Pink Floyd's "The Barrier" (Guide to Ice Barrier, 2023)

I never thought I'd see the day when in the grand year of 2023, konami would decide that enough was enough, and they went shattered my previous guide to pieces.

By the end of this short novel here, you'll have basically all you need to get a competent Ice Barrier deck ready for your locals as they aren't likely to be slamming into Purrely anytime soon.

For those just joining the game, Ice Barrier is an archetype of water monsters whose better cards offer various control elements that, when stacked properly, can force your opponent to do nothing for their turn, or next to nothing. They've come a long way to be here, so please save your questions for the very end.

Let's kick things off the way we've always with objectively bad monsters.

I would humbly suggest you don't run any of these:

The Bad Cards Effect Why it is bad
Blizzed, Defender of the Ice Barrier If this card is destroyed by battle and sent to the GY: Draw 1 card. Across the board, "exploders" have never been good and this isn't different. This wasn't even good the day it was printed.
Caravan of the Ice Barrier Once per turn: You can target 2 "Ice Barrier" monsters in your GY; shuffle both into the Deck, then each player draws 1 card. This wouldn't be awful off of Winds, per se, if it wasn't for the fact that it makes your opponent plus. We don't like that.
Dance Princess of the Ice Barrier Once per turn, if you control another "Ice Barrier" monster: You can reveal any number of "Ice Barrier" monsters in your hand, then target an equal number of Set Spells/Traps your opponent controls; return those targets to the hand. The concept is great but the problem is that all she does is spin back to Hand. In tandem with something like Medium or Spellbreaker she might be useful. But Medium and Spellbreaker don't need Dance Princess to be good, so you can go without her.
Judge of the Ice Barrier While you control another "Ice Barrier" monster, each time your opponent activates a card or effect by paying LP, they lose 500 LP. You can only use each of the following effects of "Judge of the Ice Barrier" once per turn. You can target 1 or 2 "Ice Barrier" monsters in your GY and 1 or 2 cards in your opponent's GY; shuffle them into the Deck. If you control an "Ice Barrier" monster: You can banish this card from your GY, then target 1 Attack Position monster on the field; change it to Defense Position. The saddest card in the SD. It doesn't really do anything. 500 LP isn't much of a penalty, she doesn't burn automatically, lets your opponent plus too (this can very much be a detriment depend on the cards selected even though this effect is optional), and her effect on banish is worthless.
Pilgrim of the Ice Barrier Cannot be destroyed by battle with a monster that has 1900 or more ATK. Thanks. Why is this dude even here?
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. What if you wanted to just run ojamas. But in a worse way.
Geomancer of the Ice Barrier Once while face-up on the field: You can discard 1 card and declare 1 Attribute; monsters with that declared Attribute cannot target this card for attacks. This effect would be HILARIOUS against mono-attribute decks if he protected all ice barrier cards besides himself. Its a shame. A shame I tell you.
Royal Knight of the Ice Barrier If this card is Tribute Summoned: Special Summon 1 "Ice Coffin Token" (Aqua/WATER/Level 1/ATK 1000/DEF 0) in Attack Position to your opponent's field. This Token cannot be Tributed for a Tribute Summon. I was half considering seeing what sort of new life this man could generate until I read "tribute". Time remains unkind to the brilliant one.
Strategist of the Ice Barrier Once per turn: You can send 1 "Ice Barrier" monster from your hand to the GY; draw 1 card. He was good. He really was. These days he's slow and we don't need him anymore.
Sacred Spirit of the Ice Barrier Cannot be Special Summoned. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand. If you control another "Ice Barrier" monster, this card's End Phase effect instead becomes "Target 1 monster your opponent controls; return it to the hand". Spirit cards outside of Shinobird (even they're on thin ice) are generally bad from the offset but this guy you cannot special summon spins exclusively, and returns to your hand after. He might've been good off Winds but spirits is as spirits do.
Samurai of the Ice Barrier If this face-up Attack Position card is changed to face-up Defense Position: Destroy this card, and if you do, draw 1 card. A killer in the Digital Bug matchup. Surely, this was all a part of the plan. Seriously, I wonder what the card designer was seeking to do here. Cuz Samurai would be better as food than played here.
Dewdark of the Ice Barrier If the only face-up monsters you control are Level 2 or lower, this card can attack your opponent directly. Last I heard he was playing with the frogs on sabbatical. I hope he's having fun.
General Gantala of the Ice Barrier Once per turn, during your End Phase: You can target 1 "Ice Barrier" monster in your GY, except "General Gantala of the Ice Barrier"; Special Summon it. He's very slow. But he can drop some additional wall down, and he's kinda hard to dislodge.

