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.

Deck Ice Barrier OCG

Created by: YGO Mod (20517634)

Created On: 07/25/2026

 
 


Official AI Deck Power Analysis
Synchro ComboConfidence: MediumEvaluated Jan 1, 2026
52± 8/ 100
Power Score
Structural 58
Reliability 48
Going First 62
Going Second 56

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
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

More OCG Info

Ice Barrier

Ice Barrier Breakdown

 
 

 

 

 

 

 

 
 

 

 
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