Ice Barrier Game Guide

Ice Barrier Game Guide

Ice Barrier is a very chill deck (after playing floodgay), this deck can combo all types of handtraps very comfortably (after you draw 4 cards from just 1 combo card) and also spread out on a pretty chill field (with 1 boss jumping out 2 floodgays and 1 more card shooter).


Sections covered in this guide:




CORE

 

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 no once per turn x3 is for sure

    Hexa Spirit of the Ice Barrier (x3)

    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.


    one card combo, is a Tuner as well as has the ability to change its own level to the level of the monster sent from the deck to the grave (Ice Barrier Level 3 or lower monsters) making it possible to diversify the level for Synchro summoning

    Mirror Mage of the Ice Barrier (x2-3)

     Rarity
    Mirror Mage of the Ice Barrier
     Rarity
    Mirror Mage of the Ice Barrier
    Mirror Mage of the Ice Barrier
    WATER 2
    Mirror Mage of the Ice Barrier
    • ATK:

    • 1000

    • DEF:

    • 400


    You can Tribute 1 other Effect Monster; Special Summon up to 3 "Ice Barrier Tokens" (Aqua/WATER/Level 1/ATK 0/DEF 0), and if you do, increase this card's Level by that number, also you cannot Special Summon from the Extra Deck for the rest of this turn, except WATER Synchro Monsters. If this card is sent to the GY: You can add 1 of your "Ice Barrier" cards that is banished or in your Deck to your hand, except "Mirror Mage of the Ice Barrier". You can only use each effect of "Mirror Mage of the Ice Barrier" once per turn.


    This guy will be thrown into the grave and will search from the deck or pick up 1 Ice Barrier monster/spell/trap from the banish zone to hand quite well. The strongest thing about this guy is that he can give birth to 3 tokens to synchronize and increase his level with that number of tokens, a super strong support for the deck.

    Revealer of the Ice Barrier (x3)

    SR Rarity
    Revealer of the Ice Barrier
    SR 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.


    is floodgay ban opp tribute summon


    has the ability to jump Ice Barrier Tuner from the deck by discarding 1 possible card, thanks to this effect you can combo very well just by sending 1 card without caring about monsters/spells/traps

    Ice Barriers usually require discards to use their effects, and this card has an effect that replaces that by banishing from the grave.

    Speaker for the Ice Barriers (x1-2)

    SR Rarity
    Speaker for the Ice Barriers
    SR 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).


    Subterror then shut up


    has the ability to jump and create tokens by banishing from graves

    General Raiho of the Ice Barrier (x0-1)

    SR Rarity
    General Raiho of the Ice Barrier
    SR 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).


    Mercenary card, this is a damn floodgay because if opp doesn't discard when using a monster effect, that monster will be negated

    Spellbreaker of the Ice Barrier (x0-1)

    N Rarity
    Spellbreaker of the Ice Barrier
    N 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.


    floodgay prohibits the use of spells until the end of the next turn if this card is on the field (including you)

    Georgius Swordman of the Ice Barrier (x3)

     Rarity
    Georgius, Swordman of the Ice Barrier
     Rarity
    Georgius, Swordman of the Ice Barrier
    Georgius, Swordman of the Ice Barrier
    WATER 6
    Georgius, Swordman of the Ice Barrier
    • ATK:

    • 2000

    • DEF:

    • 1200


    While you control another "Ice Barrier" monster, your opponent cannot activate the effects of monsters in the GY. You can only use each of the following effects of "Georgius, Swordman of the Ice Barrier" once per turn. If you control an "Ice Barrier" monster: You can Special Summon this card from your hand in Defense Position. If this card is Normal or Special Summoned: You can Special Summon 1 Level 5 or lower "Ice Barrier" monster from your hand or GY.


    floodgay prevents enemies from activating the effects of monsters in the grave, has the ability to jump by itself and also has the ability to jump 1 more monster from the hand or grave to continue the combo (or jump back to floodgay)

    Winds Over the Ice Barrier (x1)

    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.


