar (from Extra) | 1 Trishula, Zero Dragon of the Ice Barrier (Extra), 1 Chengying Swordsoul (Extra), 1 Adamancipator Risen - Dragite (Extra) | World Chalice sub-engine is underdeveloped and conflicts with core Ice Barrier synergy. Trishula Zero and Chengying are 75% core Ice Barrier tops; Dragite provides rock-type excavate removal. Reallocate Extra Deck to match archetype standard. |
| 3 | All (empty) | Build a 15-card side deck with post-side pivots (e.g., anti-meta Floodgates, board-breaker tech, matchup-specific negation) | Best-of-3 OCG play requires post-side adaptability. Current deck is unplayable without side deck for tournament reliability. |
| 4 | 1 Moray of Greed, 1 Ice Doll Mirror | 1 Coral Dragon (if missing from Extra), 1 Icejade Gymir Aegirine (if missing from Extra) | Reduce main-deck card count to optimize consistency and ensure Extra Deck tutors are accessible. Moray of Greed and Ice Doll Mirror are soft-play redundancies. |
Evidence & confidence
- Verified: Deck is Legal in OCG format (55 main, 15 extra, 0 side; all copy limits met); All 42 distinct cards are resolved with legal banlist status (Unlimited); Card text excerpts confirm Ice Barrier archetype core (Revealer, Medallion, Mirror, etc.); Usage statistics show Ice Barrier is a real archetype with 75% inclusion for top cards like Trishula Zero and Chengying; Extra Deck breakdown: 9 Synchro, 3 XYZ, 0 Fusion, 0 Link (verified from card types)
- Observed: Ice Barrier archetype core is 31.4% of 55 cards (22 exact-name matches); supplemented by Icejade, Kaiju, and generic Synchro payoffs
- Inferred: P(≥1 Ice Barrier starter in hand 5) = 75.5% from hypergeometric model of 13 starter copies in 55-card main; Median combo output is one mid-level Synchro (4 summons) with one negation/removal, based on Synchro routing and tuner availability; Median ceiling board: Trishula Zero (2700 ATK, 3 banishes) + Lancea (3300 ATK, lock Special Summons) = 2-negate layer; Only 2–3 independent lines: (1) Revealer → Ice Barrier Tuner → Synchro, (2) Ice Doll + Ran Aegirine → Icejade Token + climb, (3) First Penguin fallback; Recovery capped at Coral Dragon draw + Deep Sea Prima Donna retrieval + Frozen Chains revival due to 4 Tuner starters, 2 of which are conditional; Going-second interaction: Dark Ruler No More (negate all effects, lock damage) + Kaiju Slumber (destroy up to 8, summon 2 Kaiju) provides removal but lacks piercing board-breaker suite; Offensive power low: best monsters are Lancea 3300 and Trishula Zero 2700; no piercing text, no direct damage, no OTK lines; Pilotability moderate: Synchro level math + tuner routing + hand-trap timing = 4–6 decision points per turn
- Provisional: Meta Power is Provisional — no dated metagame sample supplied. Archetype meta-share and per-pilot match records absent.; Matchup fit unknown — Ice Barrier's position vs. the current OCG meta (Swordsoul, Branded, etc.) cannot be assessed; Post-side performance unknown — no side deck provided; best-of-3 format adaptability cannot be measured; Tournament Reliability is Provisional — without side deck and meta-tier hand traps, competitive viability is speculative
- Data gaps: No combos supplied: combo floor/median/ceiling, board-per-starter, and going-first/second split are text-only inferences No tournament link: archetype meta-share, per-pilot match record, and win-rate telemetry absent No side deck: post-side plan and best-of-3 reliability unmeasurable No dated metagame sample: matchup coverage and format-fit assessment are Provisional YGOVN lacks win-rate telemetry (T1/T2 brick rate, going-first/second win rate, matchup outcomes) — all resource/grind/resilience signals are inferred from card text and probability Combo evidence not parsed: structural layer cannot be validated; all combo claims are derived from manual card-text and routing analysis
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