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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Ice Hand
- #DRLG-EN047 

When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can target 1 Spell/Trap Card they control; destroy that target, then you can Special Summon 1 "Fire Hand" from your Deck.

Card Ratings
Traditional: 2.15
Advanced: 3.65 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.


Date Reviewed:
May 13, 2014

Back to the main COTD Page

 

Dark

Paladin

Continuing to look at Hands, next up is Ice Hand.  It's going to be short, but not because the card is bad, it's just practically the same as yesterday.  The Hands work a lot like the Gadgets, just as opposed as replenishing each other, these guys do things too.  Ice Hand is a Level 4, Water attributed, Aqua Monster, with 1400 attack and 1600 defense.  When this Hand is destroyed (same conditions as yesterday, as long as you control it) and sent to the Graveyard, you get to target and destroy an opponent's Magic or Trap card and Special Summon Fire Hand from the Deck.  Destroying Monster > Destroying Magic or Trap, but it brings out Fire Hand which is slightly better.

Ratings:

Traditional:  1.75/5 
Advanced:  2.75/5 
Art:  4/5


John Rocha

If you want to know more about today’s card, see yesterdays card – Fire Hand. Ice Hand is the complement to that card and meant to work in synergy with it. When Fire Hand is destroyed, you will get to destroy your opponent’s monster and summon Ice Hand from your deck. 1400 in attack is not very much, but it is just right for what we want to use it for. Fire and Ice hand where made more for their effects to destroy monsters and back row cards, not for running over monsters. The 1400 attack also works well with Salvage to get them back from the graveyard. Then you can use Moray of Greed to recycle them while drawing three new cards.

You can use Ice Hand by itself or in a side deck as it is still useful in destroying back row cards and does not need Fire Hand. The plusses that you get by having both in a deck are just too good to only play Ice Hand however. As I pointed out yesterday, by playing a deck dedicated to Fire and Water, you can then play Frost and Flame Dragon. Look for cards like Blaster, Tidal, Deep Sea Diva, Mother Grizzly, Prominence Hand, and Fencing Fire Ferret. You can also mix and match themes like Fire Fist, Batlin Boxer, Mermail, and Frog Monarch or just play the Fire and Ice Hand monsters in another theme deck or side them.

No mater how you wish to play Ice Hand, it is a vary useful card as today’s Meta is still full of decks playing heavy back rows.

Traditional: 1/5
Advanced: 3/5

Leo
Kearon

Ice Hand
WATER/Aqua/Effect/Level 4/1400/1600
When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can target 1 Spell/Trap Card they control; destroy that target, then you can Special Summon 1 "Fire Hand" from your Deck.
 
Today we are looking at Ice hand, one of the Hand cards used by Gilag in Yu-Gi-Oh! ZeXal.
 
Statwise, Ice hand is a WATER/Aqua which is good with 1400 ATK and 1600 DEF both are pretty meh for a level 4. Its effects though as with Fire Hand more than make up for the meh stats.
 
If this card is destroyed, doesn’t matter how you can target and destroy 1 of your opponent’s Spell/Trap Cards and if you do, you get a “Fire Hand “from your deck. So not only do you get a MST style effect, but you can Special Summon a Monster that can destroy monsters and special summon another 1 of these.  A really good effect, not perfect, you have to destroy a Spell/Trap first in order to special summon and the monster can only be special summoned from the deck, but it does help balance this out.
 
Overall, a great effect, the monster itself is okay.
 
Traditional: 3/5
Advanced: 3.5/5


Christian
Moss

Ice Hand is hands down one of the best cards, along with Fire Hand, to debut from the recent Dragons of Legend Booster Set. Ice Hand is a level 4 Water attribute Aqua type monster with a decent 1400 attack and a sturdy 1600 defense. Whatever this card lacks in pure strength it more than makes up for with its outstanding effects. 

When this card is destroyed by your opponents card effects or by battle, and sent to the graveyard, you can target and destroy one spell or trap your opponent controls, then you can special summon one Fire Hand from your deck. So not only will this monster destroy any spell or trap your opponent controls (regardless of whether its set or face up) and -1 your opponents resources, it will actually special summon Fire Hand directly from your deck (in either attack or defense position) preventing you from losing any resource advantage. Since Fire Hand has a similar effect which allows it to special summon a Ice Hand from the deck when it is destroyed by your opponents cards, the Fire and Ice Hands actually create a special summoning loop which is insanely hard to overcome without the opponent giving up most or all of their resources to be rid of all copies of these monsters.