      Search is the same as holding this card in hand and 4 handtraps are no longer saved so x1 is reasonable, this card allows you to jump more bodies from the deck to adjust the level for synchro or simply access the card you need


      banish effect from grave to pick up Ice Barrier monster from grave or banish can also pick up boss or floodgay very well

      Freezing Chains of the Ice Barrier (x1)

      SR Rarity
      Freezing Chains of the Ice Barrier
      SR 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.


        like the card above, if you can find it and hold it alone with 4 handtraps, it's a bit too much so x1 is fine


        This card allows you to jump back to the graveyard as well as protect Ice Barrier monsters. You are immune to the activation effects of special summoned opp monsters from the Extra Deck if you have 3 or more Ice Barrier monsters on the field.

        Lancea Ancestral Dragon of the Ice Mountain (x2)

         Rarity
        Lancea, Ancestral Dragon of the Ice Mountain
         Rarity
        Lancea, Ancestral Dragon of the Ice Mountain
        Lancea, Ancestral Dragon of the Ice Mountain
        WATER 10
        Lancea, Ancestral Dragon of the Ice Mountain
        • ATK:

        • 3300

        • DEF:

        • 2700


        1 WATER Tuner + 1+ non-Tuner monsters Once per Chain, if your opponent Special Summons a monster(s) (except during the Damage Step): You can Special Summon 1 "Ice Barrier" monster from your hand, Deck, Extra Deck, or GY, then you can change 1 Attack Position monster your opponent controls to Defense Position. You can only use this effect of "Lancea, Ancestral Dragon of the Ice Mountain" twice per turn. If this face-up Synchro Summoned card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 "Ice Barrier" Synchro Monster from your Extra Deck. (This is treated as a Synchro Summon.)


        The ability to jump monsters once per chain is extremely strong, jumping 2 floodgays will make opp immediately scared, not stopping there, this card also changes opp's monster's attack to defense so opp can't punch through your field (or at least try to punch your floodgay team)


        if opp somehow gets through this card, you can jump 1 more Ice Barrier from the Extra Deck (this is a synchro summon) to bring out another boss and sit back and watch opp try to get through your 2nd boss :)

        Trishula Zero Dragon of the Ice Barrier (x1)

        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.


        Be careful: this card can miss timing.


        banish up to 3 of opp's monsters/spells/traps that don't target if summoned synchro, when leaving the field, Trishula will jump onto the field and increase Trishula 's ATK to 3300 as well as split the ATK of opp's monsters in half and block all their effects until those cards leave the field.

        Trishula 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.)


        sucvat, strong and haunting if opp's deck has a card named "Infernity Launcher", this card has the ability to snatch hands as well as banish the field and grave (not once per turn), if there is a way to restore goods and jump up continuously, opp can only kneel down to make peace

        Cryomancer of the Ice Barrier (Oily)

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

        • 1300

        • DEF:

        • 0


        While you control another "Ice Barrier" monster, Level 4 or higher monsters cannot declare an attack.


        also floodgay but rarely used because opp can use Link, Xyz monsters and now everyone uses magic, shoots all kinds of things flying all over the field but no one punches anymore

        Warlock of the Ice Barrier (x0-1)

        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.


        floodgay opp and you have to cast spell before using



        Staple

         

        Coral Dragon (x1)

        SR Rarity
        Coral Dragon
        SR Rarity
        Coral Dragon
        Coral Dragon
        WATER 6
        Coral Dragon
        • ATK:

        • 2400

        • DEF:

        • 500


        1 Tuner + 1+ non-Tuner monsters Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the GY: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn.


