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Ice Barrier Support: Dawn of the Glacial Frost Crystals!!!


magemeek22

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[b][i]So far, this is my third set of Ice Barrier cards I've made, and I hope i leave it at that! I'm an avid user of the archetype, but always experience difficulty executing powerful plays due to the lack of decent support for Ice Barrier cards. Thus, I devised three sets of cards - Glacial, Frost, and Crystal - that are meant to support Ice Barriers and expedite the process of getting powerful monsters on to the field. Additionally, I have included some extra cards that are aimed to support Ice Barriers without adding new features.[/i][/b]

[b][i]Unfortunately, I tend to have a knack for making ridiculously overpowered cards, but I tried extremely hard to make these cards viable and not as horribly OP. But please, any comments on how I can further balance, improve, and correct these cards would be greatly appreciated![/i][/b]

[b][i]**********************************************************************************************************************************************************************[/i][/b]
[center][b][u]Card Set 1: The Glacial Cards[/u][/b][/center]
[center][b]These cards were created to add a strong defense to the "Ice Barrier" cards out there. Since they're all easy to get out on to the field and there are a series of support cards that aid this process, they can help crowd the field and stall until the controller is ready to Synchro Summon. They are also meant to help crowd the field with Ice Barrier monsters, since their removal from the field generally allows for valuable Special Summons. The cards are as follows (Note that not all of them have "Glacial" in the title):[/b][/center]

[b][i]Card One: "Glacial Wall of the Ice Barrier"[/i][/b]
[img]http://i.imgur.com/LBKkU.jpg[/img]
[i]When this card is selected as an attack target while in Defense Position, it gains DEF equal to the attacking monster's ATK.[/i]

[b][i]Card Two: "Glacial Cage of the Ice Barrier"[/i][/b]
[img]http://i.imgur.com/LXlsB.jpg[/img]
[i]FLIP: Target one monster on the field, and equip this card to the target. During each End Phase, the target loses 500 ATK and 500 DEF. When that target has 0 ATK, destroy it and this card. Then Special Summon 2 level 3 "Ice Barrier" monsters from your Deck. This card and the target this card is equipped to cannot be removed from the field except by the effect of this card.[/i]

[b][i]Card Three: "Giant Iceberg of the Ice Barrier"[/i][/b]
[img]http://i.imgur.com/27Thu.jpg[/img]
[i]FLIP: If this card is an attack target, negate the attack and Special Summon 2 "Glacial Wall of the Ice Barrier" cards in face-up Defense Position.[/i]

[b][i]Card Four: "Glacial Summoner of the Ice Barrier"[/i][/b]
[img]http://i.imgur.com/Gi3d1.jpg[/img]
[i]When this card is Normal Summoned, change it to face-up Defense Position. During each End Phase that this card is face-up, Special Summon one "Glacial Token" (Aqua-type/WATER/Level 2/ATK 0/DEF 0). Glacial Tokens cannot be destroyed by battle or used for Synchro Summon. When this card leaves the field, destroy all "Glacial Tokens" on your side of the field and Special Summon one "Ice Barrier" monster from your Deck with a Level up to the number of "Glacial Tokens" that were destroyed by this effect x2.[/i]

[b][i]Card Five: "Glacial Shards of the Ice Barrier"[/i][/b]
[img]http://i.imgur.com/xQYo1.jpg[/img]
[i]You can Tribute one or more WATER monsters to Special Summon this card. This card's total level is equal to the total level of the tributes. When this monster is destroyed by battle or by your opponent's card effect, Special Summon "Ice Barrier" monsters from your Deck whose total Level equal this card's Level.[/i]

[b][i]Card Six: "Freezing Spell of the Ice Barrier"[/i][/b]
[img]http://i.imgur.com/Uyl8p.jpg[/img]
[i]Activate during your opponent's turn only. Target one face-down monster you control. Tribute it, and then Special Summon one "Glacial Cage of the Ice Barrier" in face-down Defense Position. Your opponent must attack this turn if possible.[/i]

[b][i]**********************************************************************************************************************************************************************[/i][/b]


[center][b][u]Card Set 2: The Frost Cards[/u][/b][/center]
[center][b]Although this set of cards adds some newer cards with less support features, it also contains a set of powerful Union monsters that can make your "Ice Barrier" monsters EXTREMELY difficult to overcome in battle. However, the cards can only be used on Level 4 or lower monsters, so a player can't simply wreck their opponent by making their ultra-powerful cards invincible. There are also cards in this set that allow you to add Union monsters to your hand by tributing stronger monsters you control. Additionally, the less support-based cards also build upon these Union monsters, which adds to the complexity and potential of this set. [/b][b]The cards are as follows (Note that not all of them have "Frost" in the title):[/b][/center]

