Icejade gameplay guide

Icejade gameplay guide

After months , here's Icejade for you! Icejade works much better than you think and is often underestimated, even though it has two Floodgates and can combine well with a ton of other things. So let's dive into this guide to see what this deck has to offer.




Skill

 

Icejade Ripple (Skill Card) (100%)

UR Rarity
Icejade Ripple (Skill Card)
UR Rarity
Icejade Ripple (Skill Card)
Icejade Ripple (Skill Card)
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.


The first effect of the most difficult problem-solving skill in any Control deck: Starting Resources .

  • 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 .

The second effect transforms this skill into a versatile, two-way search tool.

  • 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's monster roster doesn't operate independently but rather as a tightly linked network of floating effects and on-field control abilities.

Icejade Aegirine (x2-3)

SR Rarity
Icejade Aegirine
SR Rarity
Icejade Aegirine
Icejade Aegirine
WATER 3
Icejade 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.


When summoned (either Normal or Special), Aegirine searches for Spell/Trap[ Icejade]. The target is usually Icejade Cradle (to summon more monsters) or Icejade Erosion (to set up an Omni-negate). More importantly, while in the Graveyard, if one of your Water monsters is destroyed (or removed from the field by your opponent), Aegirine can revive itself or retrieve it, maintaining constant pressure.
  • Icejade Tremora (x3)

    R Rarity
    Icejade Tremora
    R Rarity
    Icejade Tremora
    Icejade Tremora
    WATER 5
    Icejade 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.


    Activate from your hand to Special Summon another Water monster. This is key to bringing Floodgate monsters (like General Raiho or Medium ) or Boss monsters ( Kosmochlor ) onto the field without using a Normal Summon. In the Graveyard, Tremora also has a similar "Float" effect to Aegirine (banishing yourself to summon another Icejade), helping you recover after your field is cleared.

    Icejade Tinola (x1)

    N Rarity
    Icejade Tinola
    N Rarity
    Icejade Tinola
    Icejade Tinola
    WATER 4
    Icejade 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.


    Allows sending one card from hand to the Graveyard to revive a Water monster from the Graveyard. Very useful when building Synchro-focused decks to adjust levels (e.g., revive Tuner) or reuse lost resources.

    Icejade Creation Kingfisher (x1)

    N Rarity
    Icejade Creation Kingfisher
    N Rarity
    Icejade Creation Kingfisher
    Icejade Creation Kingfisher
    WATER 9
    Icejade 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.


    This monster can be equipped to Kosmochlor , allowing it to attack while in Defense position (using its extremely high ATK to calculate damage). More importantly, it has the effect of returning the equipped monster to your hand to bounce an opponent's monster. This is an extremely powerful non-destructive removal tool.

    Icejade Kosmochlor (x2)

    SR Rarity
    Icejade Kosmochlor
    SR Rarity
    Icejade Kosmochlor
    Icejade Kosmochlor
    WATER 10
    Icejade 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.


    When you have Field Spell ( Cenote Enion Cradle ), it locks down the effects of all your opponent's monsters (except the turn they are summoned). It can Special Summon itself if your opponent has more cards than you (this is very likely to happen when you go second). This is a key win condition against decks that rely on monster effects.

    Icejade Acti (x0-1)

    N Rarity
    Icejade Acti
    N Rarity
    Icejade Acti
    Icejade Acti
    WATER 4
    Icejade 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.


    This card isn't actually weak; it provides a decent Draw fix hand and Revive monster ability. It's just that it's not a Starter card, so it's not worth spending a normal summon on it.

    Medium of the Ice Barrier and General Raiho of the Ice Barrier (x1 - Floodgate Students)

    SR Rarity
    Medium of the Ice Barrier
    SR Rarity
    Medium of the Ice Barrier
    Medium of the Ice Barrier
    WATER 7
    Medium of the Ice Barrier
    • ATK:

    • 2200

    • DEF:

    • 1600


    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.


    R Rarity
    General Raiho of the Ice Barrier
    R 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).


