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The Final Seal (Guide to The Ice Barrier, 2020)
From the mountains to sea thy will be done...
The consul has spoken. You are to walk around some seriously chill water. Let's discuss who you will be working with; and why the Barrier will outlast you.
To those unaware, Ice Barrier (or IB, as I might refer from time to time) is a deck of cards featuring probably some of the finest art paired with some of the least-excellent effects out there. Their general basis is to swarm the field with some cold brothers that slowly reduce what your foe can do. It is with these bonds that your foes will falter. This should be epitomized in the whole "Frozen Chains!!!" and well; "Ice Barrier!!!" parts of their names but you would be forgiven for not seeing it right away. They have without a doubt some of the strongest synchros in the entire game, but they oftentimes struggle to make them. This is more or less in past now. This thing might've been a long time coming, but irregardless its a labor of love,
By the end of this briefing, you'll understand your place in world; accepting fully, that it is "Somewhere below the Barrier".
Man, Patrolling the Ice Barrier sure makes you wish for a Nuclear Summer
|This is the Main Deck of the Ice Barrier||Effect||This is how useful it is by objective fact|
|Blizzed, Defender of the Ice Barrier||When this card is destroyed by battle and sent to the Graveyard, draw 1 card.||We do not start off well. Behold this frozen chicken nugget. He blows up and lets you search. Search is great. Blowing up is not. Falco prefers the Air Give the cold shoulder to the Phrosty Phoenix. 0.|
|Caravan of the Ice Barrier||Once per turn, you can select 2 "Ice Barrier" monsters in your Graveyard. Return the selected monsters to the Deck and each player draws 1 card.||We continue to be doing bad. You could even argue that the effect is useless across the board; considering everything IB tries to do. Leave 'em be. 0.|
|Cryomancer of the Ice Barrier||While you control another "Ice Barrier" monster, Level 4 or higher monsters cannot declare an attack.||So now, you get a small idea of where the humor comes from. Cryo sets the stage for so much potential. Run by preference. Others do what he does but better.|
|Dai-sojo of the Ice Barrier||When this card is Normal or Flip Summoned, it is changed to Defense Position. Face-up "Ice Barrier" monsters you control cannot be destroyed by Spell or Trap Card effects.||If he was a general, he'd be usable. As it stands, Spellbreaker and Secret Guards do what he do, but summonable through storm. 1 max by preference.|
|Dance Princess of the Ice Barrier||Once per turn, if you control another face-up "Ice Barrier" monster, you can reveal any number of "Ice Barrier" monsters in your hand to select an equal number of Set Spell/Trap cards your opponent controls. Return the selected Set Spell/Trap cards your opponent controls to the hand.||Spinning is fun! Sure would be a lot more fun if it was Monsters instead of S/T, but regardless; she can get work done if you choose to use her. And if you do, 1 is best. These guys are pretty easy to search, and she could Storm onto the field in pretty short order.|
|Defender of the Ice Barrier||While you control another face-up "Ice Barrier" monster, monsters your opponent controls cannot declare an attack if their ATK is greater than or equal to this card's DEF.||Fox! One of their best cards. Excellent tuner, lovely effect. No jokes, just the truth. 2-3|
|Dewdark of the Ice Barrier||If the only face-up monsters you control are Level 2 or lower monsters, this card can attack your opponent directly.||He likes to hang out with frogs in the local Wetlands. He's something of an expert. In a dedicated IB build, however, we find him lacking. 0.|
|Mirror Master of the Ice Barrier||While you control another "Ice Barrier" monster, your opponent cannot Tribute Summon. You can only use each of the following effects of "Mirror Master 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 activate an "Ice Barrier" monster's effect by sending a card(s) from the hand to the GY or discarding, you can banish this card from your GY instead of 1 of those cards.||Excellent in the Monarch/Qli matchup, Mirror Master presents herself as an answer to prayer, and is a harbinger for your best and chillest plays. However, she refuses to pay your taxes on principal. 3. Use her banish for things like Strat or Spellbreaker. Using it on something like Gung will only use the effect once.|
|Frost Spirit of the Ice Barrier||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 sent monster's Level, until the end of this turn. You can only use this effect of "Frost Spirit of the Ice Barrier" once per turn.||2. Drop him in with Mirror Master, swap levels around, and have the sort of fun you wish to have. Alternatively, his "control" effect makes Fox and Cryo shine just a bit more. Either way he's your best and most widely available tuner. You ain't never had a friend like him.|
|General Gantala of the Ice Barrier||Once per turn, during your End Phase, you can select and Special Summon 1 "Ice Barrier" monster from your Graveyard, except "General Gantala of the Ice Barrier".||Look at him. He is so ready. All of the Generals are good in interesting ways. Gantala revives a Fox to plug the holes in the barrier, allowing for your foe to do marginally less. I like him at 1-2.|