[left][i][b]Card One: "Frost Armor of the Ice Barrier"[/b][/i][/left]
[left][img]http://i.imgur.com/u8j6p.jpg[/img][/left]
[i]Once per turn, during your Main Phase, you can equip this card from your side of the field or hand to a face-up Level 4 or lower "Ice Barrier" monster. When that monster is involved in battle with an opponent's monster, the opponent's monster's ATK is halved until the End Phase. If the monster this card is equipped to is destroyed, destroy this card instead.[/i]

[b][i]Card Two: "Frost Staff of the Ice Barrier"[/i][/b]
[img]http://i.imgur.com/FXJGR.jpg[/img]
[i]Once per turn, during your Main Phase, you can equip this card from your side of the field or hand to a face-up Level 4 or lower "Ice Barrier" monster. That monster cannot be destroyed by your opponent's card effects.[/i]

[b][i]Card Three: "Frost Sword of the Ice Barrier"[/i][/b]
[img]http://i.imgur.com/W9Wxs.jpg[/img]
[i]Once per turn, during your Main Phase, you can equip this card from your side of the field or hand to a face-up Level 4 or lower "Ice Barrier" monster. When that monster is involved in battle with an opponent's monster, its ATK is doubled until the End Phase. If the monster equipped to this card is destroyed, this card is also destroyed; Then, destroy all monsters your opponent controls.[/i]

[b][i]Card Four: "Heirlooms of the Forgotten General"[/i][/b]
[img]http://i.imgur.com/8sOLG.jpg[/img]
[i]Activate only if you control a face-up "General of the Ice Barrier." Tribute it and add up to 3 "Ice Barrier" Union monsters from your Deck to your hand.[/i]

[b][i]Card Five: "Final Stand of the Ice Barrier"[/i][/b]
[img]http://i.imgur.com/IhSkI.jpg[/img]
[i]Activate only when you have fewer Life Points than your opponent and your opponent declares an attack on a face-up "Ice Barrier" monster you control. Add 3 different "Ice Barrier" Union monsters from your Deck to your hand; Equip them to your opponent's attack target.[/i]

[b][i]Card Six: "Supreme Archknight of the Ice Barrier"[/i][/b]
[img]http://i.imgur.com/9HckC.jpg[/img]
[i]1 Warrior-type "Ice Barrier" monster + "Frost Armor of the Ice Barrier" + "Frost Staff of the Ice Barrier" + "Frost Armor of the Ice Barrier"[/i]
[i]This card can only be Special Summoned from your Extra Deck by banishing the above cards on your side of the field. Your opponent cannot activate card effects during the Battle Phase while this card is in face-up attack position.[/i]

[b][i]Card Seven: "Supreme Archmage of the Ice Barrier"[/i][/b]
[img]http://i.imgur.com/7ILMM.jpg[/img]

[i]1 Spellcaster-type "Ice Barrier" monster + "Frost Armor of the Ice Barrier" + "Frost Staff of the Ice Barrier" + "Frost Armor of the Ice Barrier"[/i]
[i]This card can only be Special Summoned from your Extra Deck by banishing the above cards on your side of the field. Once per turn, you can target one monster your opponent controls; Take control of it until the End Phase. This card cannot attack the turn this effect is used.[/i]

[b][i]Card Eight: "Supreme Cryophoenix of the Ice Barrier"[/i][/b]
[img]http://i.imgur.com/w20CK.jpg[/img]
[i]1 Aqua-type "Ice Barrier" monster + "Frost Armor of the Ice Barrier" + "Frost Staff of the Ice Barrier" + "Frost Armor of the Ice Barrier"[/i]
[i]This card can be Special Summoned from your Extra Deck by banishing the above cards on your side of the field. When this card is sent to the Graveyard, Special Summon one "Ice Barrier" monster from your Graveyard; Its ATK and DEF become 0. When that card leaves the field, Special Summon this card and destroy all cards on your opponent's side of the field.[/i]

[b][i]BONUS CARD (Fits into the "Frost" set but has characteristics of a "Glacial" card): "Lesser Cryophoenix of the Ice Barrier"[/i][/b]
[img]http://i.imgur.com/X28Ns.jpg[/img]
[i]This card cannot be summoned if there are no "Ice Barrier" monsters in your Graveyard. When this card is destroyed, Special Summon one "Ice Barrier" monster from your Graveyard; Its ATK and DEF become 0. When that card leaves the field, Special Summon this card and banish 1 card your opponent controls. If this card is Special Summoned by this effect, banish it during the End Phase.[/i]