        Water attribute, discard to use card-bombing effect but not Ice Barrier so Revealer cannot banish instead, in return go to grave draw 1 so can be used in one card combo draw 4

        Ravenous Crocodragon Archethys (x1)

        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.


        if you summon synchro, use as many non-Tuner to draw as many cards, combo these spawn 3 tokens and you draw 3, add Coral Dragon and you draw 4


        This card also has the effect of shooting opp's card once per turn

        Handtrap & Staple

        UR Rarity
        Called by the Grave
        UR Rarity
        Called by the Grave
        Called by the Grave
        Spell Quick
        Called by the Grave

          Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




          Tag(s):

          UR Rarity
          Maxx "C"
          UR Rarity
          Maxx "C"
          Maxx "C"
          EARTH 2
          Maxx "C"
          • ATK:

          • 500

          • DEF:

          • 200


          During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


          SR Rarity
          PSY-Framegear Gamma
          SR Rarity
          PSY-Framegear Gamma
          PSY-Framegear Gamma
          LIGHT 2
          PSY-Framegear Gamma
          • ATK:

          • 1000

          • DEF:

          • 0


          Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. When your opponent activates a monster effect while you control no monsters (Quick Effect): You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or GY, and if you do, negate that activation, and if you do that, destroy that monster. During the End Phase, banish the face-up monsters Special Summoned by this effect.


          UR Rarity
          Ash Blossom & Joyous Spring
          UR Rarity
          Ash Blossom & Joyous Spring
          Ash Blossom & Joyous Spring
          FIRE 3
          Ash Blossom & Joyous Spring
          • ATK:

          • 0

          • DEF:

          • 1800


          When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


          N Rarity
          PSY-Frame Driver
          N Rarity
          PSY-Frame Driver
          PSY-Frame Driver
          LIGHT 6
          PSY-Frame Driver
          • ATK:

          • 2500

          • DEF:

          • 0


          A Psychic soldier that rides into battle against the Security Forces on currents of lightning, using an autonomic amplifier called "PSY-Frame".


          UR Rarity
          Infinite Impermanence
          UR Rarity
          Infinite Impermanence
          Infinite Impermanence
          Trap Normal
          Infinite Impermanence

            Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


            UR Rarity
            Nibiru, the Primal Being
            UR Rarity
            Nibiru, the Primal Being
            Nibiru, the Primal Being
            LIGHT 11
            Nibiru, the Primal Being
            • ATK:

            • 3000

            • DEF:

            • 600


            During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


            UR Rarity
            Effect Veiler
            UR Rarity
            Effect Veiler
            Effect Veiler
            LIGHT 1
            Effect Veiler
            • ATK:

            • 0

            • DEF:

            • 0


            During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


            UR Rarity
            Crossout Designator
            UR Rarity
            Crossout Designator
            Crossout Designator
            Spell Quick
            Crossout Designator

              Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.




              Tag(s):

              Since you have strong drawing ability as well as one card combo ability, you can play over 15 copies of handtrap & staple freely.

              Runick

              R Rarity
              Runick Smiting Storm
              R Rarity
              Runick Smiting Storm
              Runick Smiting Storm
              Spell Quick
              Runick Smiting Storm

                Activate 1 of these effects, but skip your next Battle Phase after activation; ● Banish cards from the top of your opponent's Deck, up to the number of cards they control. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Smiting Storm" per turn.


                R Rarity
                Runick Slumber
                R Rarity
                Runick Slumber
                Runick Slumber
                Spell Quick
                Runick Slumber

                  Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 face-up monster on the field; the next time that monster would be destroyed by battle or card effect this turn, it is not destroyed, also it cannot attack this turn, then (after applying this effect) banish the top 3 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Slumber" per turn.


                  SR Rarity
                  Runick Flashing Fire
                  SR Rarity
                  Runick Flashing Fire
                  Runick Flashing Fire
                  Spell Quick
                  Runick Flashing Fire

                    Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 Special Summoned monster your opponent controls; destroy it, then banish the top 2 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Flashing Fire" per turn.


                    UR Rarity
                    Hugin the Runick Wings
                    UR Rarity
                    Hugin the Runick Wings
                    Hugin the Runick Wings
                    LIGHT 2
                    Hugin the Runick Wings
                    • ATK:

                    • 0

                    • DEF:

                    • 0


                    2 "Runick" monsters If this card is Special Summoned from the Extra Deck: You can discard 1 card; add 1 "Runick" Field Spell from your Deck to your hand. If another card(s) you control would be destroyed by card effect, you can banish this card you control instead. If this card on the field is destroyed by battle or card effect: Return this card to the Extra Deck.


