White Zeraora Posted April 9, 2023 Report Share Posted April 9, 2023 Putting the AI image generator to the test by trying to make an archetype with it. Dry Ice is an archetype of WATER monsters with a heavy focus on effect negation. All Dry Ice monsters share this effect: The effects of a monster this card battles, or targets with its effects, are negated until the end of your opponent's next turn (even if it leaves the field). Quick explanation: If a Dry Ice monster battles another monster, the opposing monster's effects become negated at the end of the Damage Step. If a Dry Ice monster targets a monster with its effect, including itself, the targeted monster's effects become negated immediately after the effect resolves. (even if it leaves the field) refers to the target, and not the user. Quote Main Deck Monsters Dry Ice Swordsman Warrior/Effect/WATER/Level 3 ATK 1500/DEF 1000 The effects of a monster this card battles, or targets with its effects, are negated until the end of your opponent's next turn (even if it leaves the field). Once per turn: You can target 1 monster your opponent controls; Special Summon 1 "Dry Ice" monster from your hand with ATK equal to or lower than that monster's ATK. You can only use this effect of "Dry Ice Swordsman" once per turn. Dry Ice Serpent Reptile/Effect/WATER/Level 3 ATK 1500/DEF 1000 You can target 1 monster your opponent controls; Special Summon this card from your hand in Defense Position, and if you do, neither player can Tribute that monster or use it as material while this card is face-up on the field. The effects of a monster this card battles, or targets with its effects, are negated until the end of your opponent's next turn (even if it leaves the field). If this card is sent from the field to the GY: Add 1 "Dry Ice" card from your Deck to your hand, except "Dry Ice Serpent". Dry Ice Witch Spellcaster/Effect/WATER/Level 3 ATK 1000/DEF 1500 The effects of a monster this card battles, or targets with its effects, are negated until the end of your opponent's next turn (even if it leaves the field). You can target 1 monster your opponent controls; Special Summon 1 "Dry Ice" monster from your hand or Deck, except "Dry Ice Witch", and if you do, that target loses 1000 ATK until the end of this turn. You can only use this effect of "Dry Ice Witch" once per turn. Dry Ice Wolf Beast/Effect/WATER/Level 4 ATK 1400/DEF 1300 The effects of a monster this card battles, or targets with its effects, are negated until the end of your opponent's next turn (even if it leaves the field). (Quick Effect): You can target 1 monster your opponent controls; Decrease this card's Level by 1, and if you do, your opponent cannot Special Summon monsters with the same Type as that target for the rest of this turn. You can only use this effect of "Dry Ice Wolf" once per turn. Dry Ice Unicorn Beast/Tuner/Effect/WATER/Level 3 ATK 1200/DEF 600 The effects of a monster this card battles, or targets with its effects, are negated until the end of your opponent's next turn (even if it leaves the field). If you control a "Dry Ice" monster other than "Dry Ice Unicorn", you can Special Summon this card from your hand. Once per turn: You can target 1 monster your opponent controls; All other "Dry Ice" monsters you control become unaffected by the effects of monsters with the same Type and/or Attribute as that target, until the end of this turn. Dry Ice Elf Fairy/Effect/WATER/Level 3 ATK 1000/DEF 1300 The effects of a monster this card battles, or targets with its effects, are negated until the end of your opponent's next turn (even if it leaves the field). All other "Dry Ice" monsters you control gain 300 ATK for each monster on the field that has its effect negated. (Quick Effect): You can target 1 monster on the field; Neither player can Special Summon monsters for the rest of this turn, except monsters with the same Attribute as that monster. This card must be face-up on the field to activate and to resolve this effect. You can only use this effect of "Dry Ice Elf" once per turn. Dry Ice Spirit Aqua/Effect/WATER/Level 3 ATK 1100/DEF 600 The effects of a monster this card battles, or targets with its effects, are negated until the end of your opponent's next turn (even if it leaves the field). Unaffected by monster effects that were activated from the hand. When a "Dry Ice" monster is Normal or Special Summoned while this card is face-up on the field: You can target 1 monster your opponent controls; Your opponent cannot use that target as material for a Summon, until the end of their next turn. You can only use this effect of "Dry Ice Spirit" once per turn. Extra Deck Monsters Dry Ice Dragon Dragon/Xyz//Effect/WATER/Rank 3 ATK 1900/DEF 1200 2+ Level 3 monsters While this card has materials, "Dry Ice" monsters you control cannot be destroyed by card effects. The effects of a monster this card battles, or targets with its effects, are negated until the end of your opponent's next turn (even if it leaves the field). Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 monster on the field; Its ATK becomes 0 until the end of this turn. Dry Ice Paladin Warrior/Synchro/Effect/WATER/Level 6 ATK 2400/DEF 1600 1 Tuner + 1+ non-Tuner Monsters The effects of a monster this card battles, or targets with its effects, are negated until the end of your opponent's next turn (even if it leaves the field). If this card attacks a monster whose effect is currently negated, your opponent cannot activate cards or effects until the end of the Damage Step. (Quick Effect): You can target 1 monster on the field; Return it to the hand, and if you do, draw 1 card. You can only use this effect of "Dry Ice Paladin" once per turn. Dry Ice Cyclops Fiend/Link/Effect/WATER/Link 2 Arrows: Down-Left, Down-Right ATK 1400 2 "Dry Ice" monsters The effects of a monster this card battles, or targets with its effects, are negated until the end of your opponent's next turn (even if it leaves the field). The effects of monsters this card points to cannot be