Icejade Kosmochlor
Icejade Kosmochlor

Icejade Kosmochlor – #BACH-EN006

If a face-up card is in a Field Zone, you can Special Summon this card (from your hand). You can only Special Summon “Icejade Kosmochlor” once per turn this way. While “Icejade Cenote Enion Cradle” is on the field, monsters your opponent controls can only activate their effects the turn they are Summoned. If your “Icejade” monster battles an opponent’s monster, that opponent’s monster loses 1000 ATK during that damage calculation only.

Date Reviewed:  May 13th, 2022

Rating: 3.17

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
Lullaby

Hello Pojo Fans,

Icejade Kosmochlor ends our further look at the Icejade archetype, and is the only Icejade to specify use of the Field Zone.

Any Field Zone can be occupied for Kosmochlor to Special Summon itself. That’s good flexibility, because you are for sure running Field Spells in a dedicated Icejade deck, and while the average player won’t be running a Field Spell there are some archetypes that have them so this is a good effect.

Locking down opponent monsters from effect activation except the turn they are summoned makes Kosmochlor a card to bring out against boss monsters that have been summoned the previous turns. Alongside the 1000ATK drop for an opponent’s monster any Icejade benefits from when attacking balances out their low ATK. Kosmochlor is a Level 10 that has only 1500ATK but an easy Special Summon condition in the deck combined with a negation ability that can turn the game in your favor. His battle effect makes him good at taking down mid-level boss monsters and he along something like Metal Reflect Slime or another copy of himself could make you a Rank 10.

The ATK drop is the least useful, obviously. Special Summoning even only once per turn a Level 10 that can lock down the opponent’s monsters for your turn means you are taking advantage, and all it takes is a Field Spell.

Advanced-3/5     Art-3/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Icejade now has a boss monster, and we’ll end the week with looking at it: Icejade Kosmochlor.

Kosmochlor is a Level 10 WATER Aqua with 1500 ATK and 3000 DEF. That DEF is great for Kingfisher at least, and WATER/Aqua is nothing different. You get a free Special Summon for this card from the hand just as long as a card is in the Field Zone. It can be an intersting tech in Rank 10 Trains since you got Revolving Switchyard, but it’s best in its own archetype. At least the opponent can control a Field Spell as well for this to hit the board. You can only Special Summon this card once per turn this way, which is fine. First effect lingers while Icejade Cenote Enion Cradle is on the field, only letting your opponent use their monster effects the turn the monsters are summoned, which combos well with Icejade Curse to prevent the opponent from using monster effects the turn they’re summoned, so you lock the opponent out of monster effects in general, but it’s a 3-card combo. It’s all searchable, but needing 3 cards for that is a lot, even more to add on when you need Kingfisher to make this a beatstick so you can at least try to win. Second effect triggers when your Icejade battles an opponent’s monster, debuffing the opponent’s monster by 1000 ATK, so you at least get more damage through. It’s a fine win condition for Icejades, since no matter how many cards you need for it, shutting the opponent out of monster effects is still nice and you can get your setup consistenly enough. It’s not great, and I don’t think Icejades will be another one of the meta archetypes from this lore, but Kosmochlor at least gives the archetype something to strive for.

Advanced Rating: 3/5

Art: 4/5 Apply the same comment as Kingfisher and Aegirine.


Dark Paladin's Avatar
Alex
Searcy

Another high level Icejade being Kosmochlor to end the week.  Still Water/Aqua, AWFUL stats on a Level 10 (1500 atk/3000 def) I just personally hate high Levels that have low atk and high def, regardless of what it can do.  A free Special Summon from your Hand as long as there is a face-up Field card is good.  Even better that it doesn’t have to be YOUR card.  If their Field Magic is on the Field, your opponent’s Monsters can only use Effects the Turn they’re Summoned.  Which seems good on paper, but that’s still enough time to destroy this, or the Field Magic, which eliminates their conundrum at all.  If your Icejade Monster battles an opponent’s Monster, their Monster loses 1000 attack during Damage Calculation.  Right now, this isn’t great…of the 5 Monsters available, they have 1000/1500 attack each (save what we covered earlier with 2500) so against any boss or even fair powered Monster, the 1000 point loss isn’t going to matter most of the time.  (There is still one in Japanese with 2000 attack, but I digress).  This guy is too dependent on other things, namely its Field Magic, and doesn’t do enough.