|General Grunard of the Ice Barrier||During your Main Phase, you can Normal Summon 1 "Ice Barrier" monster in addition to your Normal Summon or Set. This effect can only be used once per turn.||Attendant basically makes the Generals into a somewhat inconsistent tool box. Grunard is more useful than Gantala as he doesn't need to wait to bring guys in. He also boasts the highest attack of anyone in the main deck and is a Monarch. I'll let you think about that. 1-2|
|General Raiho of the Ice Barrier||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).||He's a lovely-looking toll booth. Going first he can potentially keep your foes field from being painful. Or maybe they're running Zombies. Only you will know. 1 max by preference.|
|General Wayne of the Ice Barrier||Any Spell/Trap sent from the field to your opponent's GY is 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.||Pretty funny little effect thrown onto a cooler cyber dragon. Same usual IB restrictions that you expect. Going second he's easy to summon. Going first you could use Attendant, or use the Funny Strat that I will go into at the end. 2-3.|
|Geomancer of the Ice Barrier||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.||Good news everyone, this card specifically is very safe from one attribute and nothing else. 0. Go without. You won't miss her.|
|Warlock of the Ice Barrier||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.||"Both players must set spell cards before activating them". Thanks, man. Your demonic patron is garbage and you need to get your soul back. Caius yet calls. 0.|
|Medium of the Ice Barrier||If your opponent controls 4 or more cards than you do, you can Special Summon this card (from your hand). Your opponent can only activate 1 Spell/Trap Card each turn.||This effect would actually be ok if it was just two. Four is a bit outrageous even for IB. 1 by preference. Lynchpin in the Altergeist Matchup. Stock up now, sheeple.|
|Numbing Grub in the Ice Barrier||When this card is Normal Summoned, select 1 unused Main Monster Zone. While this card is face-up on the field, that selected Main Monster Zone cannot be used.||I enjoy that he was just kinda vibing inside of the wall and they saw him and were like "heck it." Anything that demands the normal summon better be good, and this lad isn't. 0.|
|Pilgrim of the Ice Barrier||This card cannot be destroyed by battle with a monster with 1900 or more ATK.||He joins Geomancer in the hole in the wall where we keep the Very Specifically Safe Squad... 'cept he's not. Cuz effect removal exists. He brings nothing at all to the party. And he double-dips. 0.|
|Prior of the Ice Barrier||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.||Within this man lies the power to destroy all that opposes. Break him, and you'll discover his limitation was there for your sake; not his. I have him at 2 max. We'll talk about how to break him here shortly.|
|Royal Knight of the Ice Barrier||When this card is Tribute Summoned, Special Summon 1 "Ice Coffin Token" (Aqua-Type/WATELevel 1/ATK 1000/DEF 0) in Attack Position to your opponent's side of the field. This Token cannot be Tributed for a Tribute Summon.||"OKAY, so this entire effect would have been perfectly acceptable if the card was Level *4*, but only does this 2,000 ATK Level 5 specifically have to be Tribute Summoned to make a Token (which is not optional by the way, *this is your life now*! but the card was made during the Synchro era, so if you didn't destroy that Token during the turn you Summoned it, you gave your opponent a free Level for a Synchro. I would also say you gave him a free Link material, but I'm going to be level-headed and assume nobody attempted to summon this in the last five years. The single solitary upside of this card is that in case your opponent has a monster you can't run over, you can Summon Royal Knight and ram into the Coffin for 1,000 damage, but ironically you just put yourself into a coffin because you wasted resources on Summoning ROYAL KNIGHT OF THE ICE BAR-" Don't even be funny and try him as tech to make Wayne happen. Its not gonna happen. 0.|
|Sacred Spirit of the Ice Barrier||This card cannot be Special Summoned. This card returns to the hand during the End Phase of the turn it is Normal Summoned or flipped face-up, unless you control another face-up "Ice Barrier" monster. In that case, this card's effect changes to select 1 monster your opponent controls and return it to the hand, instead.||I've had to stop myself from considering this card more than a few times. If he wasn't a spirit which removes the whole gimmick of the thing he might be a funny tech to use if you want to mess around. We aren't, though. 0.|
|Samurai of the Ice Barrier||When this face-up Attack Position card is changed to face-up Defense Position: Destroy this card, and if you do, draw 1 card.||I wonder who sat down and was like "What if we made a card that doesn't understand what its supposed to be doing." I bet Samurai would wonder the same. 0.|
