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