[Skill] description | User |
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Territory of the Sharks The Level of all WATER monsters you control becomes 4 until the end of the turn. This Skill can only be used once per turn and twice per Duel. This Skill can only be used if you beign the Duel with a Deck/Extra Deck that contains no monsters other than WATER monsters. | Reginald "Shark" Kastle |
Spellbreaker of the Ice Barrier | WATER Spellcaster ★4 ATK 1200 / DEF 2000 |
Ranked Rewards [SR] | |
Once per turn, you can send 1 "Ice Barrier" monster from your hand to the Graveyard. If you do, Spell Cards cannot be activated until the End Phase of your next turn, as long as this card remains face-up on the field. |
Spellbreaker of the Ice Barrier's effect of sending an "Ice Barrier" monster from your hand to the Graveyard once per turn can be a useful way to trigger the effects of other cards in the deck, such as "Prior of the Ice Barrier".
In addition, Spellbreaker of the Ice Barrier's effect of preventing the activation of Spell Cards until the end of your opponent's next turn can be a powerful defensive tool. This effect can be especially useful against decks that rely heavily on Spell Cards to make their plays, such as Spellbook or Dark Magician decks.
General Raiho of the Ice Barrier | WATER Warrior ★6 ATK 2100 / DEF 2300 |
Gaia Genesis [R] Stars of Synchro [R] | |
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's effect allows you to disrupt your opponent's plays by forcing them to discard a card whenever they activate an effect of an Effect Monster on their field.
This effect can be especially powerful against decks that rely heavily on their monster effects to make plays. By forcing your opponent to discard a card, you can potentially disrupt their strategy and slow down their momentum.
General Wayne of the Ice Barrier | WATER Warrior ★5 ATK 2100 / DEF 400 |
Stars of Synchro [R] | |
Spells and Traps sent from the field to your opponent's GY are banished instead. You can only use each of the following effects of "General Wayne of the Ice Barrier" once per turn. If your opponent controls a monster and you control an "Ice Barrier" monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 "Ice Barrier" Spell/Trap from your Deck to your hand. |
Spell/Trap Banish Effect will helps to prevent for recycling use of Key Cards. General Wayne also a Level 5 Ice Barrier monster that can be special summoned without tributing if there is another Ice Barrier monster on your field while your opponent controls a monster. The second searcher effect will also helps for combo extender. However, these effect can only be used each for once at that turn.
Wayne can be used to pair with other monsters for Synchro Summoning monsters:
Revealer + Wayne + Dewdark = Trishula Zero Dragon
Revealer + Wayne + (Activates Skills makes both to Level 4) + Hexa = Trishula.
Revealer of the Ice Barrier | WATER Spellcaster ★4 ATK 1700 / DEF 1000 |
Stars of Synchro [R] | |
While you control another "Ice Barrier" monster, your opponent cannot Tribute Summon. You can only use each of the following effects of "Revealer of the Ice Barrier" once per turn. You can discard 1 card; Special Summon 1 "Ice Barrier" Tuner from your Deck, also you cannot Special Summon monsters for the rest of this turn, except WATER monsters. If you would discard, or send a card(s) from your hand to the GY, to activate an "Ice Barrier" monster's effect, you can banish this card from your GY instead of 1 of those cards. |
A Level 4 Board Starter that summons an Ice Barrier TUNER from your deck by discarding a card for performing 1 cards Synchro Summon.
Revealer's second effect can also act as a substitute for the cost of an Ice Barrier monster effect which would discard or send a card(s) from your hand to the GY by banishing itself from the GY. While you control another Ice Barrier monster, Revealer also prevents your opponent from Tribute Summoning.
Speaker for the Ice Barriers | WATER Spellcaster ★4 ATK 1000 / DEF 1800 |
Stars of Synchro [R] | |
While you control another "Ice Barrier" monster, Defense Position monsters your opponent controls cannot change their battle positions. You can only use each of the following effects of "Speaker for the Ice Barriers" once per turn. If you control an "Ice Barrier" monster: You can Special Summon this card from your hand. If you control an "Ice Barrier" monster: You can banish this card from your GY; Special Summon 1 "Ice Barrier Token" (Aqua/WATER/Level 1/ATK 0/DEF 0). |
Level 4 extender that can special summon itself from the hand if you control an Ice Barrier monster which can be used for performing Synchro Monsters or Xyz Monsters easily. If it’s in the GY and you control an Ice Barrier monster, you can also banish it to get a Level 1 Ice Barrier token. The token can also be used as tribute for Winds Over the Ice Barrier.