                    SR Rarity
                    Runick Destruction
                    SR Rarity
                    Runick Destruction
                    Runick Destruction
                    Spell Quick
                    Runick Destruction

                      Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 Spell/Trap your opponent controls; destroy it, then banish the top 4 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Destruction" per turn.


                      UR Rarity
                      Runick Fountain
                      UR Rarity
                      Runick Fountain
                      Runick Fountain
                      Spell Field
                      Runick Fountain

                        You can activate "Runick" Quick-Play Spell Cards from your hand during your opponent's turn. Once per turn, if you activate a "Runick" Quick-Play Spell Card: You can target up to 3 "Runick" Quick-Play Spells in your GY; place them on the bottom of your Deck in any order, then draw the same number of cards.


                        SR Rarity
                        Runick Golden Droplet
                        SR Rarity
                        Runick Golden Droplet
                        Runick Golden Droplet
                        Spell Quick
                        Runick Golden Droplet

                          Activate 1 of these effects, but skip your next Battle Phase after activation; ● Your opponent draws 1 card, then you banish the top 4 cards of their Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Golden Droplet" per turn.


                          N Rarity
                          Runick Allure
                          N Rarity
                          Runick Allure
                          Runick Allure
                          Spell Continuous
                          Runick Allure

                            Each time a Quick-Play Spell Card activates: Banish the top card of your opponent's Deck. You can only control 1 "Runick Allure".


                            SR Rarity
                            Runick Freezing Curses
                            SR Rarity
                            Runick Freezing Curses
                            Runick Freezing Curses
                            Spell Quick
                            Runick Freezing Curses

                              Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 Effect Monster your opponent controls; negate its effects (until the end of this turn), then banish the top 3 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Freezing Curses" per turn.


                              UR Rarity
                              Munin the Runick Wings
                              UR Rarity
                              Munin the Runick Wings
                              Munin the Runick Wings
                              LIGHT 3
                              Munin the Runick Wings
                              • ATK:

                              • 0

                              • DEF:

                              • 2000


                              2 "Runick" monsters If this card is Special Summoned from the Extra Deck: You can discard 1 card; add 1 "Runick" Continuous Spell from your Deck to your hand. When your opponent activates a card or effect that targets a "Runick" card(s) you control or a Set card(s) you control (Quick Effect): You can banish this card you control; negate the activation, and if you do, destroy that card. Once per turn, during the End Phase: Gain 1000 LP.


                              UR Rarity
                              Runick Tip
                              UR Rarity
                              Runick Tip
                              Runick Tip
                              Spell Quick
                              Runick Tip

                                Activate 1 of these effects, but skip your next Battle Phase after activation; ● Add 1 "Runick" card from your Deck to your hand, except "Runick Tip", then banish the top card of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Tip" per turn.


                                R Rarity
                                Runick Dispelling
                                R Rarity
                                Runick Dispelling
                                Runick Dispelling
                                Spell Quick
                                Runick Dispelling

                                  Activate 1 of these effects, but skip your next Battle Phase after activation; ● If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase, discard 1 random card from their hand, then banish the top 2 cards of their Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Dispelling" per turn.


                                  fun game, field draw 3, one card combo of Ice Barrier draw 4, helps you control and create a fun, healthy playground

                                  Swap Frog (x3 (if possible))

                                  SR Rarity
                                  Swap Frog
                                  SR Rarity
                                  Swap Frog
                                  Swap Frog
                                  WATER 2
                                  Swap Frog
                                  • ATK:

                                  • 1000

                                  • DEF:

                                  • 500


                                  You can Special Summon this card (from your hand) by discarding 1 other WATER monster. When this card is Summoned: You can send 1 Level 2 or lower WATER Aqua monster from your Deck or face-up field to the GY. Once per turn: You can return 1 monster you control to the hand; you can Normal Summon 1 "Frog" monster during your Main Phase this turn, except "Swap Frog", in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)


                                  It can jump by itself, mill Mirror Mage for combos, and has the ability to push cards from the field to hand (but because it's limited, it's rarely used now).

