Ice Barrier Deck #773129 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Mulcharmy Fuwalos x3, Mulcharmy Purulia x3, Nibiru, the Primal Being x3. Created Oct 21, 2026 by YGO Mod.

Deck Ice Barrier OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 21, 2026
35± 12/ 100
Power Score
Structural 59
Reliability 50
Going First 60
Going Second 70

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±12 · Confidence: Low)

Overall score Value
Structural Deck Power 58.7
Going First 60
Going Second 70
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Synchro and Link boards from the Ice Barrier engine (Trishula, Lancea, Coral Dragon, Brionac) once the field is stabilised by hand traps; Mulcharmy card-advantage grind and Pot of Sloth / Medallion searches into a late Extra Deck follow-up
  • Turn 1 (going first): Open a Water Tuner or Ice Barrier starter (Revealer, Georgius, Hexa, Speaker, Icejade Ran), search with Medallion, and hold Ash Blossom, Impermanence and Ice Barrier as protection
  • Turn 2 (going second): Use hand traps (Ash, Droll & Lock Bird, Evenly Matched, Nibiru, Impermanence) to disrupt the opponent's summons, then rebuild a board from Ice Barrier monsters that are Special Summoned from the GY
  • Recovery: Recover from the GY through Georgius and Hexa, Freezing Chains, and the Ice Barrier GY revival effects, then rebuild with Mulcharmy draws
  • After siding: Not evaluable: the deck has no Side Deck (0 cards), so the post-side plan is absent

Why it scores here

The deck is illegal in OCG as built (three copies each of Ash Blossom & Joyous Spring and Dominus Impulse against a limit of two), so its score is a structural read capped at a theoretical 35. The Ice Barrier core is redundant: Revealer, Georgius, Hexa, Speaker and Icejade Ran give several ways to open a starter, and Medallion and Pot of Sloth add search and draw. Interaction is the strongest part of the system: 12 hand traps, three Ash Blossoms, and Impermanence and Ice Barrier as backup, which gives the deck real protection when it goes second. Conversion is the weak point, because no recorded boards exist, so the ceiling and median (D3, D4) are text-only inference. Only 28.6% of the Main Deck is exact-name Ice Barrier, and the rest is spread across Mulcharmy, Frog, Greed, Cyclone, Kaiju and other unrelated threads, which lowers consistency and efficiency. The score comes from the system-level read of consistency, interaction and resilience, not from averaging card scores, and the popularity of the Ice Barrier archetype earned no points.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(>=1 of a 3-copy starter in opening 5) ≈ 0.25 per card; archetype-core P(>=1 in hand 5) ≈ 0.95 with redundant starters (Inferred)
D2 Opening-Hand Quality & Brick Management 58 12 hand traps and 15 tech/utility cards add dead-card risk; no measured brick rate (Inferred)
D3 Combo Conversion & Ceiling 60 No parseable boards; ceiling reads from Trishula, Lancea and Coral text only (Inferred)
D4 Combo Floor & Median Output 48 No recorded boards to build a median or distribution; floor is an assumption (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Several independent starters and recursion from GY; Ash and Impermanence protect the line (Inferred)
D6 Resource Economy, Recovery & Grind 60 Medallion and Pot of Sloth search and draw, Mulcharmy draws, GY recursion; no resource telemetry (Inferred)
D7 End-Board & Interaction Quality 75 12 hand traps, three Ash Blossom, Impermanence, Evenly Matched, Ice Barrier trap; large interaction density (Inferred semantic)
D8 Going-Second & Board-Breaking Power 68 Hand traps and Ice Barrier GY revival strong going second; no going-second split (Inferred)
D9 Offensive Pressure & Closing Power 60 Trishula (2700), Lancea (3300 ATK) and Coral as closers; no measured end-board data (Inferred)
D10 Main Deck Efficiency & Flexibility 45 55 Main Deck cards across 25 distinct names; only 28.6% exact-name archetype purity and many off-theme copies (Verified composition / Inferred)
D11 Extra Deck Efficiency & Coverage 55 15 Extra slots across Synchro and Link, with Lancea and Trishula as the main threats and some flex (Verified composition / Inferred)
D12 Side Deck Adaptability 20 No Side Deck at all (0 cards), so there is no post-side adaptation (Verified)
D13 Matchup Coverage & Format Fit 50 No dated metagame or tournament link; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step synchro and hand-trap sequencing with many decision points (Inferred)

How the score was computed

Strategy profile: Midrange 80 / Stun 20 for the dimension weights (illustrative; Stun not applied as a separate weight set). Structural ≈ 58.7, Going First ≈ 60, Going Second ≈ 70, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist_exposure (-4); engine_conflicts (-3). Final formula: Illegal deck: 0.80*Structural(58.7) + 0.20*TournamentReliability(50) + modifiers(-7) = 50, capped to theoretical 35 (structural-only, not a normal Final score)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.95 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Redundant Ice Barrier starter set with several search and revival routes
  • Dense interaction: 12 hand traps and three Ash Blossom plus backup traps
  • Real Extra Deck threats (Trishula, Lancea, Coral) that need no recorded combo to be credible

Weaknesses

  • Illegal copy counts (3 Ash, 3 Dominus) against OCG limits
  • Low archetype purity (28.6%) and many off-theme copies
  • No Side Deck, so no best-of-3 adaptation
  • No combo or tournament evidence to confirm conversion

Critical choke points

  • Each Ice Barrier starter needs a live Ice Barrier monster on the field before its protection works
  • Engine depends on a small number of hand traps that are themselves Limited or Semi-Limited
Priority Remove Add Reason
1 1x Ash Blossom & Joyous Spring and 1x Dominus Impulse 2 legal in-archetype Main Deck cards Brings the deck within OCG copy limits so it can receive a normal Final score; the exact add choice needs a legality check.
2 Off-theme copies (Frog, Greed, Cyclone, Kaiju strands) Ice Barrier or Icejade-supporting cards Raises archetype purity and reduces brick risk from unrelated hands.
3 None A Side Deck of 0-15 cards A side deck gives post-side adaptation (D12) and is needed for best-of-3 play.

Evidence & confidence

  • Verified: Main 55 / Extra 15 / Side 0 are within OCG size rules (40-60, 0-15, 0-15); Ash Blossom & Joyous Spring and Dominus Impulse are over the Semi-Limited copy limit (3 run, 2 legal); Exact-name archetype purity is 28.6%
  • Inferred: Starter consistency from hypergeometric odds and the redundant starter set; Interaction quality from card text (hand traps, negations, removal); Ceiling and going-second strength from text, not from recorded boards
  • Provisional: Meta Power is null; no dated metagame sample; Matchup fit (D13) is a neutral placeholder
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot match record absent No win-rate telemetry (going-first/second, matchup, brick and starter rates) Deck has no title (deck_name null) Deck has no Side Deck, so post-side plan cannot be evaluated No dated metagame sample; Meta Power provisional

More OCG Info

Ice Barrier

Ice Barrier Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top