
Icejade gameplay guide
Sections covered in this guide:
Skill
Icejade Ripple (Skill Card) (100%)




Icejade Ripple (Skill Card)
ATK:
0
DEF:
0
You can use each of this Skill's first and second effects once per Duel if your Deck contains 9 or more "Icejade" monsters. 1: At the beginning of your first turn, Set 1 "Icejade Cenote Enion Cradle" from outside your Deck, and send 1 "Icejade" monster from your Deck to the Graveyard. During this Duel, you cannot Normal or Special Summon (excluding Special Summons from the Extra Deck) any monsters, except WATER monsters. 2: Send 1 WATER monster from your hand to the Graveyard, add 1 "Icejade" monster from your Deck to your hand, or if you sent an "Icejade" monster to the Graveyard, add 1 WATER monster from your Deck to your hand instead.
- You don't need to draw or search for Field Spell; it's always available. This Field Spell is key to reducing your opponent's ATK and activating Icejade Kosmochlor 's effect (locking the effects of your opponent's monsters).
- Sending an Icejade to the Graveyard (usually an Icejade Tremora or Icejade Aegirine ) immediately sets "floating effects". For example, sending Aegirine to the Graveyard prepares it for resurrection and later for the Trap Icejade Erosion .
- If you draw too many high-level Icejade monsters (like Kosmochlor ) or unnecessary Water monsters, the skill allows you to exchange them for missing combo pieces (usually Deep Sea Diva or Icejade Aegirine ).
- The ability to search for "any WATER monster" allows Icejade to be combined with other powerful engines such as Atlantean/Deep Sea (find Deep Sea Diva to Synchro Summon) or Ice Barrier (find Revealer of the Ice Barrier to Rank 4/Synchro Summon).
The Beasts
Icejade Aegirine (x2-3)




WATER
3Icejade Aegirine
ATK:
1000
DEF:
2000
If this card is Normal or Special Summoned: You can add 1 "Icejade" Spell/Trap from your Deck to your hand. When your opponent activates a card or effect that targets this card, or targets this card for an attack (Quick Effect): You can activate this effect; the next time this card would be destroyed by battle or card effect this turn, it is not destroyed, also Special Summon 1 WATER monster from your hand or GY, except "Icejade Aegirine", but return it to the hand during the End Phase. You can only use each effect of "Icejade Aegirine" once per turn.
Icejade Tremora (x3)




WATER
5Icejade Tremora
ATK:
1500
DEF:
1500
You can send this card from your hand to the GY; Special Summon 1 WATER monster from your hand. If a face-up WATER monster(s) you control is destroyed by battle or card effect, while this card is in your GY: You can banish this card; Special Summon 1 "Icejade" monster from your hand or GY, except "Icejade Tremora". You can only use each effect of "Icejade Tremora" once per turn.
Icejade Tinola (x1)




WATER
4Icejade Tinola
ATK:
1000
DEF:
1000
You can send 1 card from your hand to the GY, then target 1 WATER monster in your GY; send this card from the field to the GY, and if you do, Special Summon the targeted monster. If a face-up WATER monster(s) you control is destroyed by battle or card effect, while this card is in your GY: You can banish this card; Special Summon 1 "Icejade" monster from your hand or GY, except "Icejade Tinola". You can only use each effect of "Icejade Tinola" once per turn.
Icejade Creation Kingfisher (x1)




WATER
9Icejade Creation Kingfisher
ATK:
2500
DEF:
2500
You can target 1 WATER monster you control; equip this card from your hand or field to it. An "Icejade" monster equipped with this card can attack while in Defense Position. If it does, apply its DEF for damage calculation. While this card is equipped to a monster: You can target 1 monster your opponent controls with ATK less than or equal to the equipped monster's DEF; Special Summon this card, and if you do, return that targeted monster to the hand. You can only use this effect of "Icejade Creation Kingfisher" once per turn.
Icejade Kosmochlor (x2)




