So, I don't have a lot of ideas right now, and while binging old Farfa videos I saw him playing Ice Barriers with some frogs. And I was like "hey, that sounds like a fun build to make with the new OCG support", so I made it. The OCG support actually helps a lot with field swarming without many restrictions, and going into more usable Synchros. We also have a frog engine for the boy Toadally, since he's now unlimited (I can hear Rata sobbing). So here it is. God save my soul.
Update: I beat True Draco with this. This deck is actually surprisingly strong for Ice Barrier.
Deck guide
1x Grunard- Grunard helps in part with field swarming, as you can easily get out more Ice Barrier's with his effect, which is helpful due to the slowness of the archetype. Though, some new support makes up for it, so you may want to side him out in some match ups. He's also a 28k body and a level 8 for synchros.
2x Gantala- Gantala was originally the best card of the archetype, before we got the new, actually usable support. Gantala is still a solid monster, even if he's been powercrept by the new support. He allows you to revive more Ice Barriers from the grave, which also helps to make up for the lack of field swarming. Although, it happens int he end phase, making it a bit slow. He's also a 27k body and a level 7 for synchros.
2x Raiho- Raiho is the deck's main source of negates, and fairly solid ones at that. Every single monster effect they try to activate is negated, unless they discard a card from hand. This makes it so your opponent has to dump their entire hand to the grave just to play, including the cards they dont want to dump (because not everything has a graveyard effect) and makes Raiho a hand rip and negate in one, putting your opponent into a tight position. Raiho's also a fairly mediocre 21k body and a level 6 for synchros.
3x Wayne- Wayne is another new support card that's amazing for field swarming. As long as your opponent controls a monster and you control a Ice Barrier, you can special summon him, which is great for going second. On summon, he searches an Ice Barrier spell (as there's no Ice Barrier traps, but he mentions Ice Barrier traps in the text oddly enough), which is great for more set up. And on legs, he's a Macro Cosmos for spells/traps, which can cripple some decks like Sky Strikers.
3x Mirror Master- Mirror Master's first effect, the tribute one, is pretty useless, although it does stop God decks and Monarchs, so that's nice. It's second effect, though, is great. It can discard a card to summon an Ice Barrier tuner from deck, most likely Frost Spirit (who we'll get into later), for an easy and powerful synchro. And in the grave, if an Ice Barrier would send a card from hand for an effect (AKA mirror master lol), it can banish itself from grave instead, making using Mirror Master easier.
3x Miko- Miko's first effect is pretty useless, although it can do stuff with like, enemy controller or something lol. Although it's other effects are pretty solid; it allows you to special summon it if you control an Ice Barrier, making for easy field swarming. It also allows you to banish itself from grave to summon a token to your field, which can be used for more plays like tributing the Generals out or something like that.
3x Defender- Defender is, not great. It's stun effect is slow and easy to out. It's only really played because it's a tuner. In some situations, though, it's stun effect can be of use.
2x Cryomacer- similar to Defender, Cryomancer has a slow and bad stun effect that's only really useful in some situation's. Cryomancer is mainly just played for being a Tuner. In some situations, though, it's stun effect could be of use.
2x Attendant- Attendant is solid for getting out the larger General's, as it tributes itself to summont hem from hand. Although, Attendant tends to eat up your normal summon and requires them to be in your hand at the time, which means it's best off at 2. And in the grave, it can reduce the level of a face up water by 2 to special summon itself. This effect can be a bit awkward but still useful for recurring resources. In a higher level focused build, Attendand's better at 3.
3x Frost Spirit- The main tuner of the deck that you want to focus on and summon off of Mirror Master. Frost Spirit's first effect is pretty useless, as you won't be leaving it on the field. It's intended purpose is to summon it out quickly, as it's a great tuner. It can send a level 3 or lower Ice Barrier from the deck to copy it's level, helping for a lot of Synchro plays and giving Gantala some fodder. While the level restriction is a bit too low for my taste, it can still climb nicely and help to fit the situation at hand. He's also adorable. Just look at him!
3x Swap Frog- Swap Frog is another great card for special summoning, as he sets up your graveyard for more Gantala plays and the such, and gets himself out easily. Frog also can load up your graveyard even more with more restrictions on summon, and is one of the main routes into Toadally, as he lacks a once per turn on his special summoning.
2x Ronin- Ronin is another piece of the Frog engine, as you can banish a lost Swap frog to easily special him out and overlay into Toadally with ease. Like Swap, he lacks a once per turn, making him easy to abuse. I also love his art and general style.