                                  Adamancipator Risen - Dragite (x1)

                                  UR Rarity
                                  Adamancipator Risen - Dragite
                                  UR Rarity
                                  Adamancipator Risen - Dragite
                                  Adamancipator Risen - Dragite
                                  WATER 8
                                  Adamancipator Risen - Dragite
                                  • ATK:

                                  • 3000

                                  • DEF:

                                  • 2200


                                  1 Tuner + 1+ non-Tuner monsters During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can return cards your opponent controls to the hand, up to the number of excavated Rock monsters, also place the excavated cards on the bottom of your Deck in any order. When your opponent activates a Spell/Trap Card or effect, while a WATER monster is in your GY (Quick Effect): You can negate the activation, and if you do, destroy it. You can only use each effect of "Adamancipator Risen - Dragite" once per turn.


                                  Mainly go to the field to get negate spell/trap, ATK 3000 can OTK or rush into enemy negate so you can continue combo

                                  Graydle Dragon (x0-1)

                                  UR Rarity
                                  Graydle Dragon
                                  UR 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.


                                  Can clear the field by shooting card(s) and jumping WATER monsters from the grave if they leave the field by battle or effect

                                  Baronne de Fleur and Accel Synchro Stardust Dragon (x0-1)

                                  UR Rarity
                                  Baronne de Fleur
                                  UR Rarity
                                  Baronne de Fleur
                                  Baronne de Fleur
                                  WIND 10
                                  Baronne de Fleur
                                  • ATK:

                                  • 3000

                                  • DEF:

                                  • 2400


                                  1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use the previous effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.


                                  UR Rarity
                                  Accel Synchro Stardust Dragon
                                  UR Rarity
                                  Accel Synchro Stardust Dragon
                                  Accel Synchro Stardust Dragon
                                  WIND 8
                                  Accel Synchro Stardust Dragon
                                  • ATK:

                                  • 2500

                                  • DEF:

                                  • 2000


                                  1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can Special Summon 1 Level 2 or lower Tuner from your GY. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Stardust Dragon" from your Extra Deck (this is treated as a Synchro Summon), then, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control as material. This turn, the monsters Synchro Summoned by this effect are unaffected by your opponent's activated effects. You can only use each effect of "Accel Synchro Stardust Dragon" once per turn.


                                  This pair specializes in going together if you use Gamma , but this deck has Tuner Level 2 so you can still play them without using Gamma . Accel Synchro Stardust Dragon will jump back to a level 2 body and Synchro to Baronne to get a negate, shoot cards, big body can recover goods.

                                  Swordsoul Supreme Sovereign - Chengying (x0-1)

                                  UR Rarity
                                  Swordsoul Supreme Sovereign - Chengying
                                  UR Rarity
                                  Swordsoul Supreme Sovereign - Chengying
                                  Swordsoul Supreme Sovereign - Chengying
                                  WATER 10
                                  Swordsoul Supreme Sovereign - Chengying
                                  • ATK:

                                  • 3000

                                  • DEF:

                                  • 3000


                                  1 Tuner + 1+ non-Tuner monsters For each banished card, this card gains 100 ATK/DEF and monsters your opponent controls lose 100 ATK/DEF. If this card would be destroyed by card effect, you can banish 1 card from your GY instead. If a card(s) is banished (except during the Damage Step): You can banish 1 card each from both your opponent's field and GY. You can only use this effect of "Swordsoul Supreme Sovereign - Chengying" once per turn.