WATER
10Icejade Kosmochlor
ATK:
1500
DEF:
3000
If a face-up card is in a Field Zone, you can Special Summon this card (from your hand). You can only Special Summon "Icejade Kosmochlor" once per turn this way. While "Icejade Cenote Enion Cradle" is on the field, monsters your opponent controls can only activate their effects the turn they are Summoned. If your "Icejade" monster battles an opponent's monster, that opponent's monster loses 1000 ATK during that damage calculation only.
Icejade Acti (x0-1)




WATER
4Icejade Acti
ATK:
1000
DEF:
1000
If this card is Normal or Special Summoned: You can send 1 WATER monster from your hand to the GY; draw 1 card. If a face-up WATER monster(s) you control is destroyed by battle or card effect, while this card is in your GY: You can banish this card; Special Summon 1 "Icejade" monster from your hand or GY, except "Icejade Acti". You can only use each effect of "Icejade Acti" once per turn.
Medium of the Ice Barrier and General Raiho of the Ice Barrier (x1 - Floodgate Students)
- General Raiho of the Ice Barrier: Forces your opponent to discard one card from their hand each time they want to activate a monster effect. This is a nightmare for decks that spam effects like Swordsoul .
- Medium of the Ice Barrier: Limits the opponent to only 1 Spell/Trap per turn . A strong counter to Sky Striker .
Guitar Gurnards Duonigis and Atlantean Heavy Infantry (x0-1)




WATER
3Guitar Gurnards Duonigis
ATK:
1500
DEF:
700
If this card is Special Summoned: You can banish cards from the top of your opponent's Deck equal to the number of WATER monsters you control. You can target 1 Level 4 or lower WATER monster you control; increase its Level by its original Level. You can banish this card from your GY; 1 WATER monster on the field gains 100 ATK for each currently banished monster, until the end of this turn. You can only use each effect of "Guitar Gurnards Duonigis" once per turn.




WATER
2Atlantean Heavy Infantry
ATK:
0
DEF:
1600
During your Main Phase, you can Normal Summon 1 Level 4 or lower Sea Serpent-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When this card is sent to the Graveyard to activate a WATER monster's effect: Target 1 face-up card your opponent controls; destroy that target.
Gizmek Okami the Dreaded Deluge Dragon (x0-1)




WATER
10Gizmek Okami, the Dreaded Deluge Dragon
ATK:
2950
DEF:
2950
You can pay 1500 LP; destroy all monsters on the field that were Special Summoned from the Extra Deck, also you can only attack with 1 monster this turn. You can only use each of the following effects of "Gizmek Okami, the Dreaded Deluge Dragon" once per turn. If 2 or more monsters Special Summoned from the Extra Deck are on the field: You can Special Summon this card from your hand. If this card in your possession is sent to your GY by an opponent's card: You can banish 1 monster from your opponent's GY, then gain LP equal to its ATK.
Guardian Slime (x0-2)




WATER
10Guardian Slime
ATK:
0
DEF:
0
If you take battle or effect damage: You can Special Summon this card from your hand. During damage calculation, if this card battles an opponent's monster (Quick Effect): You can make this card gain DEF equal to that opponent's monster's ATK during that damage calculation only. If this card is sent from the hand or field to the GY: You can add 1 Spell/Trap from your Deck to your hand that specifically lists the card "The Winged Dragon of Ra" in its text. You can only use each effect of "Guardian Slime" once per turn.
Spell/Trap
Icejade Cradle (x2)
Icejade Cenote Enion Cradle (x1)




Spell
FieldIcejade Cenote Enion Cradle
When this card is activated: You can add 1 of your "Icejade" monsters that is banished or in your GY to your hand. Once per turn, if a monster(s) is Normal or Special Summoned (except during the Damage Step): You can target 1 WATER monster you control; that monster, along with any face-up monsters your opponent currently controls, loses ATK equal to the targeted monster's original ATK, until the end of this turn. You can only activate 1 "Icejade Cenote Enion Cradle" per turn.
Icejade Erosion (x1-2)




Trap
ContinuousIcejade Erosion
You can target 1 face-up card your opponent controls; destroy 1 "Icejade" monster you control, and if you do, negate the targeted card's effects until the end of this turn. If a face-up WATER monster you control leaves the field by an opponent's card, except by being destroyed (and except during the Damage Step): You can add to your hand or Special Summon, 1 "Icejade" monster from your Deck. You can only use each effect of "Icejade Erosion" once per turn.
Synchro Overtake (x0-1)




Spell
NormalSynchro Overtake
Reveal 1 Synchro Monster in your Extra Deck, choose 1 of the Synchro Materials mentioned on it, and add to your hand or Special Summon that monster, from your Deck or GY, also you cannot Special Summon monsters from the Extra Deck the turn you activate this card, except Synchro Monsters. You can only activate 1 "Synchro Overtake" per turn.
Medallion of the Ice Barrier (x0-2)
Tech/Staple




Spell
QuickBook of Eclipse
Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect.