Zuijin of the Ice Barrier | WATER Warrior ★2 ATK 500 / DEF 300 |
Stars of Synchro [R] | |
You can Tribute this card; Special Summon 1 Level 5 or higher "Ice Barrier" monster from your hand. If this card is in your GY, except the turn it was sent there: You can target 1 Level 3 or higher WATER monster you control; reduce its Level by exactly 2, and if you do, Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Zuijin of the Ice Barrier" once per turn. |
Zuijin of the Ice Barrier's effect to Tribute itself and Special Summon a Level 5 or higher "Ice Barrier" monster from your hand can be a valuable play to make, especially if you need to quickly get a powerful monster on the field.
In addition, Zuijin of the Ice Barrier has a secondary effect that allows you to reduce the level of a Level 3 or higher WATER monster you control by exactly 2. This can be helpful in setting up Xyz Summons or other plays that require specific Level requirements.
Prior of the Ice Barrier | WATER Aqua ★2 ATK 1000 / DEF 400 |
Cybernetic Rebellion [R] | |
If you control a face-up "Ice Barrier" monster, you can Special Summon this card (from your hand). You cannot Special Summon any Level 5 or higher monsters the turn you use this effect. You can Tribute this card to target 1 "Ice Barrier" monster in your Graveyard, except "Prior of the Ice Barrier"; Special Summon that target. |
Prior of the Ice Barrier's effect to special summon itself from the hand if you control a face-up "Ice Barrier" monster can help you to quickly get a monster on the field. Additionally, its ability to tribute itself to special summon an "Ice Barrier" monster from the graveyard can help you to recover key monsters that may have been removed from play or sent to the graveyard.
Hexa Spirit of the Ice Barrier | WATER Sea Serpent ★1 ATK 400 / DEF 200 |
Stars of Synchro [R] | |
While you control another "Ice Barrier" monster, monsters your opponent controls lose 500 ATK/DEF. During your Main Phase: You can send 1 Level 3 or lower "Ice Barrier" monster from your Deck to the GY, and if you do, this card's Level becomes the same as that monster's, until the end of this turn. You can only use this effect of "Hexa Spirit of the Ice Barrier" once per turn. |
Hexa Spirit of the Ice Barrier's effect to lower the ATK and DEF of your opponent's monsters by 500 while you control another "Ice Barrier" monster can help you gain an advantage in battles.
Additionally, Hexa Spirit of the Ice Barrier's effect to send a Level 3 or lower "Ice Barrier" monster from your Deck to the GY during your Main Phase, and then change its Level to the same as that monster's until the end of the turn, can help you easily Synchro Summon or Xyz Summon monsters that require specific Levels.
Dewdark of the Ice Barrier | WATER Aqua ★2 ATK 1200 / DEF 800 |
Judgement Force [N] | |
If the only face-up monsters you control are Level 2 or lower monsters, this card can attack your opponent directly. |
Dewdark is another Tuner you can run in this Deck. It being an Aqua-type means you can use it for making Graydle Dragon. Dewdark's direct attack effect can even occasionally steal you some wins like a mini Number 47: Nightmare Shark, but can only realistically be used if it is the only monster on your field.
Medallion of the Ice Barrier | Normal Spell |
Stars of Synchro [SR] | |
Add 1 "Ice Barrier" monster from your Deck to your hand. |
Main Searcher for adding Core "Ice Barrier" monster from your Deck to your hand quickly.
Winds Over the Ice Barrier | Normal Spell |
Stars of Synchro [R] | |
Tribute any number of "Ice Barrier" monsters; Special Summon from your Deck that many Level 4 or lower "Ice Barrier" monsters with different names from each other. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 of your "Ice Barrier" monsters that is banished or in your GY; add it to your hand. You can only use each effect of "Winds Over the Ice Barrier" once per turn. |
A powerful continuous spell that tributes your Ice Barrier monsters on field to summon Ice Barrier monsters from your deck. Winds Over acts as a hand fixer and also offers flexibility and recovery.