[b][i]**********************************************************************************************************************************************************************[/i][/b]


[center][b][u]Card Set 3: The Crystal Cards[/u][/b][/center]
[center][b]This set of cards is essentially meant to build upon the lock-down goals of "Ice Barrier" decks by making your monsters harder to get rid of and allowing for valuable summons. Additionally, the series of equip spell cards in this kit provide a form of field advantage that puts the opponent in sticky situations. The majority of spells link your weaker "Ice Barrier" monsters with stronger monsters and greater effects; Thus, the choice of destroying them lies in your opponent's hands. In short, the Crystal cards revolve around making your opponent escape unfavorable situations. [/b][b]The cards are as follows (Note that not all of them have "Crystal" in the title):[/b][/center]

[left][b][i]Card One: "Binding Crystal of the Ice Barrier"[/i][/b][/left]
[left][img]http://i.imgur.com/j2to9.jpg[/img][/left]
[left][i]Equip this card to an "Ice Barrier" monster you control. Then target one monster your opponent controls. When either monster leaves the field, destroy this card. When this card is destroyed, destroy both monsters.[/i][/left]

[left][i][b]Card Two: "Paralyzing Crystal of the Ice Barrier"[/b][/i][/left]
[left][img]http://i.imgur.com/4Hoxd.jpg[/img][/left]
[left][i]Equip this card to a face-up monster on the field. That monster's effects are negated. When that card leaves the field, destroy this card. When this card is destroyed, destroy the equipped monster. When this face-up card leaves the field, Special Summon one "Ice Barrier" monster with 1600 or less ATK from your Deck in face-up Defense position. That monster cannot be destroyed the turn it is summoned.[/i][/left]

[left][i][b]Card Three: "Crystal Mark of the Cryophoenix of the Ice Barrier"[/b][/i][/left]
[left][img]http://i.imgur.com/Zykww.jpg[/img][/left]
[left][i]Equip this card to a face-up "Ice Barrier" monster you control. Then banish one "Ice Barrier" monster from your Extra Deck. When the equipped monster leaves the field, destroy this card. When this card is destroyed, destroy the equipped monster. When this card is destroyed, Special Summon the monster banished by this card's effect and destroy one card your opponent controls.[/i][/left]

[left][i][b]Card Four: "Blessing of the Ice Barrier"[/b][/i][/left]
[left][img]http://i.imgur.com/XSKm7.jpg[/img][/left]
[left][i]Equip only to an "Ice Barrier" monster. During the End Phase of each of your turns, Special Summon a monster with the same name from your Graveyard, hand, or Deck. The monster equipped to this card cannot be removed from the field while this card is active. When this face-up card leaves the field, destroy all cards you control except the monster this card was equipped to and all monsters with the same name.[/i][/left]

[left][b][i]Card Five: "Merciless Wrath of the Ice Barrier"[/i][/b][/left]
[left][img]http://i.imgur.com/Y4Jkx.jpg[/img][/left]
[left][i]Destroy all face-up "Ice Barrier" cards with "Crystal" in their name.[/i][/left]

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Firstly. You need to lower the attack. By miles. A 2200 beater with no negative effect? People would use it in every deck. It could run over Cyber Dragon, one of the best beaters. So, you need to lower the attack. Union cards are generally weak attack wise, which is why they double as equip cards. I would say nothing above 1000. Glacial Cage seems mean. since, there is nothing your opponenent can do other than to take it out. And if you play it on the right monster, then suddenly, your opponent is stuck. Espcially if you run protective cards.

Glacial wall should just be Can't be destroyed in battle whilst in defence mode. It shouldn't have an attack mode effect, becuase no wall should. Not one as mean as that, causing a replay, and burning for a lot of damage in some cases.

Summoner should definately have a lower defence with that effect. Since, remember about Cryomancer. Run those two toghther, and you have battle protected tokens, and high level monsters can't attack.

I think the Union monsters should have costs as well. Since we are talking about a Brionac that takes a 4600 to kill by battle, and can still bounce any major threat.

Glacial cage would probably see no uses to the the field presence you would lose to use its effect well. On top of Inzectors just horneting it, and you've wasted a lot of monsters.

Umm, otherwise aside from grammer, its a nice idea. I just... i think on some you haven't thought about what it means to your opponent. Or other decks that might use them. Still, a nice start, just needs fine tuning.

