Instructions for Playing Ice Barrier

Instructions for Playing Ice Barrier

Ice barrier's new support is so awesome, almost all the cards are in the game, combined with skills that make the deck easy to play and make ice barrier players confused when a trash field becomes a playable field.


This deck has so many good supports: search not once per turn, unaffect, jump monsters from the deck, throw items to the grave and banish to create further combo resources, revive from the grave, jump cards from hand,...

Sections covered in this guide:




skill

 

Territory of the Sharks (Skill Card) (100%)

UR Rarity
Territory of the Sharks (Skill Card)
UR Rarity
Territory of the Sharks (Skill Card)
Territory of the Sharks (Skill Card)
Territory of the Sharks (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


The Level of all WATER monsters you control becomes 4 until the end of the turn. This Skill can only be used once per turn and twice per Duel. This Skill can only be used if you begin the Duel with a Deck/Extra Deck that contains no monsters other than WATER monsters.


Turns a water-type enemy into a 4-star water-type enemy. This move can be used twice per duel, so if the combo is interrupted and you're still alive, use it next turn. To use it, use your deck and extra deck. must be 100% WATER



Core

 

Revealer of the Ice Barrier (x3)

R Rarity
Revealer of the Ice Barrier
R Rarity
Revealer of the Ice Barrier
Revealer of the Ice Barrier
WATER 4
Revealer of the Ice Barrier
  • ATK:

  • 1700

  • DEF:

  • 1000


While you control another "Ice Barrier" monster, your opponent cannot Tribute Summon. You can only use each of the following effects of "Revealer of the Ice Barrier" once per turn. You can discard 1 card; Special Summon 1 "Ice Barrier" Tuner from your Deck, also you cannot Special Summon monsters for the rest of this turn, except WATER monsters. If you would discard, or send a card(s) from your hand to the GY, to activate an "Ice Barrier" monster's effect, you can banish this card from your GY instead of 1 of those cards.


As a milf hunter I highly appreciate this card, this card pushes the lava golem to the bottom of society, this deck is unaffect (I will talk about it later) and this card makes opp not tribute you anymore, which means opp You can only punch your monsters to defeat them,


This card can jump 1 Ice Barrier straight from the deck at the cost of disposing 1 card and also has the effect of banishing itself from the grave to replace discarding or sending from hand to the ice barrier's grave.

Speaker for the Ice Barriers (x2-3)

R Rarity
Speaker for the Ice Barriers
R Rarity
Speaker for the Ice Barriers
Speaker for the Ice Barriers
WATER 4
Speaker for the Ice Barriers
  • ATK:

  • 1000

  • DEF:

  • 1800


While you control another "Ice Barrier" monster, Defense Position monsters your opponent controls cannot change their battle positions. You can only use each of the following effects of "Speaker for the Ice Barriers" once per turn. If you control an "Ice Barrier" monster: You can Special Summon this card from your hand. If you control an "Ice Barrier" monster: You can banish this card from your GY; Special Summon 1 "Ice Barrier Token" (Aqua/WATER/Level 1/ATK 0/DEF 0).


is a card that puts cards like Enemy Controller at the top of the food chain. If you have another Ice Barrier monster, opp's defense position monster cannot change position :D


This card has the effect of jumping and spawning tokens by banishing from the grave, so we will often try to throw this card to the grave with a cost for an effect or summon, etc. to make it spawn tokens, because its token is level 1, so it's 4+4+1. = trishula

Hexa Spirit of the Ice Barrier (x2-3)

R Rarity
Hexa Spirit of the Ice Barrier
R Rarity
Hexa Spirit of the Ice Barrier
Hexa Spirit of the Ice Barrier
WATER 1
Hexa Spirit of the Ice Barrier
  • ATK:

  • 400

  • DEF:

  • 200


While you control another "Ice Barrier" monster, monsters your opponent controls lose 500 ATK/DEF. During your Main Phase: You can send 1 Level 3 or lower "Ice Barrier" monster from your Deck to the GY, and if you do, this card's Level becomes the same as that monster's, until the end of this turn. You can only use this effect of "Hexa Spirit of the Ice Barrier" once per turn.