Hey, you. You're finally awake. You were trying to cross the barrier, right? Walked right into that Dragonic ambush, same as us, and that thief over there.

Inbetween the "bad" monsters and the "good" monsters, I wanted to include those that have control elements that you might want to splash into your build. Some of these are better than others, but they are all, collectively, tools in the box that you can reach for.

These are cards that I don't consider to playmakers on their own. Instead, they disable your opponents plays or, can assist you with yours. I am choosing to do this here as really, you can do a lot of different things with Ice Barrier, and I wanted to ensure you knew how creative you could be.

Its utility might be questionable, but

Those you might find useful Effect Why you might find it useful (recommended ratio)
Shock Troops of the Ice Barrier You can Tribute this card, then target 1 WATER monster on the field; destroy it, and if you do, add 1 "Ice Barrier" monster from your Deck to your hand. You may consider running this if you find yourself really wanting to pop a Mirror Magic Master token for a draw. (1-2)
Cryomancer of the Ice Barrier While you control another "Ice Barrier" monster, Level 4 or higher monsters cannot declare an attack. Him in combination with others can create a chain reaction that will doom society. Cryomancer is like if Melodious took itself more seriously. (2-3)
Dai-sojo of the Ice Barrier If this card is Normal or Flip Summoned: Change it to Defense Position. "Ice Barrier" monsters you control cannot be destroyed by Spell/Trap effects. With his powers combined you can simply ignore raigeki or whatever. (1-2, bias toward 1)
Defender of the Ice Barrier While you control another "Ice Barrier" monster, monsters your opponent controls cannot declare an attack if their ATK is greater than or equal to this card's DEF. Really quite good, even these days. The Dryton player can play through Cryomancer, but not this fox. Never this fox. (2-3, bias toward 2)
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. Summoning condition blows and she was horrible for a long time due to this. Summonable thanks to Prior and Zuijin if wish (1)
Secret Guards of the Ice Barrier Your opponent cannot target "Ice Barrier" monsters you control with monster effects. Defender and Secret Guards create an amusing lock that shuts down basically anything that would be a threat. However you'd need to summon him, and for that reason he's restricted behind the tomfoolery you can do with Winds. (1)
Warlock of the Ice Barrier While you control another "Ice Barrier" monster, both players must Set Spell Cards before activating them, and cannot activate them until their next turn. People on twitter were talking up this dude because he's ASF on legs. For my money, I think Medium clears him but hey. I've been wrong before. (1)
Spellbreaker of the Ice Barrier Once per turn: You can send 1 "Ice Barrier" monster from your hand to the GY; neither player can activate Spell Cards until the end of your next turn, while this monster is face-up on the field. Basically Warlock, but more, if you want. (1)
General Grunard of the Ice Barrier During your Main Phase, you can Normal Summon 1 "Ice Barrier" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) He's not a playmaker, he offers no control benefits, but he does let you normal summon again. This can be useful, to those that want to benefit from it, but he's dangerously close to being just "bad". (1)
General Raiho of the Ice Barrier When your opponent's monster effect activated on the field resolves, they must discard 1 card or the effect is negated (their choice). People on twitter were gassing up this fella too. I think better control options exist but hey, he's another flavor if you care to. (1)

And now, from questionable utility, to the playmakers themselves. Some new, most old, all very good choices for any ice barrier build.