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@HiveNet

I made some changes to the cards and finished uploading them, so now they might be better. However, I'll address your concerns just the same.[list=1]
[*]I definitely need to make some changes to the ATK/DEF values for the Union monsters. The new values would be something like this: Sword (ATK 1200/DEF 500), Staff (ATK 1000/DEF 1000), Armor (ATK 500/DEF 1500). That should be more balanced. As far as your concerns about making a cost on the Unions, I don't think that's too necessary for one major reason: Only Level 4 and lower monsters can be equipped. Since "Ice Barrier" cards generally lack in terms of ATK, the Union cards shouldn't necessarily be too destructive. However, I am willing to make changes in terms of cost if you can further explain the imbalance.
[*]Your concerns with Glacial Wall will be addressed right away. It only makes sense to make it strictly defensive. I guess I failed to see how it could be used to inflict severe hurt to the opponent, so I'll remove the other effect.
[*]I still feel that Glacial Cage is fair to keep how it is, mostly because I don't see it as always working. With the plethora of card effects that can simply destroy it without its effect activating, it has a limited chance of actually being flipped. Most flip-effects destroy cards immediately - the purpose of Glacial Cage was to alter this traditional effect by allowing for a valuable summon while giving your opponent time to prepare. I feel like, in a sense, the card might be a little underpowered, since as you said, dozens of card effects can simply destroy it. Maybe if I changed the effect to something like this: [quote]FLIP: Target one monster on the field, and equip this card to the target. During each End Phase, the target loses 500 ATK and 500 DEF. When that target has 0 ATK, destroy it and this card. Then Special Summon 2 level 3 "Ice Barrier" monsters from your Deck. This card and the target this card is equipped to cannot be removed from the field except by the effect of this card.[/quote]
[*]Can you clarify your concerns for Glacial Summoner? I don't see what you're getting at. Remember that Glacial Summoner's summoning effect only activates when she is destroyed, and only ONE monster can be summoned. I don't think it should run into problems. Yes, a Cryomancer would be a pain in combination with Summoner, but he's just a pain with any "Ice Barrier" card.
[/list]
So I'm working to resolve the issues you see. More comments and advice, as well as clarification, from everybody really helps!!!!
***************************************************************************************************************************************************************************************
EDIT: 7/22/2012 4:39 PM

Made all changes to the ATK/DEF values for the Union monsters and edited the effects for Glacial Cage and Glacial Wall

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1). No one would play superior cryopheonix over the regular one, becuase after a few turns, it turns into a Nuke. I mean, field rarely get bigger than 6 or 7 cards. It easy to get that into the grave. So Mini Pheonix would be a easier to use version of it.
2) Final stand makes playing the 3 fusions to easy. I mean, you could just use an upstart Goblin, and pull out a 4200 beater, who keeps any cards like mirror force, honest. Flip effects. Way way to much for seeming no cost.
3). Archknight should give the Ancient gear clause instead. Preventing everything is insane. On top of it being a 4200 attacker, who as i pointed out, is easy to summon. drop it to 3300 at the most i say.
4). Make it so that Supreme Archmage can't attack the turn it does that, and it will be closer to being fair. Again, the same summoning issues as before.
5). Supreme Pheonix sucks compared to the mini one. No offence. I say making mini pheonix only kill 1 card, and then it becomes better target to use.
6). Never say leaves the field in an Ice barrier deck. Brionac makes that overkill. Letting you fill the field with the equip cards, and then fusing them quickly into Archknight.
7). The equip cards are kind of so so. I can see that they do quickly combo into a horrid field, but... equip cards are slow, and a lot of the effects are minimal. But i don't think they should get increased. Rather, the rest of the cards changed to make them seem a bit better.
8). the second mention of cage in my first post was meant to be about shards.
9). The tokens summoner makes with Cryomancer make it way to hard to kill it. And then you have tokens to use for synchroing.

Sorry if i'm bugging you. I'm just trying to help make your cards better.

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No you're not bugging me at all! And i see why Superior Cryophoenix seems weaker than the Lesser Cryophoenix. So yeah, I'm going to nerf Lesser Cryophoenix in terms of how many cards it can destroy. Plus, Superior Cryophoenix is spammable so its significantly more powerful.

As far as Final Stand is concerned, should I make the player pay half their life points? Remember, the Union monsters can ONLY be equipped to Ice Barrier cards, so your statement on Upstart Goblin is pretty much invalid. And seeing that most Ice Barrier monsters that are level 4 and lower have around 1000 ATK, its not a crazy boost.