                                  Big body punching bag and self-protection, can banish 2 of opp's cards (1 from the field, 1 from the grave)

                                  Icejade Gymir Aegirine (x0-1)

                                  UR Rarity
                                  Icejade Gymir Aegirine
                                  UR Rarity
                                  Icejade Gymir Aegirine
                                  Icejade Gymir Aegirine
                                  WATER 10
                                  Icejade Gymir Aegirine
                                  • ATK:

                                  • 3000

                                  • DEF:

                                  • 1500


                                  1 WATER Tuner + 1+ non-Tuner monsters (Quick Effect): You can activate this effect; face-up monsters you control cannot be destroyed, or banished, by your opponent's card effects this turn. Then, if you activated this effect in response to your opponent's card or effect activation, and your opponent has a card(s) with that name on their field and/or GY, you can banish those cards. If a card(s) is banished by your opponent's card effect, while this card is in your GY (except during the Damage Step): You can Special Summon this card. You can only use each effect of "Icejade Gymir Aegirine" once per turn.


                                  has the ability to protect all your face-up monsters from being destroyed or banished by enemy cards, can only be punched through (and your endboard monsters are so big, after being punched, Ice Barrier still triggers the effect), then can banish the card if you use it to respond to the opp effect


                                  Has the ability to jump from the grave if opp's card is banished

                                  Salamangreat Almiraj (x1)

                                  UR Rarity
                                  Salamangreat Almiraj
                                  UR Rarity
                                  Salamangreat Almiraj
                                  Salamangreat Almiraj
                                  FIRE
                                  Salamangreat Almiraj
                                  • ATK:

                                  • 0

                                  • LINK-1

                                  Link Arrow:

                                  Bottom-Right


                                  1 Normal Summoned monster with 1000 or less ATK (Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent's card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.


                                  The easiest way to send monsters to the grave is to normal summon and then link to Almiraj

                                  Marincess Coral Anemone (x1)

                                  SR Rarity
                                  Marincess Coral Anemone
                                  SR Rarity
                                  Marincess Coral Anemone
                                  Marincess Coral Anemone
                                  WATER
                                  Marincess Coral Anemone
                                  • ATK:

                                  • 2000

                                  • LINK-2

                                  Link Arrow:

                                  Left

                                  Bottom


                                  2 WATER monsters You can target 1 WATER monster with 1500 or less ATK in your GY; Special Summon it to your zone this card points to, also you cannot Special Summon monsters for the rest of this turn, except WATER monsters. If this card is sent from the field to the GY: You can target 1 "Marincess" card in your GY, except "Marincess Coral Anemone"; add it to your hand. You can only use each effect of "Marincess Coral Anemone" once per turn.


                                  is an important part of one card combo, jumping 1 monster from grave is enough for you to be able to combo draw 4 cards (see combo section)


                                  S:P Little Knight (x1)

                                  UR Rarity
                                  S:P Little Knight
                                  UR Rarity
                                  S:P Little Knight
                                  S:P Little Knight
                                  DARK
                                  S:P Little Knight
                                  • ATK:

                                  • 1600

                                  • LINK-2

                                  Link Arrow:

                                  Left

                                  Right


                                  2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.


                                  super mercenary, you breathe, I banish card

                                  Icejade Ran Aegirine (x0-3)

                                  SR Rarity
                                  Icejade Ran Aegirine
                                  SR Rarity
                                  Icejade Ran Aegirine
                                  Icejade Ran Aegirine
                                  WATER 7
                                  Icejade Ran Aegirine
                                  • ATK:

                                  • 1500

                                  • DEF:

                                  • 2500


                                  This card's name becomes "Icejade Cenote Enion Cradle" while equipped with an Equip Card. You can discard 1 other "Icejade" card or WATER monster; Special Summon this card from your hand, then you can Special Summon 1 "Icejade Token" (Aqua/WATER/Level 3/ATK 0/DEF 0). While that Token is in the Monster Zone, the player who Summoned it cannot Special Summon monsters from the Extra Deck, except WATER monsters. You can only use this effect of "Icejade Ran Aegirine" once per turn.


                                  WATER's super mercenary (except WATER Xyz), this card spawns level 3 tokens, while it is a Level 7 Tuner so you can get a Level 10 Synchro extremely easily, eat too many handtraps and still have the boss on the field dying

                                  Some staples are rarely used or used in some suitable engines.

