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Pojo's Duel Masters Card of the Day

freezing_icehammer
Image from Wizards Duel Master site
 

  Freezing Icehammer
Thundercharge

Card # DM48


Date Reviewed: 08.05.05

Constructed Average Rating: 3.17
Limited Average Rating: 3.87


Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.

 
Toilet
Head
Brett
Name: Freezing Icehammer
Cost: 3
Civilization: Nature
Type: Spell
Rules Text:
Choose one of your opponent's water or darkness creatures in the battle zone. Your opponent puts that creature into his mana zone.
Flavor Text:
"Freeze 'em and squeeze 'em!" -Garabon, the Glider
Mana Number: 1
Artist: Akira Hamada
Rarity: C
Collector Number: 48
 
AAAAHHHHHHHHHHH!  Its an anti blue/black card.  What will I do?  Discard it, that's what.  Anyway, sorry for my cotding absence.  I really didn't have anything interesting to say about those cards.  Well, against my deck, this card is pretty much a natural snare with no shield trigger.  It lets you destroy a water or darkness creature and those happen to be the 2 most popular civilizations.  There really isn't much to say about this card.  If your meta is blue/black heavy, use this.  If its not, don't.  If you happen to be going to the continental championships and use nature, max this baby out or at least put 2 in your deck.  I can guarantee there will be decks with water or darkness (DUR).  That's  really all the advice I can give you about this card.
 
Constructed(against blue/black): 5/5  Its really a low costed natural snare without shield trigger.
 
Constructed(everywhere else): 3/5  Most decks use water or darkness and if they don't, there is always the mana zone........
 
Limited: 4/5  Every civ, including water or nature will most likely be used so its okay here.
 
Art: 3.5/5 meh...........
 
Flavor text:  4/5  Garabon is getting dirty, lol.
Horus
Well today's just one step closer to school...and I'm not enjoying it....but hey, I don't feel like talking about me, let's talk about....Freezing Icehammer!   
 
Name: Freezing Icehammer
Cost: 3
Civilization: Nature
Type: Spell
Rules Text:
Choose one of your opponent's water or darkness creatures in the battle zone. Your opponent puts that creature into his mana zone.
Flavor Text:
"Freeze 'em and squeeze 'em!" -Garabon, the Glider
Mana Number: 1
Artist: Akira Hamada
Rarity: C
Collector Number: 48
Wizards Card Database
 
Let's begin...
 
Cost:
3 isn't a problem...very low at that.  But if you would go to the card database, and search for costs of three....you would find that there is plenty of cards in there that many people run..So if you threw this in there...it may mean that you won't have a 1 drop or a 2 drop, etc.  I don't know about clogging up your deck with three costs cards....But that is just me ^_^
 
Civilization:
Nature...Widely known for Mana Acceleration...Well here's a card that has great Mana Acceleration...for your opponent, lol...We already have at least two cards that I can think of that are anti-Water and Darkness, Crow Winger and Moon Horn....Both of them get powered up by your opponent running Water and Darkness and having some of those creatures in the Battle Zone.
 
Effect:
Well to summarize this, it is a powered down Natural Snare that can only target Water and Darkness creatures...Pretty good effect if your opponent is running them..
 
Rating:
Constructed: 3/5 It is a gamble if you throw this into your deck and your opponent isn't running any Water or Darkness cards...I would say stick with Crow Winger because it is able to use even if your opponent doesn't run Water or Darkness, it is cheap, and it is evo-bait for Beast Folk.
Limited:4/5 Most likely your opponent will be running at least one of these civs in Limited...so you should pick it up after you decide which civilization you are running and you take the better destruction cards, i.e. Hopeless Vortex
Overall: 3.5/5

Art: 3/5 Not that great not bad either.
Flavor Text: 3/5 Not that great not bad either
 
Well, I would like to wish good luck to all who are going to an Invitation Circuit this week.. and also to anyone who is going in the next couple of weeks.  Till next time,
 
Horus
danieljs@bellsouth.net -e-mail and MSN
Steven
Cantrell
Freezing Icehammer
Type: Spell
Civilization: Nature
Mana Cost: Three (3)
Rules Text:
Choose one of your opponent's water or darkness creatures in the battle zone. Your opponent puts that creature into his mana zone.
Flavor Text:
"Freeze 'em and squeeze 'em!" -Garabon, the Glider
Rarity: Common
Set: Thundercharge of Ultra Destruction
 
Freezing Icehammer is a nifty little spell that could either be godly or complete garbage, depending entirely on the situation. Normally cards like this that only counter certain Civilizations would be sideboard material. But WotC decided to run Dm without sideboards, so where does that leave Icehammer? I believe it still can be useful.
 
Compare today?s card with the Base Set staple Natural Snare because of their obvious similarities. Both are spells that remove creatures by sending them to the mana zone instead of the graveyard. Icehammer does not have the Shield Trigger ability, which hurts some. Another downside is that it can target just Water and Darkness creatures. Luckily those two Civilizations are widely considered the two most common/powerful in the game, and almost every deck runs at least one of them. Propeller Mutant, Horrid Worm, Cyber Lords, and fatties are all great targets for Icehammer.
 
The final minor (but potentially major) downside is that your opponent will gain a free mana. Unlike Snare, Icehammer can be played earlier when that extra mana means more. You have to be careful and use good judgement when casting Icehammer. Ask yourself, is removing this creature worth the advantage my opponent gets? This card has above average potential all considered, yet probably won?t see a ton of playtime.
 
Limited: 3.5/5
Any and all removal works great in drafts. I would slip a couple into my deck, and they are readily available too being only common.
 
Constructed: 2.5/5
Icehammer could be a useful spell to have, as many will not be expecting it. You run the risk of having a dead draw though against decks with little or no Dark/Water. Try out a couple and test them out in your metagame.

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