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)

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

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

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

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

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

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

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

 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

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

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

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

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

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

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

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

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

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
Limited to 1 copy
Trishula, Dragon of the Ice Barrier
UR rarity
Limited to 1 copy
Trishula, Dragon of the Ice Barrier
UR rarity
Trishula, Zero Dragon of the Ice Barrier
UR rarity
Trishula, Zero Dragon of the Ice Barrier

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

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

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

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

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

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

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
Limited to 1 copy
Ravenous Crocodragon Archethys
SR rarity
Limited to 1 copy
Ravenous Crocodragon Archethys

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

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
SR rarity
Limited to 1 copy
Treacherous Trap Hole
SR rarity
Limited to 1 copy
Treacherous Trap Hole
UR rarity
Mystical Space Typhoon
UR rarity
Mystical Space Typhoon

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

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
Limited to 3 copies
Compulsory Evacuation Device
UR rarity
Limited to 3 copies
Compulsory Evacuation Device

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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