    • 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 .
    Note: Both are easily summoned using Icejade Tremora .

    Deep Sea Diva (x3)

    UR Rarity
    Deep Sea Diva
    UR Rarity
    Deep Sea Diva
    Deep Sea Diva
    WATER 2
    Deep Sea Diva
    • ATK:

    • 200

    • DEF:

    • 400


    When this card is Normal Summoned: You can Special Summon 1 Level 3 or lower Sea Serpent monster from your Deck.


    The main Tuner summons either Deep Sea Infantry or Artisan from their deck to Synchro Summon Level 6, 8, or 10 monsters.

    Guitar Gurnards Duonigis and Atlantean Heavy Infantry (x0-1)

    N Rarity
    Guitar Gurnards Duonigis
    N Rarity
    Guitar Gurnards Duonigis
    Guitar Gurnards Duonigis
    WATER 3
    Guitar 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.


    SR Rarity
    Atlantean Heavy Infantry
    SR Rarity
    Atlantean Heavy Infantry
    Atlantean Heavy Infantry
    WATER 2
    Atlantean 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.


    These are the monsters that will be specially summoned by Deep Sea Diva.

    Guitar Gurnards Duonigis: When Special Summoned, you will banish the top cards of your opponent's deck equal to the number of Water monsters you are controlling, so the minimum is 2 and the maximum is 4.

    Gizmek Okami the Dreaded Deluge Dragon (x0-1)

    UR Rarity
    Gizmek Okami, the Dreaded Deluge Dragon
    UR Rarity
    Gizmek Okami, the Dreaded Deluge Dragon
    Gizmek Okami, the Dreaded Deluge Dragon
    WATER 10
    Gizmek 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.


    A Level 10 Extender, used to Xyz Summon Rank 10 units such as Rail Cannon or Skypalace .

    Guardian Slime (x0-2)

    UR Rarity
    Guardian Slime
    UR Rarity
    Guardian Slime
    Guardian Slime
    WATER 10
    Guardian 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.


    A great defensive option. When taking damage, it jumps out of the field, making it highly valued for protecting your life points and climbing Rank XYZ 10.



    Spell/Trap

     

    Icejade Cradle (x2)

    SR Rarity
    Icejade Cradle
    SR Rarity
    Icejade Cradle
    Icejade Cradle
    Spell Normal
    Icejade Cradle

      Add 1 "Icejade" monster from your Deck to your hand with a different name from the cards you control or in your GY.


      Allows you to add any Icejade monster from your Deck to your hand. This is the most important card for fixing your hand. The basic combo is usually to use Cradle to find Icejade Aegirine , then summon Aegirine to find Trap Icejade Erosion .

      Icejade Cenote Enion Cradle (x1)

      SR Rarity
      Icejade Cenote Enion Cradle
      SR Rarity
      Icejade Cenote Enion Cradle
      Icejade Cenote Enion Cradle
      Spell Field
      Icejade 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.


        When summoned, it reduces the ATK of the opposing monster (based on the Icejade monster's original ATK), helping you win team fights.

        Most importantly, the presence of this Field Spell is a prerequisite for Icejade Kosmochlor to activate the lite version of its "Skill Drain" effect (disabling monster effects on the field, except for the turn it was summoned).

        And this card is often given to the field for free right from the start thanks to the Icejade Ripple skill .

        Icejade Erosion (x1-2)

        R Rarity
        Icejade Erosion
        R Rarity
        Icejade Erosion
        Icejade Erosion
        Trap Continuous
        Icejade 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.


          Omni-Negate & Grave Effect Activation.

          Choose one of your opponent's face-up cards -> Destroy one of your controlled Icejade monsters -> Disable the effect of that card.

          This isn't just an ordinary Negate card. Destroying an Icejade monster (like Aegirine or Tremora ) will activate its floating effect in the Graveyard, allowing it to revive or reclaim resources. This is a beneficial resource exchange for Icejade.