Run these, or freeze to death. Simple as.

The Good Ones Effect What makes them good (recommended ratio)
General Wayne of the Ice Barrier 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. Generally speaking you're gonna wanna go turn 1 to get your barrier set up so his cyber dragon summoning condition can only be so good. That being said, we love and really need an S/T searcher because Medallion is simply gonna get the ball rolling very nicely. Other good priority cards include Winds, and Freezing Chains. Grab whatever you think you'd benefit from the most. His control effect is the bees knees also. (2-3, I use 3 for now)
Georgius, Swordsman of the Ice Barrier 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, Swordsman 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. He's new and horrifying. Not only is his control effect wildly hilarious, but he boldly summons himself for free, and then you can summon Wayne if you happen to have him. If not, anything listed in this table save for Speaker would be very welcome. (3. That's it.)
Mirror Magic Master of the Ice Barrier You can Tribute 1 other Effect Monster; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except WATER Synchro Monsters, also 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 the same number. 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 Magic Master of the Ice Barrier". You can only use each effect of "Mirror Magic Master of the Ice Barrier" once per turn. She's so so funny and I haven't seen many (if any) talk about her. Tributing a nerd to let her make 3 tokens makes Winds Over the Ice Barrier nearly consequence free. You used to have to summon other monsters in order to make it worth it. I just feel foolish now. Alternatively, you can make synchros with said tokens if that is more your style. Her GY effect is golden as well. She's a custom card if there ever was one, and she's perfectly balanced to boot. (3 all day. She's a staple now.)
Speaker for the Ice Barriers 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). Control effect isn't horrible, but we don't need speaker for that. We like speaker because she summons herself for free, then she can make a token later on to enable another run through of Mirror Master. (2-3, she can be bricky sometimes)
Prior of the Ice Barrier If you control an "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 Summon this way. You can Tribute this card, then target 1 "Ice Barrier" monster in your GY, except "Prior of the Ice Barrier"; Special Summon that target. My older builds were centralized around breaking him out of his original restrictions so that you can summon generals. You can still do that but now its even easier. And hey, you can use him for other stuff too. (2-3, 2 might be better. You will see, he pulls his weight.)
Revealer 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 "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. Control effect is bad. Lynchpin in the monarch matchup. Ideal tuner targets are Mirror Magic Master or Hexa. If you run it, Defender isn't a bad option either but the former two are obviously preferred. (3, she's a solid playmaker)
Zuijin 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 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. Used to be he was your better shot at nailing a General. These days he might as well do other things as well. Don't count on his second effect coming in clutch very often. Still, in that way he becomes a good target for Winds. Or the synchro effort. (1-2)
Hexa 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 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. The control effect isn't bad. Only problem is, it doesn't linger. This is only a problem cuz Hexa isn't staying for very long. Pad your GY with Prior or something you aren't using that can be revived later off Clear Wall, and enjoy the synchro effort. (I like him at 3, you might find that cloggy).

The spells and traps will be lumped into one thing so, pay attention.

These are;