Jumped by milf-chan and throw 1 level 3 or lower ice barrier card straight from the deck to the grave then copy the level, which means this monster is level 1 2 3 by itself or level 4 by skill, also a tuner so the music Anyone can dance :D

Warlock of the Ice Barrier (x0-2)

N Rarity
Warlock of the Ice Barrier
N Rarity
Warlock of the Ice Barrier
Warlock of the Ice Barrier
WATER 3
Warlock of the Ice Barrier
  • ATK:

  • 400

  • DEF:

  • 1000


While you control another face-up "Ice Barrier" monster, both players must Set Spell Cards before activating them, and cannot activate them until their next turn.


pendulum bowed his head

General Wayne of the Ice Barrier (x1-3)

R Rarity
General Wayne of the Ice Barrier
R Rarity
General Wayne of the Ice Barrier
General Wayne of the Ice Barrier
WATER 5
General Wayne of the Ice Barrier
  • ATK:

  • 2100

  • DEF:

  • 400


Spells and Traps sent from the field to your opponent's GY are banished instead. You can only use each of the following effects of "General Wayne of the Ice Barrier" once per turn. If your opponent controls a monster and you control an "Ice Barrier" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 "Ice Barrier" Spell/Trap from your Deck to your hand.


This card is useful, but sometimes squeezes when banishing TtH instead of sending TtH to the grave, has the ability to self-jump and search spells/traps

Dewdark of the Ice Barrier (x0-1)

N Rarity
Dewdark of the Ice Barrier
N Rarity
Dewdark of the Ice Barrier
Dewdark of the Ice Barrier
WATER 2
Dewdark of the Ice Barrier
  • ATK:

  • 1200

  • DEF:

  • 800


If the only face-up monsters you control are Level 2 or lower, this card can attack your opponent directly.


Tuner knows how to sneak bites, it acts as level 2 or 4 or for hexa spirit to throw into the grave to cosplay level 2

Medallion of the Ice Barrier (x3)

SR Rarity
Medallion of the Ice Barrier
SR Rarity
Medallion of the Ice Barrier
Medallion of the Ice Barrier
Spell Normal
Medallion of the Ice Barrier

    Add 1 "Ice Barrier" monster from your Deck to your hand.


     search không once per turn go brrrrr

    Freezing Chains of the Ice Barrier (x2-3)

    R Rarity
    Freezing Chains of the Ice Barrier
    R Rarity
    Freezing Chains of the Ice Barrier
    Freezing Chains of the Ice Barrier
    Spell Continuous
    Freezing Chains of the Ice Barrier

      When this card is activated: You can target 1 Level 4 or lower "Ice Barrier" monster in your GY; Special Summon it. While you control 3 or more "Ice Barrier" monsters, "Ice Barrier" monsters you control are unaffected by the activated effects of your opponent's monsters that were Special Summoned from the Extra Deck. You can only activate 1 "Freezing Chains of the Ice Barrier" per turn.


      Jump 1 Level 4 or lower Ice Barrier monster from the Graveyard


      is immune to the ACTIVE EFFECTS of monsters summoned from the EXTRA DECK if there are 3 or more Ice Barrier monsters

      Winds Over the Ice Barrier (x0-2)

      R Rarity
      Winds Over the Ice Barrier
      R Rarity
      Winds Over the Ice Barrier
      Winds Over the Ice Barrier
      Spell Normal
      Winds Over the Ice Barrier

        Tribute any number of "Ice Barrier" monsters; Special Summon from your Deck that many Level 4 or lower "Ice Barrier" monsters with different names from each other. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 of your "Ice Barrier" monsters that is banished or in your GY; add it to your hand. You can only use each effect of "Winds Over the Ice Barrier" once per turn.


        has the effect of jumping the ice barrier from the deck onto the field and recycling, but you have to request as many monsters as the ice barrier is stronger and searchable so it is often brought x1

        Zuijin of the Ice Barrier (x0-1)

        R Rarity
        Zuijin of the Ice Barrier
        R Rarity
        Zuijin of the Ice Barrier
        Zuijin of the Ice Barrier
        WATER 2
        Zuijin of the Ice Barrier
        • ATK:

        • 500

        • DEF:

        • 300


        You can Tribute this card; Special Summon 1 Level 5 or higher "Ice Barrier" monster from your hand. If this card is in your GY, except the turn it was sent there: You can target 1 Level 3 or higher WATER monster you control; reduce its Level by exactly 2, and if you do, Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Zuijin of the Ice Barrier" once per turn.


        The effect of jumping a Level 5 or higher Ice Barrier from your hand is rarely used, only if it is weak it will be thrown to the grave.


