Icejade Curse
Icejade Curse

Icejade Curse – #DIFO-EN056

While an “Icejade” monster and “Icejade Cenote Enion Cradle” are on the field, your opponent cannot activate the effects of monsters that were Summoned that turn. When a monster is destroyed by battle involving your “Icejade” monster: You can target 1 of those destroyed monsters; inflict damage to your opponent equal to that monster’s original ATK. You can only use this effect of “Icejade Curse” once per turn.

Date Reviewed:  July 25th, 2022

Rating: 3.13

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

All over the place this week on CoTD, but that’s a nice change of pace. Lets start things off with Icejade Curse, shall we?

Continuous Spell for Icejades that acts as a Lose 1 Turn as long as you have that Field Spell for the archetype and an Icejade monster on the field. Sounds like a lot for one card, but it is a complete lockdown for monster effects for a turn and that will stall combo decks immediately. Burn damage once per turn if you destroy a monster in battle with an Icejade works in conjunction with Icejade Cenote Enion Cradle’s ability to lower the ATK of your opponent’s monsters as well as one of your Icejade monsters. Cenote with the right monster can drop your opponent’s monsters on the field to 0ATK while only dropping one of yours to 0ATK, then you crush that one into a monster and can still do the burn damage for its original ATK. Icejade are pretty low ATK minus Kingfisher, however if you hit the opponent’s field with this and Kingfisher, you can flood the field with your weaker Icejade monsters and clear house.

Icejade Curse is a great card for the archetype that lacked consistent negation. This card slows the game, prevents monsters from activating effects upon their initial summon, and adds burn damage to help with the lower ATK of the Icejade archetype. Sure, you can run Lose 1 Turn, but this is searchable within the archetype too.

Advanced-3/5     Art-3/5

Until Next Time

Crunch$G Avatar

Time for some lore this week starting with the latest support for Icejades: Icejade Curse.

Icejade Curse is a Continuous Spell that prevents the opponent from using monster effects of monsters the turn they’re summoned if you control both an Icejade monster and Icejade Cenote Enion Cradle, so it goes well with Kosmochlor’s ability to prevent monster effects on turns after the monsters are summoned and balances the shut down of monster effects in general by needing 3 cards to pull it off. Second effect also triggers upon destroying a monster in battle with your Icejade, burning the opponent for the original ATK of the destroyed monster, which might get you some nice damage in alongside attacking with a 3000 DEF Kosmochlor if you got that setup. Hard once per turn on the burn, probably to prevent too much damage. It’s a fine card really, helps Icejade’s handle other strategies, just doesn’t help that Icejades still aren’t that great.

Advanced Rating: 3/5

Art: 5/5 Extremely pretty.

Dark Paladin's Avatar

Shaking things up a bit this week, we open with something we don’t do often, a Magic card, in Icejade Curse.  This is a Continuous Magic, and when on the Field in combination with the Theme Field Magic, prevents your opponent from activating Monster Effects the Turn they are Summoned.  Which IS a nice bit of protection, but it’s kind of like Summoning Sickness, but for Effects (Effect Sickness?) and you MTG players know what I’m talking about.  Also, let’s immediately remind just how vulnerable that is, in that if you lose EITHER of the above cards, you lose that.  When your Icejade Monster is destroyed by Battle, you can inflict Damage to your opponent equal to the Attack of your Monster, OR their own.  That’s a fun and unique twist on things, (enough of a curse, no?) and it is actually nice to see it’s the whole attack.  Keep in mind, however, that is the ORIGINAL attack, so if either happened to be grossly boosted, none of that bonus applies to your Burn Damage.  The latter Effect is only Once per Turn, which I suppose makes sense, there’d be all kinds of OTK potential with that if it could accumulate.  Let’s see…the latter Effect IS good, but you’re probably not going to get more than 1 use out of it before this or the Field Magic is destroyed…I can’t see your game lasting long enough and/or your opponent leaving it on the Field long enough to do much.  

Rating:  2.75/5

Art:  4/5  Now THIS I get, and I think the lore here pictured is cool, and you know there’s bad…things…about to go down.

Mighty Vee

This week covers some miscellaneous Albaz lore archetype support introduced in Dimension Force, starting with Icejade Curse, a Continuous Spell for the Icejade archetype. Yet another card in Konami’s odd trend of giving floodgates to mediocre archetypes, Icejade Curse’s first effect prevents your opponent from activating the effects of monsters the turn they’re summoned as long as you control any Icejade monster and their Field Spell, Icejade Cenote Enion Cradle (hey, I talked about this 2 months ago!). Icejade Aegerine can set this card up with a relatively flexible 2 card combo, though you’ll definitely want to get their boss Icejade Kosmochlor ASAP considering it will essentially lock your opponent from monster effects, as Kosmochlor prevents your opponent from activating monster effects after the turn they’re summoned as long as you control Enion Cradle (needless to say, Enion Cradle, despite not being the best card, is important). Of course, this lock is still easily broken by Spells and Traps, and it’s not the most consistent combo out there, but it gives Icejades an actual wincon beyond generic WATER support. Curse’s other effect is a hard once per turn, letting you burn your opponent for the original attack of a monster destroyed in a battle involving one of your Icejade monsters. It’s neat for some cheap extra damage, though it’s not too useful since Icejades themselves aren’t the best at combat. Overall, while the second effect isn’t too good, the first effect is incredibly potent for pure Icejade decks; it might be a brick but you’ll want to run 3 anyway to maximize your chances of pulling off the Icejade lockdown.

Advanced: 3.75/5

Art: 4/5 Out of context, it doesn’t make much sense, but all I can say is “don’t expect a retrain for Kosmochlor any time soon”!

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