Books and Hazards of the Iced Barrier

The spell or trap Effect What I think of it (recommended ratio)
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. Its really good. Yes, you are going to find yourself with at least a few level 4 or lower IB's in the GY. Prior, Hexa, Revealer, Mirror Master, the list goes on. At this point you will probably find yourself controlling 3+ IBs but even if you don't, its worth it for the revive alone. In addition, this thing basically clears a few of the already existing IB monsters, and I think that's pretty cool. (2-3, I run 3)
Ice Barrier) When an attack is declared involving your opponent's monster: Change that opponent's monster's ATK to 0, negate its effects, also it cannot change its battle position. You can banish this card from your GY; send 1 Level 5 or higher WATER monster from your Deck to the GY, then, you can add 1 WATER monster from your GY to your hand, also, until the end of your next turn after this effect resolves, you cannot Special Summon monsters, except WATER monsters. You can only use this effect of "Ice Barrier" once per turn. Yes, it is searchable in-archetype. But it should've been a field spell, and should've done something else. Certainly does the job of its namesake. I don't run it but, you might want to consider it. (1-2 by preference)
Magic Triangle of the Ice Barrier Reveal 3 "Ice Barrier" monsters with different names in your hand, then target 1 card your opponent controls; destroy that target, and if you do, Special Summon 1 "Ice Barrier" monster from your hand. Its going to go off at one point and time. Its a worthy consideration but my guess is, for the majority, it'll die in the same stage. (1-2 by preference).
Medallion of the Ice Barrier Add 1 "Ice Barrier" monster from your Deck to your hand. Do you think its just an ornate piece of chocolate? I hope so because its pretty freakin' sweet. Run 3 of them. Shut up, its E-Call but for Ice Barrier. Shut up. (3)
Mirror of the Ice Barrier During this turn, each time a card(s) is banished from your hand, field, and/or GY by your opponent's activated monster effect, apply the following effects, based on where the cards were banished from. ● Hand: Banish up to 2 random cards from your opponent's hand. ● Field: Banish up to 2 cards your opponent controls. ● GY: Banish up to 2 cards from your opponent's GY. Its really good at countering Trish. (0).
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. Its a playmaker, a way of life, something to be, something worth dreaming about, something to fight in the honor of, and in defense of; and finally, a reason to awaken in the morning. Its a stellar card. And its never been better. (3).
Frozen Domain Leading to the Ice Barrier Your opponent cannot activate cards or effects in response to the activation of your "Ice Barrier" monsters' effects. If a monster(s) is Special Summoned from the Extra Deck: You can return 1 "Ice Barrier" monster you control to the hand or Deck, then you can place 1 card on the field or in the GY on the bottom of the Deck. You can only use this effect of "Frozen Domain Leading to the Ice Barrier" once per turn. Once per turn, during your End Phase: Reveal 3 "Ice Barrier" monsters with different names in your Extra Deck or destroy this card. Its a new trap and it doesn't impress me because of that. I wish it was a spell. Protection is nuts, recycling of your own materials is great, even the "maintenance cost" (if you wanna call it that) makes its benefits justifiable. But its slow. (any amount by preference)

And now for the almighty opressors themselves, the dudes that keep escaping their own prison. These can be run in any amount, and I would recommend that you do.

These are;

The Icebreakers

The Extra Deck Effect Why this, and why now?
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. The discard can be costly sometimes but his spinning is pretty good. With a single card, you can dislodge a stacked board, presuming no negates
Brionac, the Dragon of Icy Malevolence If this card is Synchro Summoned: You can discard 1 card, then target 1 card on the field; return it to the hand. If this card is Special Summoned from the GY: You can discard 1 card, then target 1 card on the field; return it to the hand. You can only use each effect of "Brionac, the Dragon of Icy Malevolence" once per turn. Getting GY setup is useful, however if that needs to be done, other cards can do it better. If a flavor of Brio should be run, the original will suit you better.
Dewloren, Tiger King of the Ice Barrier You can target any number of other face-up cards you control; return those targets to the hand, then, this card gains 500 ATK for each card returned to the hand by this effect, until the end of this turn. You can only use this effect of "Dewloren, Tiger King of the Ice Barrier" once per turn. A tool in the box, just be careful you don't doom yourself.
Gungnir, Dragon of the Ice Barrier Once per turn: You can discard up to 2 cards to the GY, then target the same number of cards your opponent controls; destroy them. He targets but the destruction is appreicated anyway.
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.) (small trish). The original. The big bad hydra herself. She is unlimited and is ready to cause the same havoc every day.
Trishula, Zero 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, 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. (Big Trish). She doesn't care. At all. Not about you, not about me, and especially not about targeting. Her floating effect isn't a synchro summon, so you just summon small trish as a beatstick. However, you will do some very serious damage anyway.