        When in the grave, it can drop exactly 2 levels, it must be exactly 2 levels to jump from the grave, but due to skill, they will become level 4 :D

        Prior of the Ice Barrier (x0-1)

        R Rarity
        Prior of the Ice Barrier
        R Rarity
        Prior of the Ice Barrier
        Prior of the Ice Barrier
        WATER 2
        Prior of the Ice Barrier
        • ATK:

        • 1000

        • DEF:

        • 400


        If you control a face-up "Ice Barrier" monster, you can Special Summon this card (from your hand). You cannot Special Summon any Level 5 or higher monsters the turn you use this effect. You can Tribute this card to target 1 "Ice Barrier" monster in your Graveyard, except "Prior of the Ice Barrier"; Special Summon that target.


        has the ability to jump but cannot summon LEVEL 5 or higher monsters if you summon using this effect, if you don't synchro then Xyz, why bother :D


        Additionally, you can tribute this one to jump back to 1 Ice Barrier in the grave (Average Yugih5 Player)

        General Raiho of the Ice Barrier (x0-1 (Update 2/9))

        R Rarity
        General Raiho of the Ice Barrier
        R Rarity
        General Raiho of the Ice Barrier
        General Raiho of the Ice Barrier
        WATER 6
        General Raiho of the Ice Barrier
        • ATK:

        • 2100

        • DEF:

        • 2300


        When an effect resolves that was activated by an Effect Monster that was on your opponent's side of the field, they must discard 1 card or the effect is negated (their choice).


        Take 1 hand, if opp runs out of hands, the monster effect will be negated :D

        Strategist of the Ice Barrier (x0-2 (Update 2/9))

        R Rarity
        Strategist of the Ice Barrier
        R Rarity
        Strategist of the Ice Barrier
        Strategist of the Ice Barrier
        WATER 4
        Strategist of the Ice Barrier
        • ATK:

        • 1600

        • DEF:

        • 1600


        Once per turn, you can send 1 "Ice Barrier" monster from your hand to the Graveyard to draw 1 card.


        Support throws Ice Barrier into the grave and still gets +1 :D

        Spellbreaker of the Ice Barrier (x0-2 (Update 2/9))

        SR Rarity
        Spellbreaker of the Ice Barrier
        SR Rarity
        Spellbreaker of the Ice Barrier
        Spellbreaker of the Ice Barrier
        WATER 4
        Spellbreaker of the Ice Barrier
        • ATK:

        • 1200

        • DEF:

        • 2000


        Once per turn, you can send 1 "Ice Barrier" monster from your hand to the Graveyard. If you do, Spell Cards cannot be activated until the End Phase of your next turn, as long as this card remains face-up on the field.


        both throw 1 Ice Barrier to the grave and prohibit opp from using spells until the end of your turn, but if this monster is no longer face up on the field, it will lose that effect (book of moon, being punched to death,...)

        Geomancer of the Ice Barrier (x0-1 (Update 2/9))

        N Rarity
        Geomancer of the Ice Barrier
        N Rarity
        Geomancer of the Ice Barrier
        Geomancer of the Ice Barrier
        WATER 3
        Geomancer of the Ice Barrier
        • ATK:

        • 800

        • DEF:

        • 1200


        Discard 1 card and declare 1 Attribute. This card cannot be selected as an attack target by monsters with that Attribute. This effect can only be used once while this card is face-up on the field.


        Tuner and resistance to attacks by the system this card specifies



        Extra Deck

         

        Abyss Dweller (x0-1)

        UR Rarity
        Abyss Dweller
        UR Rarity
        Abyss Dweller
        Abyss Dweller
        WATER
        Abyss Dweller
        • ATK:

        • 1700

        • DEF:

        • 1400


        2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.


        I don't want to say much because you've used it a lot or been harassed a lot by it.


        This deck can use the effect of increasing WATER by 500 of its ATK :D

        Trishula, Dragon of the Ice Barrier, Trishula and Zero Dragon of the Ice Barrier (x1)

        UR Rarity
        Trishula, Dragon of the Ice Barrier
        UR Rarity
        Trishula, Dragon of the Ice Barrier
        Trishula, Dragon of the Ice Barrier
        WATER 9
        Trishula, Dragon of the Ice Barrier
        • ATK:

        • 2700

        • DEF:

        • 2000


        1 Tuner + 2+ non-Tuner monsters When this card is Synchro Summoned: You can banish up to 1 card each from your opponent's hand, field, and GY. (The card in the hand is chosen at random.)