                                  UR Rarity
                                  Bahamut Shark
                                  UR Rarity
                                  Bahamut Shark
                                  Bahamut Shark
                                  WATER
                                  Bahamut Shark
                                  • ATK:

                                  • 2600

                                  • DEF:

                                  • 2100


                                  2 Level 4 WATER monsters Once per turn: You can detach 1 material from this card; Special Summon 1 Rank 3 or lower WATER Xyz Monster from your Extra Deck. This card cannot attack for the rest of this turn.


                                  SR Rarity
                                  Mudragon of the Swamp
                                  SR Rarity
                                  Mudragon of the Swamp
                                  Mudragon of the Swamp
                                  WATER 4
                                  Mudragon of the Swamp
                                  • ATK:

                                  • 1900

                                  • DEF:

                                  • 1600


                                  2 monsters with the same Attribute but different Types Your opponent cannot target this card, or monsters on the field with the same Attribute as this card, with card effects. Once per turn (Quick Effect): You can declare 1 Attribute; this card becomes that Attribute until the end of this turn.


                                  R Rarity
                                  Silent Sea Nettle
                                  R Rarity
                                  Silent Sea Nettle
                                  Silent Sea Nettle
                                  WATER 4
                                  Silent Sea Nettle
                                  • ATK:

                                  • 800

                                  • DEF:

                                  • 1300


                                  If you control a WATER monster: You can Special Summon this card from your hand. You cannot Special Summon monsters, except WATER monsters, the turn you activate this effect. You can banish this card from your GY, then target up to 3 WATER monsters in your GY; shuffle them into the Deck. You can only use each effect of "Silent Sea Nettle" once per turn.


                                  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.


                                  SR Rarity
                                  White Aura Whale
                                  SR Rarity
                                  White Aura Whale
                                  White Aura Whale
                                  WATER 8
                                  White Aura Whale
                                  • ATK:

                                  • 2800

                                  • DEF:

                                  • 2000


                                  1 WATER Tuner + 1+ non-Tuner WATER monsters When this card is Synchro Summoned: You can destroy all your opponent's Attack Position monsters. This card can make up to 2 attacks on monsters during each Battle Phase. If this card attacks a Defense Position monster, inflict piercing battle damage. 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.


                                  UR Rarity
                                  Number 4: Stealth Kragen
                                  UR Rarity
                                  Number 4: Stealth Kragen
                                  Number 4: Stealth Kragen
                                  WATER
                                  Number 4: Stealth Kragen
                                  • ATK:

                                  • 1900

                                  • DEF:

                                  • 1500


                                  2 Level 4 WATER monsters All face-up monsters on the field become WATER. Once per turn, during the Main Phase (Quick Effect): You can destroy 1 WATER monster your opponent controls, and if you do, inflict damage to your opponent equal to half the ATK it had on the field. If this Xyz Summoned card is destroyed: You can Special Summon "Stealth Kragen Spawn(s)" from your Extra Deck, up to the number of materials this card had, then you can attach up to 1 WATER monster from your GY to each of those Special Summoned monsters as material.


                                  R Rarity
                                  Abyss Keeper
                                  R Rarity
                                  Abyss Keeper
                                  Abyss Keeper
                                  WATER
                                  Abyss Keeper
                                  • ATK:

                                  • 1500

                                  • LINK-2

                                  Link Arrow:

                                  Bottom-Left

                                  Bottom-Right


                                  2 WATER monsters Cannot be used as Link Material the turn it is Link Summoned. If this card is Link Summoned: You can Special Summon 1 Fish monster from your hand to your zone this card points to. You can target 1 other Fish monster you control and 1 card your opponent controls; banish those cards. You can only use each effect of "Abyss Keeper" once per turn.