|Secret Guards of the Ice Barrier||Face-up "Ice Barrier" monsters you control cannot be targeted by the effects of your opponent's Effect Monsters.||Very heavily armed for only 100 attack. Bring him in with Storm. Its the best way to make the most of his great effect. put him in defense position. 1, but 2 is also fine.|
|Shock Troops of the Ice Barrier||You can Tribute this card to select 1 face-up WATER monster on the field, destroy it, and add 1 "Ice Barrier" monster from your Deck to your hand||Its clear what you're supposed to do with him. I dislike the concept of going minus 2 for a search. Miko doesn't justify him either, by the way. Very disappointing. 0.|
|Spellbreaker of the Ice Barrier||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.||Stunningly useful limiting factor as you're more likely to see spells than you ever would to see traps. 1. Bring her out with Storm.|
|Strategist of the Ice Barrier||Once per turn, you can send 1 "Ice Barrier" monster from your hand to the Graveyard to draw 1 card.||Mans got a beard. I've learnt to trust things like that. Dump something you cannot use, hopefully draw into something you can use, and run with it. Any value. Can help in a pinch.|
|Attendant of the Ice Barrier||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 during the turn this card was sent to the GY: You can target 1 Level 3 or higher WATER monster you control; have that monster lose 2 Levels, and if you do, Special Summon this card, but banish it if it leaves the field. You can only use each effect of "Attendant of the Ice Barrier" once per turn.||I really wish I could use all his effects immediately, and I wish he had a special summoning condition. I digress, you run him at 3. He gives you options.|
|Vessel Miko of the Ice Barrier||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 "Vessel Miko of the Ice Barrier" 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/WATELevel 1/ATK 0/DEF 0).||A shiny new future... So she arrives to finish the SD with a bang. Extension? Instant resource generation not slowed by having to wait for the turn after she's sent??? Defender is there??? 2-3, but probably 2. She makes running cards like Monster Gate more worthwhile, makes links easier to justify, and can improve the scope of storm. Her control effect isn't anything to write home about, but nonetheless; she's everything Prior isn't.|
Do you guys not have Spells?
|The S (not T) of that silly Ice Barrier||Effect||The Cold Cuts|
|The Calm After the Ice Barrier's Storm||Tribute any number of "Ice Barrier" monsters; Special Summon the same number of Level 4 or lower "Ice Barrier" monsters with different names from each other from your Deck. 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 "The Calm After the Ice Barrier's Storm" once per turn.||If This Gets Negated Just Scoop Now, Mister. And if it doesn't get negated you can build the Ice Barrier just freakin' anywhere, at any time. I wish I could use its banish effect immediately but whatever. We're spinning Attendants and Mirrors around like its going out of style, and it is. 2-3 but 2 is safest.|
|Magic Triangle of the Ice Barrier||Reveal 3 "Ice Barrier" monsters with different names in your hand to select 1 card your opponent controls. Destroy the opponent's card and Special Summon 1 "Ice Barrier" monster from your hand.||Show off your flavors of Ice Cream. Punch his salad, and then drop a flavor of ice cream directly onto his head. Generally, this is what you use to bring out the Generals. Mirror Master is also a safe bet. 2-3. It can clog as its activation is rather situational, but Surprise Wayne is always welcome.|
|Medallion of the Ice Barrier||Add 1 "Ice Barrier" monster from your Deck to your hand.||Yep. This really is as simple as it gets. One of the most powerful cards in the game. Right here. Searchable with Wayne. Not OPT. 3.|
|Mirror of the Ice Barrier||During this turn, each time a card(s) is removed from play from your hand, your side of the field, and/or your Graveyard by the effect of an opponent's Effect Monster: ● If a card in your hand is removed from play, remove from play up to 2 random cards in your opponent's hand. ● If a card you control is removed from play, remove from play up to 2 cards your opponent controls. ● If a card in your Graveyard is removed from play, remove from play up to 2 cards in your opponent's Graveyard.||If this seems out of left field, it shouldn't. It comes out of every single field. It directly counters trish, so if your friend knows you're running IB, they could make you scoop. 0.|
|Clear Wall 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 activated effects from any opponent's monster Special Summoned from the Extra Deck. You can only activate 1 "Clear Wall of the Ice Barrier" once per turn.||This boy knows what IB do. This boy lets you use all the stuff you've been discarding and provides some protection that none of the other cards can offer. I do wish it was just two monsters, but 3 is honestly not exactly out of the question if you get a good hand.|
- Honorable Mention; "The Trap That Wasn't": Pulse of Trishula. It doesn't contain "Ice Barrier" in its name so Wayne can't search it. Even if he could, I'd still ask you go without. It has high hopes, and we cannot meet 'em.