Mystical Space Typhoon | Quick Spell |
Antinomic Theory [UR] Selection Box Vol.03 Mini [UR] | |
Target 1 Spell/Trap Card on the field; destroy that target. |
Mystical Space Typhoon's effect to destroy a spell/trap card on the field can be helpful in removing problematic cards that are disrupting your strategy or preventing you from making plays.
Forbidden Lance | Quick Spell |
Valhalla Calling [UR] Selection Box Vol. 02 Mini [UR] Special Set Bundle Sale [UR] | |
Target 1 face-up monster on the field; until the end of this turn, that target loses 800 ATK, but is unaffected by the effects of other Spell/Trap Cards. |
Forbidden Lance can be a useful card as it can provide protection for your monsters while also decreasing the ATK of your opponent's monsters. Its effect to make a monster unaffected by the effects of other spell/trap cards can help protect your key "Ice Barrier" monsters from disruption by cards.
Additionally, the 800 ATK decrease can help swing battles in your favor and increase the chances of your monsters destroying your opponent's monsters in battle. This can be especially helpful when trying to get over higher ATK monsters.
Trishula, Zero Dragon of the Ice Barrier | WATER Dragon ★11 ATK 2700 / DEF 2000 |
Stars of Synchro [UR] | |
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. |
Banish Removal effect with up to 3 cards your opponnet control while this card is Synchro Summoning. Trishula Zero Dragon's floating effect will helps you bring out Trishula Dragon either from your Extra Deck or Graveyard with 3300 ATK stats which can stop your opponent by OTK.
Trishula, Dragon of the Ice Barrier | WATER Dragon ★9 ATK 2700 / DEF 2000 |
Starter/Special Set Bundle Sale [UR] | |
1 Tuner + 2 or more non-Tuner monsters When this card is Synchro Summoned: You can banish up to 1 card each from your opponent's hand, field, and Graveyard. (The card in the hand is chosen at random.) |
The effect by banishing 1 card each from your opponent's hand, field, and Graveyard which can easily disrupt your opponent's combo.
Coral Dragon | WATER Dragon ★6 ATK 2400 / DEF 500 |
Chronicle of Glory [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the Graveyard: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn. |
Coral Dragon's effect to destroy a card your opponent controls can help clear the way for your own plays and the ability to draw a card when it's sent to the graveyard can provide some much-needed card advantage. Additionally, its level of 6 makes it easy to Synchro Summon with some of the Ice Barrier monsters, such as Prior of the Ice Barrier.
Ravenous Crocodragon Archethys | WATER Fish ★9 ATK 1000 / DEF 1000 |
Stars of Synchro [SR] | |
1 Tuner + 1+ non-Tuner monsters Gains 500 ATK/DEF for each card in your hand. You can only use each of the following effects of "Ravenous Crocodragon Archethys" once per turn. ● If this card is Synchro Summoned: You can draw cards equal to the number of non-Tuners used for its Synchro Summon. ● (Quick Effect): You can discard 2 cards, then target 1 card on the field; destroy it. |
A Level 9 Synchro "Slifer the Sky Dragon" with max 2 Free Card Draw while Ravenous Crocodragon is Synchro Summoned. Ravenous Crocodragon's Speed 2 removal effect uses cost from hand card, but use this effect wisely to prevent your hand sources losing. Overall its a decent beater with a targeting removal effect.
White Aura Dolphin | WATER Fish ★6 ATK 2400 / DEF 1000 |
Cybernetic Rebellion [SR] Selection Box Vol.04 [SR] | |
1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 face-up monster your opponent controls; its ATK becomes half its original ATK until the end of this turn. If this card you control is destroyed by an opponent's card (by battle or card effect) and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner. |
White Aura Dolphin can halve an enemy monster's ATK so you can attack over it. This effect has no cost and can be activated once every turn. White Aura Dolphin also has an inherent revival effect. In a Deck full of WATER monsters such as this, you can effectively revive White Aura Dolphin as much as you want.