        UR Rarity
        Trishula, Zero Dragon of the Ice Barrier
        UR Rarity
        Trishula, Zero Dragon of the Ice Barrier
        Trishula, Zero Dragon of the Ice Barrier
        WATER 11
        Trishula, Zero Dragon of the Ice Barrier
        • ATK:

        • 2700

        • DEF:

        • 2000


        1 Tuner + 2+ non-Tuner monsters When this card is Synchro Summoned: You can banish up to 3 cards your opponent controls. If this Synchro Summoned card in its owner's control is destroyed by an opponent's card: You can Special Summon 1 "Trishula, Dragon of the Ice Barrier" from your Extra Deck or GY, its ATK becomes 3300, then halve the ATK of any face-up monsters your opponent currently controls, also negate their effects. You can only use this effect of "Trishula, Zero Dragon of the Ice Barrier" once per turn.


        Summary: 9 stars is Trishula, 11 stars is Zero Dragon


        Trishula is extremely OP, putting number 1 is a strong understanding, not only can any deck play it, it also has good effects and a good body, goes first to grab the hand, goes behind to clear the line for OTK,... ... . .. WOOOOOO BANISH NO TARGETTTTTTT

        Zero Dragon banish does not target 3 cards on the field, if it is synchro summoned and is destroyed by opp, jump back to Trishula from the Extra Deck or Graveyard then ATK becomes 3300, then also divide the ATK of opp monsters in half and negate the effect of Opp monsters, because the effect is in the grave, target cards on the field cannot do anything to this card

        Brionac Dragon of the Ice Barrier (x1)

        UR Rarity
        Brionac, Dragon of the Ice Barrier
        UR Rarity
        Brionac, Dragon of the Ice Barrier
        Brionac, Dragon of the Ice Barrier
        WATER 6
        Brionac, Dragon of the Ice Barrier
        • ATK:

        • 2300

        • DEF:

        • 1400


        1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn.


        Throwing as many cards will push as many opp cards back into the hand, but milf-chan can banish to replace this card's discard because this card's name has the word Ice Barrier.

        Graydle Dragon (x0-1)

        R Rarity
        Graydle Dragon
        R Rarity
        Graydle Dragon
        Graydle Dragon
        WATER 8
        Graydle Dragon
        • ATK:

        • 3000

        • DEF:

        • 2000


        1 Aqua-Type Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: You can target cards your opponent controls, up to the number of WATER monsters used for the Synchro Summon of this card; destroy them. If this card is destroyed by battle or card effect and sent to the Graveyard: You can target 1 other WATER monster in your Graveyard; Special Summon it, but its effects are negated. You can only use each effect of "Graydle Dragon" once per turn.


        Easy to pick up, usually shoots 2 cards. If this card is destroyed and sent to the grave, then jumps 1 WATER back into the grave but the effect is negated.

        Number 37: Hope Woven Dragon Spider Shark (x0-1)

        UR Rarity
        Number 37: Hope Woven Dragon Spider Shark
        UR Rarity
        Number 37: Hope Woven Dragon Spider Shark
        Number 37: Hope Woven Dragon Spider Shark
        WATER
        Number 37: Hope Woven Dragon Spider Shark
        • ATK:

        • 2600

        • DEF:

        • 2100


        2 Level 4 WATER monsters When any player's monster declares an attack: You can detach 1 Xyz Material from this card; all monsters your opponent currently controls lose 1000 ATK until the end of this turn. When this card is destroyed by battle or card effect and sent to the Graveyard: You can target 1 other monster in your Graveyard; Special Summon it. You can only use each effect of "Number 37: Hope Woven Dragon Spider Shark" once per turn.


        both reduce the ATK of all opp monsters and jump another monster from the grave, specifically when this card is destroyed by battle or effect and SENT TO THE GRAVE, you target another card in the grave and jump that monster up.

        Evigishki Merrowgeist (x0-1)

        R Rarity
        Evigishki Merrowgeist
        R Rarity
        Evigishki Merrowgeist
        Evigishki Merrowgeist
        WATER
        Evigishki Merrowgeist
        • ATK:

        • 2100

        • DEF:

        • 1600


        2 Level 4 monsters After damage calculation, if this card destroys an opponent's monster by battle: You can detach 1 Xyz Material from this card; shuffle the destroyed monster into the Deck instead of sending it to the Graveyard.


        Who allowed to touch the grave :D

        Gungnir Dragon of the Ice Barrier (x0-1)

        SR Rarity
        Gungnir, Dragon of the Ice Barrier
        SR Rarity
        Gungnir, Dragon of the Ice Barrier
        Gungnir, Dragon of the Ice Barrier
        WATER 7
        Gungnir, Dragon of the Ice Barrier
        • ATK:

        • 2500

        • DEF:

        • 1700


        1 Tuner + 1 or more non-Tuner WATER monsters Once per turn: You can discard up to 2 cards to the Graveyard to target the same number of cards your opponent controls; destroy them.