The Chaos Wastes:
|The Extra Deck, also of the Ice Barrier||Effect||Usefulness In an Ice Barrier deck|
|Dewloren, Tiger King of the Ice Barrier||Once per turn, you can return any number of face-up cards you control to the owner's hand. For each card returned to the owner's hand by this effect, this card gains 500 ATK until the End Phase.||Its an Ice Barrier card in name and art only; but he can assist the gamestate in his own way by bouncing cards you'd like to reuse; like Wall. Otherwise; He's great in other decks. 0-1 by preference.|
|Brionac, Dragon of the Ice Barrier||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.||Spirit got mad you weren't using him. If you have a hand of cards, this boy can spin garbage away, letting you then run into more things. He's great, and he'd be even better if IB had ways to make more card advantage. 1-2, I use 1.|
|Gungnir, Dragon of the Ice Barrier||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.||Gungnir is more of what you expect. By comparison, Brio is just better. But Gungir lets you nuke garbage, and we like that. 1-2. I still use one.|
|Trishula, Dragon of the Ice Barrier||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.)||The Children of light have forsaken the night... The stories of carnage only she knows; prophesies of lands reduced to a mirror-like sheen. These hushed whispers; the trumpet call of the infinite: The wind below her wings; herald her arrival. 1. Even if the banlist unlimits her, she maxes at 2, but even that is debatable.|
|Trishula, Subzero Dragon of the Ice Barrier||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, and if you do, its ATK becomes 3300, then the current ATK of any face-up monster your opponent controls become halved, also their effects are negated. You can only use this effect of "Trishula, Subzero Dragon of the Ice Barrier" once per turn.||Setup? What setup? I couldn't hear you brag over the sound of its impending collapse. She's a strange one, but if you are successful, you can impede your foe to hilarious effect. With other cards down, she's equally likely to survive her maiden voyage. 11 is rough but it befits a boss of her caliber. Some will prefer smaller trish, but for those that wanna watch the world freeze; who better. 1.|
Math, Strats and StuffIn basically every case, you'll want Mirror Master to make any Synchro as she is the most useful in this regard. From there the math looks like this:
- Mirror + Frost (2) = Brio. Never ever use Attendant for Frost. it is never profitable when it would count.
- Mirror + Frost (3) = Gung Defender is a great choice
- Mirror + Frost (will vary) + some other level 2 or 3 = Small Trish.
- Mirror + Frost (3) + Whatever other lvl 4 (probably Miko) = Big Trish
As for the generals; I don't include them as you cannot count on an attendant in gy. But, if he is, and if you plan ahead:
- Grunard becomes lvl 6,
- Raiho lvl 4,
- Gantala lvl 5
- Wayne lvl 3
Cards you will need In hand: Wayne, Mirror, and Wall.
How it is run: Summon Mirror, discard Wayne for Mirrors effect; which summons Frost. Frost effect send Prior used to dodge Priors limitation later. Activate Wall to bring Prior back. Prior is now broken. Prior's effect to tribute for Wayne. Wayne search Storm. Tribute field for effect and grab: Spellbreaker, Defender, and Secret Guards. Banish Mirror for Spellbreakers effect, and sit on it.
Thanks to these efforts your foe:
- Cannot activate spell cards until the end of your next turn (Spellbreaker)
- Cannot target your monsters with monster effects (Secret Guards)
- Cannot destroy your monsters with monsters summoned from the Extra (Wall)
- Cannot attack at all with a monster over 1600 (Defender)
the Sleepy Bird awoken something within me. By all means one doesn't need to stop there. Indeed; once you accept that you can break Prior, all kinds of interesting moves can be made. Nothing is stopping you from heralding forth the second coming of whatever Dragon you could possibly want. The field is yours to freeze to your exacting specifications. Do be careful though; its rather easy to slip.
Stuff to Consider:
- Double Summon; 2
- Water Hazard; 2-3
- Honestly I'd consider this card an absolute mainstay. Run it in some capacity.
- Surface; 2
- Why not Salvage? IB in GY is worth 2 in hand unless you're fishing for Magic Triangle.
- Monster Reborn; 1
- White Aura Whale; 1
- Toadally Awesome + Bahamut Shark; 1 each
- Snowdust Giant; 1
- Marincess Coral Anemone; 1
The End of the Age as it StandsThey've been accosted for being "garbage", been the butt of over-many jokes; and have had an awful time at life since Duel Terminal, some of which perpetuated by me; and none of it was deserved. The proof is in the water; and its refreshing, isn't it? Konami made things too fair, with Wayne, Storm, and Attendant in particular; but it had to be this way. Done properly, you can stop Dragoon from doing everything, including being summoned at all.
You will, of course, forgive me for my pun but all in all, I think that's pretty cool.
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