Graydle Dragon | WATER Aqua ★8 ATK 3000 / DEF 2000 |
Judgement Force [R] | |
1 Aqua-Type Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: You can target cards your opponent controls, up to the number of WATER monsters used for the Synchro Summon of this card; destroy them. If this card is destroyed by battle or card effect and sent to the Graveyard: You can target 1 other WATER monster in your Graveyard; Special Summon it, but its effects are negated. You can only use each effect of "Graydle Dragon" once per turn. |
Upon Normal Summoning, Graydle Dragon will usually allow you to destroy two enemy cards. This should be good enough to break the opponent's setup and put them in a bad spot. If you use three materials then Graydle Dragon can get rid of a full field of monsters.
Graydle Dragon's floating effect is also quite powerful, effectively letting you revive anything in this Deck, including Extra Deck monsters. If you have another copy of Graydle Dragon in the graveyard, you can choose that as revival target to have constant field presence.
Abyss Dweller | WATER Sea Serpent ★4 ATK 1700 / DEF 1400 |
Photons of Galaxy [UR] Selection Box Vol.03 Mini [UR] [UR] | |
2 Level 4 monsters While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent's Graveyard cannot be activated this turn. |
Abyss Dweller is another popular Xyz monster run in Territory of the Sharks Decks. This monster is great at preventing the opponent from using resources from the graveyard.
Make sure to toggle your chain to "ON" instead of "AUTO" then use Abyss Dweller's effect at the start of the opponent's turn for best results.
Marincess Coral Anemone | WATER Cyberse ATK 2000 / LINK 2 |
Stage of Trickstar [SR] | |
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. |
Marincess Coral Anemone can be a useful addition to an Ice Barrier Deck. Its first effect allows you to Special Summon a WATER monster with 1500 or less ATK from your GY to a zone this card points to. This can be useful for bringing back key Ice Barrier monsters or other supporting cards.
Bottomless Trap Hole | Normal Trap |
Selection Box Vol.05 [UR] | |
When your opponent Summons a monster(s) with 1500 or more ATK: Destroy that monster(s) with 1500 or more ATK, and if you do, banish it. |
Easily to get rid of Big Beater monsters while they are being summoned, also banish instead of putting them to the Graveyard which will prevent those Monsters from recycling and triggering their floating or graveyard effect.
Book of Moon | Quick Spell |
Chaotic Soldiers [UR] Selection Box Vol.04 [UR] | |
Target 1 face-up monster on the field; change that target to face-down Defense Position. |
Compulsory Evacuation Device | Normal Trap |
Selection Box Vol.04 Mini [UR] | |
Target 1 monster on the field; return that target to the hand. |
Always a strong card to have. Can be used to disrupt your opponent and dodge back-row disruption for your monsters. However, it can't be used against Link Monster since it doesn't have DEF Stat and cannot be changed position into Defense Mode.
Floodgate Trap Hole | Normal Trap |
Generation Next [UR] Special Set Bundle Sale [UR] | |
When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions. |
Very powerful monster removal card that can disrupt your opponent's combo easily.
Dewloren, Tiger King of the Ice Barrier | WATER Beast ★6 ATK 2000 / DEF 1400 |
Ranked Rewards [SR] | |
1 Tuner + 1 or more non-Tuner WATER monsters Once per turn, you can return any number of face-up cards you control to the owner's hand. For each card returned to the owner's hand by this effect, this card gains 500 ATK until the End Phase. |
500 ATK Boost by returning Face-Up Cards you control, you can synergy Dewloren with Freezing Chains Continuous Spell that you have been activated before for another free revival next turn.
Number 37: Hope Woven Dragon Spider Shark | WATER Fish ★4 ATK 2600 / DEF 2100 |
Shark Fang [UR] | |
2 Level 4 WATER monsters When any player's monster declares an attack: You can detach 1 Xyz Material from this card; all monsters your opponent currently controls lose 1000 ATK until the end of this turn. When this card is destroyed by battle or card effect and sent to the Graveyard: You can target 1 other monster in your Graveyard; Special Summon it. You can only use each effect of "Number 37: Hope Woven Dragon Spider Shark" once per turn. |
Spider Shark is a powerful boss monster in many WATER Decks, especially ones that use Territory of the Sharks. The Skill makes it very easy to get Spider Shark on the field. The first effect is enough to entirely deter the opponent from attacking while Spider Shark is on the field. It also lets you beatdown enemy monsters even though your deck generally has below average ATK without complete buffs.
The floating effect is essentially a Monster Reborn. You can even revive another copy of Spider Shark and other Extra Deck monsters.
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