Spell
NormalDark Ruler No More
Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.




Spell
QuickForbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.




EARTH
3Ghost Belle & Haunted Mansion
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 activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn.
Extra Deck
Accel Synchro Stardust Dragon (x1)




WIND
8Accel 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.
Swordsoul Supreme Sovereign - Chengying (x1)




WATER
10Swordsoul 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.
Trishula, Zero and Dragon of the Ice Barrier, Trishula and Dragon of the Ice Barrier (x0-1)




WATER
11Trishula, 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.
Adamancipator Risen - Dragite (x1)




WATER
8Adamancipator 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.
Stardust Dragon (x1)




WIND
8Stardust Dragon
ATK:
2500
DEF:
2000
1 Tuner + 1+ non-Tuner monsters When a card or effect is activated that would destroy a card(s) on the field (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy it. During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your GY.
Marincess Coral Anemone (x1)




WATERMarincess 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.
Underworld Goddess of the Closed World and Moon of the Closed Heaven (x0-1)




LIGHTUnderworld Goddess of the Closed World
ATK:
3000
LINK-5
Link Arrow:
Top
Top-Right
Right
Bottom
Bottom-Right
4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.




LIGHTMoon of the Closed Heaven
ATK:
1200
LINK-2
Link Arrow:
Top
Top-Right
2 Effect Monsters You can target 1 face-up monster your opponent controls this card points to; this turn, if you Link Summon a Link-5 monster using this card you control, you can also use that monster your opponent controls as material. You can only use this effect of "Moon of the Closed Heaven" once per turn.
Knightmare Phoenix and Knightmare Unicorn (x0-1)




FIREKnightmare Phoenix
ATK:
1900
LINK-2
Link Arrow:
Top
Right
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.




DARKKnightmare Unicorn
ATK:
2200
LINK-3
Link Arrow:
Left
Right
Bottom
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.
Skypalace Gangaridai and Superdreadnought Rail Cannon Juggernaut Liebe (x0-1)




WIND
Skypalace Gangaridai
ATK:
3400
DEF:
3000
2 Level 10 monsters You can detach 1 Xyz Material from this card, then target 1 card your opponent controls; destroy that target, and if you do, inflict 1000 damage to your opponent. You can only use the effect of "Skypalace Gangaridai" once per turn. This card cannot attack the turn you activate this effect.




EARTH
Superdreadnought Rail Cannon Juggernaut Liebe
ATK:
4000
DEF:
4000
3 Level 11 monsters Once per turn, you can also Xyz Summon "Superdreadnought Rail Cannon Juggernaut Liebe" by using 1 Rank 10 Machine Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn: You can detach 1 material from this card; it gains 2000 ATK/DEF, also for the rest of this turn, you can only declare an attack with this card. During each Battle Phase, this card can make attacks on monsters up to the number of materials it has +1.
Super Starslayer TY-PHON - Sky Crisis (x1)




DARK
Super Starslayer TY-PHON - Sky Crisis
ATK:
2900
DEF:
2900
2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.
Egyptian God Slime (x1)