3x Ash- The deck's main staple hand trap. Nearly any modern deck searches, so Ash can negate that part of a combo and cripple it, or stop it all together, which is great for a single card.
3x Magic Triangle- Magic Triangle helps to get out even more monsters with ease in case you have a bricky hand, although it's restrictions are a bit tough. 3 might be a bit too high, so if you prefer you can play 2.
3x Medallion- Medallion is a great card for the archetype, as it's an archetypal rota to search out any monster you need to fill up the gaps in your hand. It also lacks a once per turn, making it easy to abuse.
2x Magic Triangle- Magic Triangle is the archetype's monster reborn, being quite helpful for recovering monsters and resources late game. It also helps for if you have a large board set up (somehow), as it protects all your Ice Barrier's from Extra Deck monster effects, which are very plentiful in the modern game.
The extra deck
2x Trishula, Subzero- A new version of Trishula, with a badass name, as shortening it to Trishula, Subzero sounds badass. Subzero clears out the opponent's field when going second, as it banishes 3 cards and can easily remove problem monsters/spells without targeting, which is amazing in the current game. And on destruction, Subzero summons the original Trishula from your extra deck (without negating it's effects or anything), boosts it's attack to 3300, halves the attack of all your opponent's monsters, and negates their effects. All this is permanent. It's god damn amazing, as it gives you a huge beater in Trishula with even more removal and hand ripping paired with Subzero.
1x Trishula- Trishula is still limited, sadly, but still great. Trish can rip a card from hand, field and grave, which is great for crippling the opponent's plays and their field. Although, this is only on summon, and just leaves you with a 27k beater. Subzero completely makes up for it though, as it gives you even more banishing removal without targeting, and boosts the attack of your Trishula to high levels and cripples the opponent's monsters, making Trish even easier to use.
1x Gungnir- Gungnir is another great source of removal, that's much easier to get out than Trish and Subzero. Gungnir can discard up to two cards to target that many cards your opponent controls, and destroy them. While it does target, which is a pain, Mirror Master helps with the effect and Gungnir is a nice 25k body.
1x Brionac- Brionac is similar to Gungnir. A level 6 Synchro, like him, he does basically the same thing, but he bounces the cards instead of destroying, which can be much better in a lot of situations due to destruction effects. Aditionally, Brionac is on a 23k body, which is a bit weaker than Gungnir.
1x Dewloren- Another limited Ice Barrier synchro, as they're surprisingly powerful, even in the first wave.Dewloren can bounce opponent's cards to the hand easily to get them out of the way, and gains 500 attack for each until the end phase, which can make him a huge beater depending on the board.
2x Coral Anenome- Coral is a link-2 that's mainly used for climbing into Reef, mid- to late game, as it can revive Ice Barriers from grave to provide more Link fodder and help to link climb into Bubble Reef to finish off the game. Her second effect, though, is pretty useless.
2x Great Bubble Reef- Great Bubble Reef is a great (see what I did there?) alternative boss monster option. It's a nice link-4 that can banish Water's from grave to draw, and when it does so it gains another 600 attack on top of it's starting point of 26k, meaning it can grow into a fairly high beater to close off the game mid- to late game.
3x Toadally- Finally unlimited! Rata is mad. Anyway, Toadally helps to swarm the field with some more frogs, although it's not super notable as this deck doesn't use tons of frogs. It's second effect is more notable though, as it's one of the deck's few negates, although it does rely on you having some frogs. Aditionally, it allows you to recur your resources on it's destruction.
1x Bahamut- Bahamut is another way of getting out Toadally, instead of relying on level 2's. Bahamut can easily summon out Toadally, which is quite nice for swarming the field and such.
I'm not going to make a big title for it, but we have a single side deck card- Dance Princess. She's basically an archetypal Trunade on legs that can cripple decks like Altergeist so, she's there.
Playing guide
The deck's main focus is to swarm out the field as much as possible, and do two of either things; Get out the generals, get out the Synchros, or both. You want to start off with Medallion and Triangle if you have them, to begin your plays. Afterwards, you summon out the main Ice Barrier you want on the field, most likely Mirror or Attendant. Then you can either tribute Attendant to get out a big General, or use Mirror's effect to get out a tuner. You can go into the large synchros for their strong effects from there, and if you can, try and get out a general or two with some of the special summoning conditions from the effects. The deck can't really end the game on turn 1, so afterwards it becomes more of a grind game of using the General's to grind for resources and getting our more Synchros for their high impact effects, until you can finish off the game. Along the way, you can also make a Bahamut/Toadally for extra negates, and a Bubble Reef to help finish off the game faster.
Any suggestions or advice is appreciated. Have a good day!