Rating:  2.5/5

Art:  5/5  There was some great art this week as we progressed, and this is awesome too


Mighty Vee
Mighty
Vee

After a lot of hype, we finally get to the official boss monster of the Icejade archetype, Icejade Kosmochlor, a level 10 WATER aqua monster, much like the others. Being level 10 opens up some Train opportunities if you wish, and funnily enough, being a level 10 WATER monster makes it a valid fusion material for Egyptian God Slime if you’re crazy enough to try that. Despite the high level, it still has an embarrassingly low 1500 attack, though it makes up for it with a more respectable 3000 defense.

Kosmochlor can be special summoned from your hand for free once per turn as long as you have a field spell on the field. While it can be any field spell (Revolving Switchyard for level 10 Trains comes to mind), the vast majority of the time you’ll be summoning it off of Icejade Cenote Enion Cradle since you’ll need it for Kosmochlor’s other effect. As long as Enion Cradle is on the field, Kosmochlor becomes a somewhat weaker Skill Drain; your opponent can only activate the effects of monsters on the turn they’re summoned. While it won’t exactly stop combos per se, it will put a hard stop on any quick effects, forcing your opponent to rely on backrow or getting rid of Kosmochlor or Enion Cradle before they can do anything meaningful. Furthermore, when Icejade monsters battle while Kosmochlor is on the field, your opponent’s monsters lose 1000 attack during damage calculation. This’ll be an effective boost of 1000 attack and defense for Icejades, with Kosmochlor itself having a much more impressive stat spread of 2500 attack and 4000 defense. Combined with Enion Cradle, it’s entirely possible to have your opponent’s monsters reduced to almost zero attack, if not completely zero, and thus unable to run over your Icejades. Tragically, your opponent can still get rid of Enion Cradle or Kosmochlor by their own removal effects as long as they’re activated the same turn they’re summoned, and that’s not counting backrow; Kosmochlor just pressures them into doing it as soon as possible. Kosmochlor is an excellent and powerful boss for the archetype, though Icejades still need some help for higher echelons of play.

Advanced: 3.5/5

Art: 4.75/5 *chef’s kiss* Absolutely stunning, fitting artwork for a queen.


CrossFlux
CrossFlux
YouTube
Channel

We finally made it to the end of the week which means that we get to talk about the boss of the Icejade monsters: Kosmochlor! Like with many Main Deck boss monsters, she possesses a way to cheat herself onto the Field (since she’d be dead weight otherwise).
As long as a Field Spell exists, she can simply Summon herself from Hand (I wish this also included the Grave, but I suppose that’d be a bit too strong).

Despite her frail appearance, Kosmochlor has a big booty – 3000 DEF is nothing to sneeze at. If you remember a couple days ago when we covered Kingfisher, you’ll know that this 3000 DEF essentially means 3000 ATK as well.

While on the Field she helps to protect your other Icejades by having a continuous effect that shrinks an opposing monster’s ATK by 1000 points whenever they battle with an Icejade.

Finally, if “Icejade Cenote Enion Cradle” is active, she shuts down ALL activated monster effects (except the Turn that monster is Summoned). See? I told you there was more to the Icejade Field Spell! Basically, while both the Cradle and Kosmochlor are on your Field, your opponent gets 1 singular turn to use any of their monsters activated effects. After that, they’re put on ice.

This card has a lot going for it. When going second you can activate the Enion Cradle and then drop this card, shutting down all of your opponent’s activated effects (since their monsters most likely weren’t summoned during your Turn). When used this way, she’s essentially a built-in Dark Ruler No More.

The problem is that this isn’t a complete lock. If you can’t OTK your opponent after shutting down their effects, they can just build back another board. Also this does nothing against your opponent’s Continuous Effects.

Overall, she’s a solid boss monster, but I feel like the Icejades still need a little more in order to make them playable. Many of their cards just have too steep of a cost.

Advanced Rating – 4/5
Art – 5/5 (Spoilers – EVERY Icejade card is going to get a 5/5 in Art from me)


Tav
Therion
“Captain”
Tav

Hey, everybody! To wrap up Icejade week, we are reviewing the archetype’s boss monster today, Icejade Kosmochlor.