Honorable mentions for cards that are Ice Barrier cards in all but name:

  • Trishula, the Dragon of Icy Imprisonment
    • Its bad. Contact fusion that banishes materials which IB can get back, but slowly.
  • Lancea, Dragonic Ancestor of the Ice Spirit Mountain
    • He puts the Ice Barrier on the map. His special summon is considered a synchro summon so summoning any flavor of Trish is a hilarious idea, but that's not even the best part. Freely tag in whatever Ice Barrier member that would best upset your opponent in the moment. You are spoiled for choice beyond belief.
  • Terror of Trishula
    • Lancea can help set it up but it requires too much effort to constitute inclusion in any "serious" IB deck.

I do not have the constitution for Mathematics or, "Maths" as the Brits put it. For some reason.

I've already done this in the past so I'm just going to copy my own homework and freshen it up a bit.

For the synchro effort; you'll want Revealer to make nearly any Synchro as she is the most useful in this regard. From there the math looks like this:

  • Revealer + Hexa (2) = Brio. Never ever use Zuijin for Hexa. it is never profitable when it would count.
  • Revealer + Hexa (3) = Gung Defender is a great choice
  • Revealer + Hexa (will vary) + some other level 2 or 3 = Small Trish.
  • Revealer + Hexa (3) + Whatever other lvl 4 (probably Speaker) = Big Trish
  • Revealer + Georgius = Lancea

Hexa, is basically a one stop shop save for Lancea, at which point it just becomes easier to use your bird. Its like I've never said: if you have a bird, you might as well use it.

As for the generals; I don't include them as you cannot count on an Zuijin in gy. But, if he is, and if you plan ahead:

  • Grunard becomes lvl 6,
  • Raiho lvl 4,
  • Gantala lvl 5
  • Wayne lvl 3

Wayne is fast becoming the most relevant here.

Saying the quiet part out loud

  • Summon something twice
    • Summon Mirror Magic Master
      • Tribute one of those two somethings.
      • Produce 3 tokens
  • Activate Winds
    • Clear your field then summon:
      • Whatever you want
      • I liked to go with Cryo, Defender, Spellbreaker, Prior, and Secret Guards
      • Odds are your foe can't attack, can't target with monster effects, can't use spells, and you also have Prior, which could summon Medium, Wayne, or whatever you'd wish.

The Crimson Dragon Greet and Beat

As quickly as possible:

  • Grunard + any level 4 = Crimson Dragon
  • Revealer + Geogrius = Lancea
  • Crimson effect target Lancea
    • Crimson returns to the ED, and then you can summon a ton of crap. What's your pleasure?
      • Dis Pater for some situational protection
      • Timelord Progenitor Vorpgate because nobody has ever seen that before. Ever.
      • Shooting Star Dragon if you want the game to end yesterday
      • Hot Red Dragon Archfiend Bane because IB doesn't have a level 12 but you wanna have an immense amount of fun anyway
    • What I'm getting at here is there are enough level 10s out there that you can experiment with to make your opponent raise an eyebrow or two. Maybe don't use the timelord though.

I challenge you to do it yourself. See what color the sky turns.

Smugly arise from the wall you've built knowing full and well, that its hard to be more annoying than this. They really deserved this, and I'm so glad I had a basis before all this happened. Shoutout to those lucky few that snagged their SD.

Tonight, we freeze like kings.

Thanks for reading, I hope this is of benefit.

If you should go climbing

On the ice of modern Barrier

Dragging behind you a card carrier

Of a million bad support cards

Don't be surprised when a dragons roaring cries

Pierces the wall nearby

You fall out of depth and out of your duel

With your fear careening toward you

As you freeze in mid-step