WATER
10Egyptian God Slime
ATK:
3000
DEF:
3000
1 Aqua monster + 1 Level 10 WATER monster Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing 1 Level 10 Aqua monster with 0 ATK. This card can be treated as 1 or 3 Tributes for the Tribute Summon of a monster. Cannot be destroyed by battle. Your opponent's monsters cannot target for attacks, and your opponent cannot target with card effects, any monsters you control, except "Egyptian God Slime".
Combo
1. BASIC COMBO: SETTING UP AN OMNI-NEGATE (GOING FIRST)
This is the most standard move for all Icejade variations to ensure safety on the first turn. The goal is to have the Icejade Erosion trap and the monster in the graveyard ready (float).
Requirements: Icejade Aegirine (or Icejade Cradle to find it) + Icejade Ripple skill.
Steps to follow:
Early game: Skill activates automatically -> Place Field Spell Icejade, Cenote, Enion Cradle from your deck & Send 1 Icejade (e.g., Tremora ) to the Graveyard.
Summon: Normal Summon Icejade Aegirine .
Search for: Aegirine effect activated -> Add Icejade Erosion Trap to hand.
Setup: Set Icejade Erosion .
Opponent's turn (Interaction):
When your opponent activates a dangerous effect, flip Erosion .
Cost: Choose to destroy Aegirine on the field to negate your opponent's card.
Consequence (Chain Link): Aegirine (just destroyed and sent to the Graveyard) or Tremora (already in the Graveyard) will trigger the effect -> Special Summon itself or another Icejade from hand/graveyard.
Result: You block one of your opponent's effects, and your monster returns to the field.
2. ICE BARRIER VARIATION COMBO: FLOODGATE LOCK
This combo utilizes Tremora 's Special Summon ability to bring out the annoying Ice Barrier monsters without requiring a sacrifice.
Requirements: Icejade Tremora + General Raiho (or Medium ) in hand (can be found using Skills/Cradle/Medallion).
Steps to follow:
Activating Skill: Swap cards in hand to find the missing piece (if needed).
Special Summon: Activate Icejade Tremora's effect from hand -> Send itself to Graveyard to Special Summon General Raiho of the Ice Barrier from hand.
Normal Summon (If available): Normal Summon Icejade Aegirine -> Search for Icejade Erosion and place it down.
End of turn (End Board):
General Raiho: Forces your opponent to discard one card from their hand each time they want to activate a monster effect.
Erosion: Ready to neutralize any remaining threats.
This is an "auto-win" combo with many decks that rely on monster combos (like Swordsoul).
3. SYNCHRO VARIATION COMBO: "UNAFFECTED BOSS"
This combo uses the Deep Sea engine to create Synchro monsters that are unaffected by the opponent's turn's effects.
Requirements: Deep Sea Diva + 1 other Water Monster (to be used as bait for the Skill or as a cost).
Steps to follow:
Activating Skill: Send 1 Water from your hand to the graveyard to obtain Deep Sea Diva (if you don't already have it).
Summon: Normal Summon Deep Sea Diva -> Activates the effect of summoning Deep Sea Infantry (or Deep Sea Artisan, depending on the level you want to Synchroize).
Synchro Summon:
Synchro Level 6 (e.g. Coral Dragon or Stardust Charge Warrior ).
Continue Synchro to Level 8 -> Summon Accel Synchro Stardust Dragon .
Opponent's turn:
Activate the Quick Effect of Accel Synchro Stardust Dragon : Banish yourself to Synchro Summon Trishula (Level 9/11).
Result:
The summoned monster will not be affected by your opponent's activated effects this turn.
4. COMBO FOR THE SECOND TIME: KOSMOCHLOR OTK (GOING SECOND)
When playing second, the goal is to break down the defense and finish with Icejade Kosmochlor .
Condition: The opponent has a monster and Icejade Kosmochlor in their hand/grave.
Steps to follow:
Field Spell: Ensure Icejade Cenote Enion Cradle is on the field (thanks to the Skill).
Recalling Kosmochlor:
If Cradle (Spell) is present: Look for Kosmochlor .
If the field has a Field Spell: Activate Kosmochlor's effect on your hand -> Special Summon itself.
Effect Lock: As soon as Kosmochlor enters the field, all opponent monsters (that were already on the field) will be unable to activate their effects (unless they are summoned during this turn).
Clean Up & Attack:
Summon Icejade Kingfisher (from your hand or by using Cradle to find it).
Equip Kingfisher for Kosmochlor .
Activate Kingfisher's effect: Return it to your hand to bounce one of your opponent's monsters.
Attack with Kosmochlor (usually very high ATK thanks to the ATK reduction effect of Field Spell).






