I understand that the Supreme fusion cards are powerful and moderately easy to summon, so I'm thinking about nerfing the ATK on Archknight as you said (but to 3800 instead of 3300). I wanted "Ice Barriers" to get a form of uncounterable attack since they are shut down so easily by traps in their starting phases. More importantly, only 2 warrior monsters (lvl 4 and lower) exist for "Ice Barrier" cards, one of which is almost useless, so Archknight is the hardest one to summon. Since he's the hardest to summon, it only makes sense that he has the most powerful ability.

Your concern for Archmage is valid. I'll add that clause that she can't attack the turn she uses that effect.

And finally, the "leaves the field" statement on the equip spells was intentional. It makes the effects of Brionac WAY more dynamic and give HUGE potential to common "Ice Barrier" plays.

Your concerns with Glacial Summoner are now a little more clear. I'm going to add a clause that states that the tokens cannot be used for synchro summon. And I think you're overexaggerating the potential of Cryomancer, since card effects can easily get rid of him and Glacial Summoner and all the tokens.

So I'm going to make some more changes, but I'm going to also leave some cards alone. I'll add later exactly what changes I made so you have a reference point as to what more advice you can give me. If I overlooked any of your suggestions, please remind me! And all advice is taken gladly (as you can see from my quick edits :))

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Precisely. But what do you mean when u say "except in a mirror match?"

******************************************************************************************************************************************************************************************
EDIT: 7/22/2012 7:50 PM

The following changes have been made:[list=1]
[*]Supreme Archknight's ATK has been reduced to 3800
[*]Glacial Summoner's tokens cannot be used for Synchro Summon
[*]Supreme Archmage cannot attack the same turn her effect is used.
[*]Lesser Cryophoenix now banishes only 1 of the opponent's cards when it is Special Summoned by its effect
[/list]
No changes have been made to "Final Stand of the Ice Barrier" as of yet.

More advice, criticism, and tips for my cards would be appreciated. Advice on how to make "Glacial Shards of the Ice Barrier" more viable in competitive play while maintaining its effects would also be nice!

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Well, as it stands, the only time final stand would be used is against other Ice barriers. Since, you can't use final stand to pull the union cards on the field, unless the attacking monster is a Ice barrier. As, they can't equip to the attack target. Meaning, that its a card that would get no use...

As for shards... Its not worth it. If you change it to generic destruction, then it becomes black hole unfair advantage. And as it stands, it just gets horneted. Generally, the only tributers without special summon effects that get run are Monarchs, becuase they have a lot of support. And this is just underwhelming.

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I don't think you understand what Final Stand is doing, unfortunately. Here's how it works: An opponent's monster (any monster) targets a face-up Ice Barrier monster you control for an attack. You activate Final Stand (as long as your life points are fewer than your opponents) and then equip 3 Union Monsters from your Deck to the attack TARGET (aka YOUR monster). I hope you understand now.

And yeah, shards need major work. I still like the concept of exchanging cards (ex. tribute a card u don't need like "Cryomancer" to get a more valuable card like "Prior" since they're both level 2). But since Shards is more likely to get destroyed by card effects, should I change the condition to "When this card is sent to the Graveyard, Special Summon..." instead of "If this card is destroyed by battle..."?

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OHHHH. My bad. Sorry for any troubles.

That would make it insane. That would include Stuff like Exa-Stag. I mean, people could always ram it straight away, but that defeats the purpose. Maybe destroyed by your opponents card effects. That way, it keeps you from going. Tribute. Dark hole. Summon lots of monsters. Tune for Brionac or something like that.

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EDIT: 7/23/2012 6:51 AM
[indent=1]Changed the effect of "Glacial Shards of the Ice Barrier" to activate when sent to the Graveyard as opposed to when destroyed by battle.[/indent]


Please guys, comment! It took me forever to get these 30-ish cards ready, so I'd appreciate them being acknowledged :)

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I meant about Glacial shards. The fact that its effect activates whenever its sent to the grave means that people will tribute there field, use dark hole, and then summon a perfect field off of its effect. Make it activate when its destroyed by your opponent. That way it can't be insane.

And final stand is fine now i understand its effect properly.

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EDIT: 7/23/2012 4:08 PM

Glacial Shards of the Ice Barrier have been changed so that its effect only activate if its destroyed by your opponent.

So guys, I hope that they're balanced enough now. But nonetheless, I really want to hear some more opinions! Are the cards cool, OP, weak? Would they be good additions to Ice Barriers or a waste? Please comment :)

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