        Due to the possibility of bombardment, it will hit the grave (galaxy-eyes are as happy to use the grave as the father of a baby), and there are a few cards that are not destroyed and are more difficult to summon than Brionac (due to skill), so use them according to the situation and depending on the situation. Follow the meta and bring it

        White Aura Dolphin (x0-1)

        SR Rarity
        White Aura Dolphin
        SR Rarity
        White Aura Dolphin
        White Aura Dolphin
        WATER 6
        White Aura Dolphin
        • ATK:

        • 2400

        • DEF:

        • 1000


        1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 face-up monster your opponent controls; its ATK becomes half its original ATK until the end of this turn. If this card you control is destroyed by an opponent's card (by battle or card effect) and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner.


        Both have the ability to split ATK in half and jump up to OTK or avoid being OTK and are also easy to get up

        Ravenous Crocodragon Archethys (x0-1)

        SR Rarity
        Ravenous Crocodragon Archethys
        SR Rarity
        Ravenous Crocodragon Archethys
        Ravenous Crocodragon Archethys
        WATER 9
        Ravenous Crocodragon Archethys
        • ATK:

        • 1000

        • DEF:

        • 1000


        1 Tuner + 1+ non-Tuner monsters Gains 500 ATK/DEF for each card in your hand. You can only use each of the following effects of "Ravenous Crocodragon Archethys" once per turn. ● If this card is Synchro Summoned: You can draw cards equal to the number of non-Tuners used for its Synchro Summon. ● (Quick Effect): You can discard 2 cards, then target 1 card on the field; destroy it.


        Both have the ability to draw cards and shoot, can bombard both opp and yourself, and have a big body (but if you still have a lot of cards in your hand).

        Number 27: Dreadnought Dreadnoid (x0-1 (Update 2/9))

        R Rarity
        Number 27: Dreadnought Dreadnoid
        R Rarity
        Number 27: Dreadnought Dreadnoid
        Number 27: Dreadnought Dreadnoid
        WATER
        Number 27: Dreadnought Dreadnoid
        • ATK:

        • 2200

        • DEF:

        • 1000


        2+ Level 4 monsters At the end of the Battle Phase, if this card destroyed an opponent's monster by battle: You can Special Summon from your Extra Deck, 1 Rank 10 or higher Machine Xyz Monster by using this face-up card you control as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of "Number 27: Dreadnought Dreadnoid" once per turn. If this face-up card on the field would be destroyed by battle or card effect, you can detach 1 material from this card instead.


        In this deck, the ultimate effect is mainly used to protect you from OTK



        Staple

         

        Forbidden Lance, Treacherous Trap Hole and Mystical Space Typhoon (Staple)

        UR Rarity
        Forbidden Lance
        UR Rarity
        Forbidden Lance
        Forbidden Lance
        Spell Quick
        Forbidden Lance

          Target 1 face-up monster on the field; until the end of this turn, that target loses 800 ATK, but is unaffected by the effects of other Spells/Traps.


          SR Rarity
          Treacherous Trap Hole
          SR Rarity
          Treacherous Trap Hole
          Treacherous Trap Hole
          Trap Normal
          Treacherous Trap Hole

            If you have no Trap Cards in your Graveyard: Target 2 monsters on the field; destroy those targets.


            UR Rarity
            Mystical Space Typhoon
            UR Rarity
            Mystical Space Typhoon
            Mystical Space Typhoon
            Spell Quick
            Mystical Space Typhoon

              Target 1 Spell/Trap on the field; destroy that target.


              MST: shoots spells/traps not once per turn

              Lance: reduces ATK opp for punching or gives you unaffect spell/trap
              TtH: best trap

              Deep Sea Diva (x0-3 (update 2/9))

              UR Rarity
              Deep Sea Diva
              UR Rarity
              Deep Sea Diva
              Deep Sea Diva
              WATER 2
              Deep Sea Diva
              • ATK:

              • 200

              • DEF:

              • 400


              When this card is Normal Summoned: You can Special Summon 1 Level 3 or lower Sea Serpent monster from your Deck.


              The effect is like Water Xyz, but here it will be more diverse due to the ability to jump Hexa Spirit

              Compulsory Evacuation Device (x0-3 (Update 2/9))

              UR Rarity
              Compulsory Evacuation Device
              UR Rarity
              Compulsory Evacuation Device
              Compulsory Evacuation Device
              Trap Normal
              Compulsory Evacuation Device

                Target 1 monster on the field; return that target to the hand.


                The leaves are extremely dirty and OP because they are pushed back so the Galaxy-Eyes can't touch the grave :D




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