          Deep Sea Aria (x0-2)

          R Rarity
          Deep Sea Aria
          R Rarity
          Deep Sea Aria
          Deep Sea Aria
          Spell Normal
          Deep Sea Aria

            Banish 1 WATER monster from your GY; add 1 Level 4 or lower Sea Serpent monster from your Deck to your hand. You can only activate 1 "Deep Sea Aria" per turn.


            Search for Deep Sea Diva to perform a Synchro Summon.

            Synchro Overtake (x0-1)

            SR Rarity
            Synchro Overtake
            SR Rarity
            Synchro Overtake
            Synchro Overtake
            Spell Normal
            Synchro 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.


              Search for or summon Deep Sea Diva from your deck/grave to begin a Level 10 Synchro combo chain.

              Medallion of the Ice Barrier (x0-2)

              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.


                Use in the Ice Barrier build. Take General Raiho (to disrupt your opponent's hand), or Medium of the Ice Barrier (to block Spell/Trap spells), or Revealer (to deploy the field).

                Tech/Staple

                UR Rarity
                Cosmic Cyclone
                UR Rarity
                Cosmic Cyclone
                Cosmic Cyclone
                Spell Quick
                Cosmic Cyclone

                  Pay 1000 LP, then target 1 Spell/Trap on the field; banish it.


                  SR Rarity
                  Book of Eclipse
                  SR Rarity
                  Book of Eclipse
                  Book of Eclipse
                  Spell Quick
                  Book 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.


                    UR Rarity
                    D.D. Crow
                    UR Rarity
                    D.D. Crow
                    D.D. Crow
                    DARK 1
                    D.D. Crow
                    • ATK:

                    • 100

                    • DEF:

                    • 100


                    (Quick Effect): You can discard this card to the GY, then target 1 card in your opponent's GY; banish that target.


                    UR Rarity
                    Dark Ruler No More
                    UR Rarity
                    Dark Ruler No More
                    Dark Ruler No More
                    Spell Normal
                    Dark 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.




                      Tag(s):

                      UR Rarity
                      Forbidden Droplet
                      UR Rarity
                      Forbidden Droplet
                      Forbidden Droplet
                      Spell Quick
                      Forbidden 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.




                        Tag(s):

                         Rarity
                        Ghost Belle & Haunted Mansion
                         Rarity
                        Ghost Belle & Haunted Mansion
                        Ghost Belle & Haunted Mansion
                        EARTH 3
                        Ghost 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)

                        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 is the brightest star. It allows you to Synchro Summon during your opponent's turn. More importantly, the summoned monster will not be affected by your opponent's active effects during that turn.

                        Swordsoul Supreme Sovereign - Chengying (x1)

                        SR Rarity
                        Swordsoul Supreme Sovereign - Chengying
                        SR 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.


                        This level 10 card is suitable from star count to Water type.

                        When summoned via Accel Synchro Stardust , Chengying becomes immune to all active effects while it can protect itself from being attacked by Destroy (Counter also attacks Battle).


                        Trishula, Zero and Dragon of the Ice Barrier, Trishula and Dragon of the Ice Barrier (x0-1)

                        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.


                        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.)


                        Summon Trishula during your opponent's turn (thanks to Accel Synchro Stardust ) to banish 3 cards (hand, field, graveyard), completely disrupting their combo.

                        Adamancipator Risen - Dragite (x1)

                        SR Rarity
                        Adamancipator Risen - Dragite
                        SR 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.


                        The effect can always be activated because your graveyard is full of Water monsters.

                        Stardust Dragon (x1)

                        UR Rarity
                        Stardust Dragon
                        UR Rarity
                        Stardust Dragon
                        Stardust Dragon
                        WIND 8
                        Stardust 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.


                        Used to activate Accel's effect.

                        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.


                        Coral Anemone is very powerful for reviving Water monsters (like Aegirine to find Erosion ), but it will lock you into only summoning Water monsters for the rest of your turn. (Note that the Extra Deck has many other types besides Water!)

