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Showing posts with label Ice Barrier. Show all posts
Showing posts with label Ice Barrier. Show all posts

Saturday, July 16, 2011

Playing with the Underdogs


Alright so I spent the last several hours playtesting on Duel Network. The first few matches I used an old Elemental Hero Neos / Chaos deck updated for the recent banlist. Not a Chaos Neos deck, but a Neos Chaos deck, as in I'm using Chaos Sorcerer and not Elemental Hero Chaos Neos. People always get confused whenever I say the name, lol.

It was not actually my intention for the deck to win any of my games. I was just trying to some kill before I went to sleep, but the few successes I had with Neos Chaos encouraged me to try another formerly underdog deck: Ice Barriers. DN had recently added the Photon Shockwave expansion to the list of available cards, minus the Xyz Monsters, which have yet to be implemented. This meant I now had access to Preacher <3.

After some quick browsing for something to start with, I found Zeron's decklist on Pojo Forums worth consideration. To reduce the risk of any potential dead draws, however, as his original decklist ran 5 Tribute Monsters—3 of which were Level >6—I dropped the General Grunard of the Ice Barrier for a Samurai of the Ice Barrier. After 5-6 games I had a decent grasp of the strengths and limits of the deck.

My main concern is with the IBs that they require others to use their effects. When I played against Gravekeepers, there was little my poor Dance Prince could do if I couldn't get another IB out. And when I did, Necrovalley enabled her to be run over by everything and sealed any potential Preacher/Surfacing/Gantala/Salvage plays.

Speaking of Salvage, I can begin to see why some people don't like running it. It's absolutely painful to draw into sometimes, especially early game. Since Pot of Duality is going to be reprinted soon, it could possibly serve as a viable (and cheap) alternative.

Defender (not Blizzd) and Cryomancer did their jobs very well and Arcanite Magician is a must have in the extra deck. In fact, between Black Rose, Gungnir, Arcanite, and Scrap Archfiend, Level 7s form the bulk of my extra deck, if I even need to use it. Often times swarming the field can end games by itself.

The deck definitely has potential, it just needs little something more to make it flower better. Strategist + Medallion gets the engine going easy enough but if the graveyard isn't protected, you're in for a world of hurt.

Remember players the game ends with you.

Wednesday, July 13, 2011

Good Job Konami

In my previous post, I mentioned how Konami was remaking older banned into less broken counterparts. It appears that my initial opinion of Rescue Rabbit maybe be worth reconsideration, especially since builds have begun surfacing in an attempt to break the rabbit, as what happened with its feline predecessor.

Putting that aside it's the remaining content of Photon Shockwave that has interested me more. Apparently Konami hasn't given up on older archetypes such as the Ice Barriers, Naturias, and Watts. Ice Barriers specifically have gotten a fantastic support card in the former of Preacher of the Ice Barrier.

Preacher of the Ice Barrier
(Aqua-Type/WATER/Level 2/ATK 1000/DEF 400)
"If you control a face-up "Ice Barrier" monster: You can Special Summon this card from your hand. If you do, you cannot Special Summon Level 5 or higher monsters during this turn. You can Tribute this card to target 1 "Ice Barrier" monster in your Graveyard; Special Summon that target."
Preacher helps the Ice Barrier theme in three key ways:
  1. It's ability to Special Summon itself helps fulfill the effect activation requirements of several Ice Barrier Monsters that requires another IB Monster to be on the field.
  2. It's second effect effect helps players get out the Generals onto the field easily. 
  3. It's level, type, and attribute make it great for Wetlands variants as another big beater, but one that can swarm the field. It's also compatible with Graceful Revival, Limit Reverse, AND Surfacing, essentially turning those cards into a Monster Reborn for any of your other IBs.
Good card is good, and I'm glad to see an archetype with so much potential finally given support that can tie the entire theme together.

Keep up the good work Konami. *Nice Guy Pose*

Remember players, the game ends with you.

P.S: You can still summon Monsters that don't have levels during the same turn you use Preacher. *Nudge, Nudge, wink, wink.*

Friday, February 4, 2011

He's the Man!

There are generally two types of archetypes: those that are good, and those that are not. Ice Barriers, unfortunately, fall into the latter category. Believe me, I'm not trying to be pessimistic. I've tried so many times to make them work and they just have no legitimate win condition. Flamvells can swarm, Naturias can negate, and Ice Barriers do absolutely NOTHING.

Oh sure they have a few tricks up their sleeves, having a couple of lock combos, but other than that they're just another failed archetype. The best thing about them are probably their Synchro Monsters, three of which (Brionac, Dewloren, and Trishula) are restricted in some form.

But of course all themes have at least card that can shine even outside their own deck. 

General Raiho of Ice Barrier 
(Warrior-Type/WATER/Level 6/ATK 2100/DEF 2300)
When the activated effect of an Effect Monster your opponent controls resolves, your opponent can discard 1 card. If they do not, negate the Effect Monster's effect.
The other day I went with some friends of mine to try our luck at Duel Terminal 4 and I was fortunate enough to get a hold of some Ice Barrier cards. While testing the new Ice Barriers today I realized just how terrible most of they were. General Raiho, however, did produce some interesting results, enough to make me consider teching a copy or two in my Hero Deck as another Fusion Material Monster for Elemental Hero Absolute Zero. After trying it out I have to say:

"IT WORKED WONDERS!!!" 

When I played against Macro today I used a pair of Voltics alongside a pair of Raihos, and it completely shut my opponent down. He couldn't make big pushes without losing hand advantage and I was still able to get all my Heroes back. It was hilarious! ^_^

Remember players, the game ends with you.