                                  SR Rarity
                                  Abyss Shark
                                  SR Rarity
                                  Abyss Shark
                                  Abyss Shark
                                  WATER 5
                                  Abyss Shark
                                  • ATK:

                                  • 1200

                                  • DEF:

                                  • 700


                                  If this card is used for the Xyz Summon of a "Number" monster, it can be treated as a Level 3 or 4 monster. If all monsters you control are WATER (min. 1): You can Special Summon this card from your hand, and if you do, add 1 Level 3, 4, or 5 Fish monster from your Deck to your hand, except "Abyss Shark". For the rest of this turn, you cannot Special Summon monsters, except WATER monsters, also, double the first battle damage inflicted to your opponent this turn by your "Number" monster battling another monster. You can only use this effect of "Abyss Shark" once per turn.


                                  SR Rarity
                                  Herald of the Arc Light
                                  SR Rarity
                                  Herald of the Arc Light
                                  Herald of the Arc Light
                                  LIGHT 4
                                  Herald of the Arc Light
                                  • ATK:

                                  • 600

                                  • DEF:

                                  • 1000


                                  1 Tuner + 1+ non-Tuner monsters Any monster sent from the hand or Main Deck to the GY is banished instead. When a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy that card. If this card is sent to the GY: You can add 1 Ritual Monster or 1 Ritual Spell from your Deck to your hand.


                                  UR Rarity
                                  Super Polymerization
                                  UR Rarity
                                  Super Polymerization
                                  Super Polymerization
                                  Spell Quick
                                  Super Polymerization

                                    Discard 1 card; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from either field as Fusion Material. Neither player can activate cards or effects in response to this card's activation.




                                    Tag(s):

                                    UR Rarity
                                    Garura, Wings of Resonant Life
                                    UR Rarity
                                    Garura, Wings of Resonant Life
                                    Garura, Wings of Resonant Life
                                    DARK 6
                                    Garura, Wings of Resonant Life
                                    • ATK:

                                    • 1500

                                    • DEF:

                                    • 2400


                                    2 monsters with the same Type and Attribute, but different names Any battle damage your opponent takes from battles involving this card is doubled. If this card is sent to the GY: You can draw 1 card. You can only use this effect of "Garura, Wings of Resonant Life" once per turn.


                                    R Rarity
                                    Lifeless Leaffish
                                    R Rarity
                                    Lifeless Leaffish
                                    Lifeless Leaffish
                                    WATER 4
                                    Lifeless Leaffish
                                    • ATK:

                                    • 1500

                                    • DEF:

                                    • 1600


                                    When this card is Summoned: You can send 1 Fish monster from your Deck to the GY, except "Lifeless Leaffish". You can banish this card from your GY, then target 3 Fish monsters in your GY; shuffle those monsters into your Deck, then draw 1 card. You can only use each effect of "Lifeless Leaffish" once per turn.


                                    SR Rarity
                                    Evenly Matched
                                    SR Rarity
                                    Evenly Matched
                                    Evenly Matched
                                    Trap Normal
                                    Evenly Matched

                                      At the end of the Battle Phase, if your opponent controls more cards than you do: You can make your opponent banish cards from their field face-down so they control the same number of cards as you do. If you control no cards, you can activate this card from your hand.


                                       



                                      Combo

                                       

                                      Mirror Mage of the Ice Barrier (Combos)

                                       Rarity
                                      Mirror Mage of the Ice Barrier
                                       Rarity
                                      Mirror Mage of the Ice Barrier
                                      Mirror Mage of the Ice Barrier
                                      WATER 2
                                      Mirror Mage of the Ice Barrier
                                      • ATK:

                                      • 1000

                                      • DEF:

                                      • 400


                                      You can Tribute 1 other Effect Monster; Special Summon up to 3 "Ice Barrier Tokens" (Aqua/WATER/Level 1/ATK 0/DEF 0), and if you do, increase this card's Level by that number, also you cannot Special Summon from the Extra Deck for the rest of this turn, except WATER Synchro Monsters. If this card is sent to the GY: You can add 1 of your "Ice Barrier" cards that is banished or in your Deck to your hand, except "Mirror Mage of the Ice Barrier". You can only use each effect of "Mirror Mage of the Ice Barrier" once per turn.


                                      >>> all combos, click here <<<




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