negated, also they cannot be targeted by your opponent's card effects. (Quick Effect): You can target 1 monster your opponent controls; Banish it, and if you do, you can banish cards from your opponent's GY, up to the number of monsters this card points to. You can only use this effect of "Dry Ice Cyclops" once per turn. Spells/Traps Dry Ice Tower Spell Card/Field You can only activate 1 "Dry Ice Tower" per turn. When this card is activated: Special Summon 1 "Dry Ice" monster from your Deck in Defense Position. "Dry Ice" monsters you control cannot be destroyed by battle while attacking, and you take no battle damage from battles involving them. If a "Dry Ice" monster you control activates its effect by targeting a monster on the field: You can return that targeted monster to the bottom of the Deck, and if you do, your opponent cannot activate the effects of monsters with the same name as that monster for the rest of this Duel (even if this card leaves the field). You can only use this effect of "Dry Ice Tower" once per turn. Dry Ice Castle Spell Card/Continuous When the effect of a "Dry Ice" monster is activated: You can add 1 "Dry Ice" card from your Deck to your hand. If there is a face-up monster on the field whose effect is currently negated: You can send this face-up card on the field to the GY; Special Summon up to 2 "Dry Ice" monsters from your Deck in Defense Position. You can only use each effect of "Dry Ice Castle" once per turn. Dry Ice Tundra Trap Card/Normal If your opponent controls a monster(s) whose effect is currently negated: Special Summon 1 "Dry Ice" monster from your Deck in Defense Position, but negate its effects until the end of this turn. Then, you can draw 1 card for each monster your opponent controls that currently has its effect negated. You can only activate 1 "Dry Ice Tundra" per turn. Dry Ice Cavern Trap Card/Normal When your opponent Normal or Special Summons a monster while you control a face-up "Dry Ice" monster: Negate that monster's effects (even if it leaves the field), and if you do, destroy it, also for the rest of this turn, any monster Summoned to your opponent's field has its effect negated until the end of this turn. You can only activate 1 "Dry Ice Cavern" per turn. Expand the quote to view the cards. The Dry Ice archetype employs a bit more of a slower, anti-meta control strategy. Being able to negate monster effects by, literally, just pointing at them, they can keep your opponent's monsters at bay without a second thought. As a drawback, though, they lack a bit of fire power as most of their monsters have low ATK, so the deck is unsuitable for an OTK without using some external support. Swordsman and Witch are your kickstarters, while Serpent and Unicorn are the extenders, and with Unicorn being a Tuner and all main deck monsters except Wolf being Level 3, you gain access to Level 6 Synchro and Rank 3 Xyz plays. Although keeping Serpent on the field stops a monster from being used as material, the real use for it is linking it off into Cyclops and getting a search, especially since Witch can tutor it straight from the Deck. Elf can act as a pseudo-Barrier Statue of the Torrent at the cost of negating one of your own Dry Ice monsters, although she could be seen as weaker than an actual Barrier Statue due to having to be face-up on the field at resolution. While all three Extra Deck monsters are powerful in their own right, Dragon's effect is probably the strongest, being able to put a monster to 0 ATK during your opponent's turn, while Cyclops can banish cards from your opponent's grave and even neuter Elf's drawback if you plan to use her as a Barrier Statue, and Paladin is basically just a beater, the only monster in the entire Deck with more than 2000 ATK, that can also get you a draw. Tower, the field spell, can lock a monster out for the rest of the Duel, but Castle is what you really want: A free search when you activate an effect, and then you dump it to the grave to get two free bodies on the field. It's pretty much essential for the deck. Tundra can potentially give you massive draw power, but it can be slow and takes some setup, while Cavern is intended to be used as a Trap Hole-style card. This is a go-second deck, without a doubt. Most of these cards are dead going first, as you need your opponent to have monsters on the field to use most of these effects. Elf's effect lets you gain ATK for each negated monster, so if you need a finishing blow, she's a good card to have. Spells and Traps that destroy monsters are the bane of this deck's existence, as Serpent is the only monster with a floating effect, but Dragon can protect you from those if it has materials, with additional protection from targeting if you have Cyclops. Link to comment Share on other sites More sharing options...
JairoLeyn100 Posted April 12, 2023 Report Share Posted April 12, 2023 I don't have words to explain how well though out this Archetype is. You really though it through very well, that there's barely anything for me to comment about. A very unique Archetype with it's own playstayle and a unique feature: "Targeting an effect monster that the opponent controls and negating it's effects either by their own or by battle; and at the same time activate other effects by negating the effects of opposing monsters". I didn't had to read the explanation of this Archetype to understand that it was meant to counter very powerfull Meta Decks. Now I really wanna see how Tearlaments can compete against these guys muajajajajajajaja. The images created by AI Art are really amazing. Though the image used for Dry Ice Cavern... that's not a cavern for me, but rather a giant storm XD. I really love this kind of works from people like you. They spend their time creating Archetypes, wether they have unique features or not, with lots of cards to make awesome combos. And to destroy the Meta of now in days. Link to comment Share on other sites More sharing options...
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