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

                        SR Rarity
                        Underworld Goddess of the Closed World
                        SR Rarity
                        Underworld Goddess of the Closed World
                        Underworld Goddess of the Closed World
                        LIGHT
                        Underworld 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.


                        SR Rarity
                        Moon of the Closed Heaven
                        SR Rarity
                        Moon of the Closed Heaven
                        Moon of the Closed Heaven
                        LIGHT
                        Moon 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.


                        Use your opponent's own monsters as Link material. This is the perfect solution for dealing with "unkillable/untargetable" monsters that Icejade struggles to overcome.

                        Knightmare Phoenix and Knightmare Unicorn (x0-1)

                        SR Rarity
                        Knightmare Phoenix
                        SR Rarity
                        Knightmare Phoenix
                        Knightmare Phoenix
                        FIRE
                        Knightmare 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.


                        UR Rarity
                        Knightmare Unicorn
                        UR Rarity
                        Knightmare Unicorn
                        Knightmare Unicorn
                        DARK
                        Knightmare 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.


                        Destroying the back row or pushing cards back into the deck. Always a safe option for any deck.

                        Skypalace Gangaridai and Superdreadnought Rail Cannon Juggernaut Liebe (x0-1)

                        R Rarity
                        Skypalace Gangaridai
                        R Rarity
                        Skypalace Gangaridai
                        Skypalace Gangaridai
                        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.


                        UR Rarity
                        Superdreadnought Rail Cannon Juggernaut Liebe
                        UR Rarity
                        Superdreadnought Rail Cannon Juggernaut Liebe
                        Superdreadnought Rail Cannon Juggernaut Liebe
                        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.


                        Specifically for builds using Guardian Slime or Gizmek , take advantage of Icejade Kosmochlor 's Level 10 .

                        Super Starslayer TY-PHON - Sky Crisis (x1)

                         Rarity
                        Super Starslayer TY-PHON - Sky Crisis
                         Rarity
                        Super Starslayer TY-PHON - Sky Crisis
                        Super Starslayer TY-PHON - Sky Crisis
                        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.


                        This card is new to the Selection Box and quite expensive, but its effect is undeniably powerful. Those of you who are wealthy enough should definitely add this card.

                        Egyptian God Slime (x1)

                        UR Rarity
                        Egyptian God Slime
                        UR Rarity
                        Egyptian God Slime
                        Egyptian God Slime
                        WATER 10
                        Egyptian 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".


                        Easy to summon, Big Body, Boss of Protection



                        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:

                          1. Early game: Skill activates automatically -> Place Field Spell Icejade, Cenote, Enion Cradle from your deck & Send 1 Icejade (e.g., Tremora ) to the Graveyard.

                          2. Summon: Normal Summon Icejade Aegirine .

                          3. Search for: Aegirine effect activated -> Add Icejade Erosion Trap to hand.

                          4. Setup: Set Icejade Erosion .

                          5. 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:

                          1. Activating Skill: Swap cards in hand to find the missing piece (if needed).

                          2. Special Summon: Activate Icejade Tremora's effect from hand -> Send itself to Graveyard to Special Summon General Raiho of the Ice Barrier from hand.

                          3. Normal Summon (If available): Normal Summon Icejade Aegirine -> Search for Icejade Erosion and place it down.

                          4. 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:

                          1. Activating Skill: Send 1 Water from your hand to the graveyard to obtain Deep Sea Diva (if you don't already have it).

                          2. 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).

                          3. Synchro Summon:

                            • Synchro Level 6 (e.g. Coral Dragon or Stardust Charge Warrior ).

                            • Continue Synchro to Level 8 -> Summon Accel Synchro Stardust Dragon .

                          4. 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:

                          1. Field Spell: Ensure Icejade Cenote Enion Cradle is on the field (thanks to the Skill).

                          2. 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.

                          3. 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).

                          4. 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).




                        Companion unit:

                        - Yu-Gi-Oh! Guidance Vietnam

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