Additionally, there are even more reasons why Ice Hand's effect make it an exceptional monster. When the opponent attacks or is attacked by Ice Hand, Ice Hand's effect will activate during the damage step, therefore preventing your opponent from chaining cards to the destruction of their monster or to the summoning of Fire Hand from the deck. That means your opponent won't be able to activate cards to save their targeted spell or trap from being destroyed, or activate Torrential Tribute when Fire or Ice Hand is special summoned from the deck via effect. Because of this, it is consistently easy to keep the summoning loop of hands continuing through all of their copies safely without much worry. They also thin the deck with each direct from deck special summon they produce, creating an Upstart Goblin esque effect, without giving your opponent life points. This allows you to draw other more vital cards to your hand sooner. Fire Hand and Ice Hand are completely compatible with a wide variety of decks, and their effects are so crippling and resource draining that not using them could put you at a large disadvantage against decks that are. Even when you control the final copy of your Ice Hand and have no more Fire Hands left in the deck to special summon, if Ice Hand is destroyed, you will still get to target and destroy a spell or trap your opponent controls by it's effect when it hits the graveyard because the destruction effects of these hand monsters activate first before the summoning effect. 

Since the effects of these hand monsters must activate in the graveyard, they are susceptible to anti in-grave effect cards, such as Soul Drain, Dimensional Fissure, Macro Cosmos, and Abyss Dweller. However, this fact is actually a blessing in disguise more often than not because this means they are insusceptible to the much more commonly used effect negating cards such as Fiendish Chain, Effect Veiler, and Skill Drain. Overall, these hands are a major game changer at this point in time within the meta, as more and more competitive duelists are starting to include Fire and Ice Hands (always use both together) in their decks, and rightfully so.

Ratings:

3.5/5 Traditional 
4.5/5 Advanced
Mechanic Design: 4.0/5 (Unique effect unlike any other cards in print. Fire Hand is incredibly powerful even to an alarming point. Great generic card that helps to withstand some of the new faster paced archetypes.)
4/5 Art (Very detailed and really weird. Weird can be good!)


Baneful

Ice Hand

I'm skipping the Fire Hand review because my thoughts on both Fire and Ice Hands are mostly the same and it would be redundant. After playtesting with fellow COTD reviewer Christian Moss, I've been able to see the pros and cons of these cards. Above all, they (Ice Hand especially) are excellent cards.

Even though, like Reborn Tengu, they may not have been excellently designed. The fact that they Special Summon during right after a battle makes them too fast to be countered by traps for example. If you want to get rid of them, you better hope you didn't set up a defensive first.

The Fire and Ice Hand cards are most of the time reliable, defensive, can serve as a cushion to protect you, thin the deck, and provide good removal. You can make them a sub-theme of Hands with 3 of each, or just splash 2 of each hand into most decks.

Although Fire and Ice go together, I would say that Ice Hand is a little bit more powerful than its fiery counterpart. Monster removal is essential, but not nearly as important in an era where monsters are disposable unlike years ago. Spell and Trap setups are required for nearly every deck.

Beside the nasty comments I've received on the forum for my thoughts on Ice Hand, one idea that kept recurring was the idea of "why don't you just attack Ice Hand before you set". This is a great idea at certain moments, but in this era, almost every deck needs a rotation of spell/trap cards to protect their monsters. What decks don't rely on a strong backrow? How many tier 1 and tier 2 deck types can you name that wouldn't need to set spells/traps to protect themselves? Mermails? Okay, good. What else... Crickets...

If you have Continuous Spell/Traps and/or Field Spell already active, Ice Hand is really problematic. It's not just the removal effect though, which would make it a 1 for 1. It's also the fact that it searches into a monster that also works as removal and a searcher. You might play a duel normally as-usual only to see Ice Hand appear mid-way in all whilst you've been playing with the mentality that you won't have to give up numerous cards you control just to get attacks in.

By ramming into your opponent's monster, you can make your opponent incur a -2 whilst you thin your deck. Not to say Ice Hand doesn't have its flaws. As said above, situations where the other player has not set any card. But this flaw is moreso something that will stress the player using the card than something that will reassure people that will have to face this. Better hope you have Dimensional Prison on-hand.

Ice Hand is a card that is fast and fluid enough for modern 2014 duels but yet can intimidate and slow down your opponent. A deadly combination. Overall Ice Hand is a card that will cause stressful situations for the opponent and cause them to pause and ponder for a second as they question their next move. It is definitely worth owning and one of the best cards in the Dragon of Legends set. Make sure you get 2 or 3 of them along with a couple of Fire Hands.

Traditional: 1.5
Advanced: 4.5


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