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.
Instructions for Playing Ice Barrier
Sections covered in this guide:
skill
Territory of the Sharks (Skill Card) (100%)
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)
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,
Speaker for the Ice Barriers (x2-3)
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
Hexa Spirit of the Ice Barrier (x2-3)
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
General Wayne of the Ice Barrier (x1-3)
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)
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
Freezing Chains of the Ice Barrier (x2-3)
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
Winds Over the Ice Barrier (x0-2)
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)
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.
Prior of the Ice Barrier (x0-1)
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
General Raiho of the Ice Barrier (x0-1 (Update 2/9))
Take 1 hand, if opp runs out of hands, the monster effect will be negated :D
Spellbreaker of the Ice Barrier (x0-2 (Update 2/9))
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))
Tuner and resistance to attacks by the system this card specifies
Extra Deck
Abyss Dweller (x0-1)
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.
Trishula, Dragon of the Ice Barrier, Trishula and Zero Dragon of the Ice Barrier (x1)
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
Brionac Dragon of the Ice Barrier (x1)
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)
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)
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)
Who allowed to touch the grave :D
Gungnir Dragon of the Ice Barrier (x0-1)
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)
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)
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))
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)
MST: shoots spells/traps not once per turn