It is of course a water-attribute aqua-type effect monster with a surprisingly meager 1500 attack and a benchmark 3000 defense boasting 10 stars. Its effect reads that you can inherently special summon this monster from your hand if ANY card is face-up in a field zone, so this counts your opponents board as well. This can definitely randomly come up, with Despia being the de facto best deck and all, so you can often probably get this on the field courtesy of Despia, Theater of the Branded (but at that point, it might just be too late already) even if you do not have Icejade Cenote Enion Cradle. Also, you can only special summon Kosmochlor once per turn this way, which is probably a hard once per turn, otherwise you could theoretically get multiples on the field very easily.

The Icejade Kosmochlor’s second effect is a passive one that is only live while “Icejade Cenote Enion Cradle” is on the field and prevents monsters your opponent controls from activating their effect after the turn they were summoned. This seems interesting, but is rather weak when you think about it – you would probably want to prevent enemy monster effects DURING the exact turn they are summoned, and could handle everything else coming to you at later stages of the game on your own terms. This is a conditional effect that actually does not prevent anything on its own – Link-centric decks can just make Knightmare Phoenix, pop your field spell, and then set up all their negations for future turns. The aforementioned Despia deck has an equally easy time doing that and can even use Super Polymerization to decimate your field. I can see this effect being put to good use in combination with quick effects that disrupt your opponents combo chains, but it is definitely a lot of effort in order to get a global field negation, since there are a lot of ways to destroy spell and traps, and Icejade Cenote Enion Cradle does not have any built-in protection to prevent it from being removed by a random Cosmic Cyclone, Lightning Storm or Harpie’s Feather Duster, and most commonly played hand traps focus on negating monster effects and activations, so it looks bleak for this global negation being easily applied. So this global negation is rather weak going first, but there is a caveat: Going second, you can have Cenote Enion Cradle active on the field, inherently special summon Kosmochlor (it is not an activated effect to get it on the field), then suddenly, all enemy monsters lose their activated effects. Used this way, this card offers some serious board-breaking opportunities! You should still be careful, though – your opponents will see this coming from a mile away and be prepared to remove your field spell before you can get this on the board – but if they can’t, this will do some serious work, as it also negates any hand traps, monsters that activate in the banished zone or graveyard, pretty much everything that wasn’t summoned this turn! This all sounds amazing, but keep in mind that Destiny HERO – Destroyer Phoenix Enforcer (DPE) is still legal and currently runs rampant over this Advanced format, and DPE happily resummons itself every turn during the standby phase and can use its effect over and over again even when you have Kosmochlor out.

The last effect of Kosmochlor is simple – if your Icejade monsters battle, your opponent’s monster loses 1000 attack points only for battle damage calculation, essentially making this a 2500 power monster that hits less harder when attacking directly and allows you to win combat a lot more easily. This is cool and welcomed, of course, but you would usually expect from your big boss monster to be able to set up one-shot-kills, so this is kinda weak unless you can make Kosmochlor attack using its defense stat, which is among the archetype’s theme, but also another annoying hoop to jump through for making the deck fire on all cylinders.

All in all, I am not too impressed by this. Nowadays, players have high standards which they hold these boss monsters to, and this might be easily summoned and have some great go-second applications for board-breaking, but if the pieces aren’t there to disrupt your opponents board build-up, this simply does nothing going first and dies. But I will evaluate this mostly as a key card in breaking crazy boards, which it definitely can do if you help it out a bit.

Rating: 3/5

props:

decent body, easy to summon within its theme, can act as a global negate to your opponent’s board, hard to kill in battle due to Icejade Cenote Enion Cradle, very strong going-second card

slops:

can only be summoned once per turn, no built-in protection, negation effect can be dodged or broken up in multiple ways during opponent’s turn, low attack stat, Level 10 is an odd level for both xyz or synchro summons within the theme, kinda weak as a go-first card

Art: 4,5/5

A lot of intricate detail here, a true aqua queen. I love the diaphanous detail where you can see neon patterns through her limbs and the goofy shiny crown hovering above her head! The popping colors and comic-book aesthetic of this artwork are amazing and the figure’s pose facing right is a nice touch as well, implying a somber meditation or something. A pity that this being a secret rare means a lot of these nice little touches will be swallowed by the patterny blur that comes with the foiling process on secrets. Still, such a cool piece.


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