Pojo's Yu-Gi-Oh Card of the Day
card can only be activated at the start of Main
Phase 1. Until your next turn, neither you nor your
opponent can play or Set any Magic or Trap Cards.
- Normal Magic
are based on a 1 to 5 scale
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 01.14.05
Hereís an interesting card. Cold Wave was
ridiculously ignored until a little while ago, when
it spawned a new deck type and started to do quite
well. Itís a Normal Spell, but it has an interesting
little restriction that you must play it at the
start of your Main Phase 1, so as to prevent you
from playing or setting Spells or Traps the same
turn you play Cold Wave.
That said, it also prevents your opponent from
playing or setting Spells and Traps, meaning if you
can get a strong monster on the field first turn,
your opponent wonít be able to set anything; and if
he canít overpower your monster, heíll be at a
disadvantage right away.
Cold Wave would also work nicely toward the end of a
duel, when youíre getting ready to make that final
blow, just to prevent your opponent from putting up
an adequate defense. I have limited experience with
this card, so Iím not exactly an authority on the
deck type, but from what Iíve seen, itís extremely
effective, especially when used with the right cards
(Anti-Spell Fragrance, Swarms of Scarabs and
Locusts, etc). Use wisely in decks not geared for it
Traditional Ė CCCC: 2.5/5
Traditional Ė Cold Wave Deck: 4/5
Advanced Ė CCWC: 3/5
Advanced Ė Cold Wave Deck: 5/5
OVERALL RATING: 3.6/5
Our final card this week has absolutely nothing to
do with the Harpie Lady.
Apparently a fan requested that we review Cold Wave,
and apparently weíre taking requests. Whatever. On
to the review!
When Cold Wave was originally released, it was
viewed as a crap card, and for good reason. At the
time, Cold Wave had very few uses. Times have
changed though, and now Cold Wave is considered to
be a rather sinister card when played correctly.
First off, Cold Wave can only be activated at the
beginning of the Main Phase, meaning it must be the
first card you activate if you plan on using it that
turn. Once activated, neither player can Set or
activate any Spell and Trap Cards until your next
turn. This causes both players to rely only on
monsters for a short period of time, making the
average playerís safety net of Spells and Traps
The effect has it uses. Most Decks that use Cold
Wave are chock full of cards that disrupt the game,
with their goal being to take away all of the
opponentís resources. When played correctly, Cold
Wave is a very powerful card. The only Deck to date
that properly uses Cold Wave is the Wave Control
Deck. There are many variants of the Deck, but all
feature the same card; Cold Wave. Iíve had little
experience with the Deck-Type, so chances are Iím
not doing it or Cold Wave justice, but the Deck is
very inconsistent and is filled with dead draws,
making a Wave Control Deck rely on luck more than
most Decks. But as said before, when played by
somebody with the skill to use it to its fullest,
Cold Wave can be extremely powerful.
Cold Wave is a card that should not be thrown into
any old Deck and should not be used by any old
player. Make sure you understand how and when to use
Cold Wave before attempting to master it.
Advanced Format: 3.5/5. Again, I may not be doing it
justice due to my lack of experience with it, but
Cold Wave can be a very temperamental card.
Traditional Format: 3/5. Again, I may not be doing
it justice due to my lack of experience with it, but
Cold Wave can be a very temperamental card.
Art: 3/5. It is not my belief that the dinosaurs
froze into extinction, but the picture fits the name
Leaving the Harpie theme, we're doing a fan request
-- Cold Wave, a card that oftentimes has a deck
built around it.
I haven't played a Cold Wave deck before, but I can
get the general idea. Cold Wave keeps you and your
opponent from using/setting any S/Ts for a turn. On
the first turn, that can be great because you can
throw out a Gorilla or set DDWL/Assailant and your
opponent won't be able to set up a strategy with
S/Ts, and on your next turn, when you can attack,
you'll be the first one to use S/Ts.
Other cards that seem to go with Cold Wave are
Anti-Spell Fragrance (gets you yet ANOTHER turn of
no opponent spells), Compulsory Evacuation Device
(an opponent that can't use S/Ts is horribly hurt by
their monster being returned to their hand), and
extra Dust Tornadoes (if they have to set their
spells to play them, you can pick them off. Works
extremely well with Anti-spell on the field.)
The Cold Wave-type deck can also be integrated with
other decks whom have a great lineup of monsters
already and don't focus on the spells/traps as much
(e.g. Gravekeepers, Warriors).
I give the card a 4/5 overall -- it takes an expert
to know how to use it, but it can really wreck a
strategy if played well.
Rated For: Cold Wave Deck
Oh boy this one makes a lot of sense. Let's just
stick Cold Wave to the end of Harpie Lady theme
week, even though Harpie Lady's need spell/trap
support to get field control. Let's just ignore the
ill-fated Harpie Lady theme and move straight to the
Cold Wave archetype, a much ballyhooed deck theme
that was supposed to revolutionize the metagame, but
seems to have disappeared.
I would like to give credit to the original founder
of this decktype, Outrider, a man who I do not know
at all but respect tremendously for his ability to
take an ordinary common in the game and use it to
play competitively with standard cookie cutters.
Let's not ever forget that originality, being able
to take underplayed deck themes like Cold Wave
Control or even underplayed commons like
Metamorphosis and Prickle Fairy and winning with
them, is far more valuable than a mere tournament
Hats off to one of the greatest minds in the game
and his creation. Cold Wave is not meant to be
analyzed individually; it's one of those cards that
belongs in its own deck, period. Unfortunately, I
haven't played many good Cold Wave decks, and the
ones I have faced were dispensed with rather easily,
so I won't pass judgment on it. Here's the rating.
The Bottom Line: Very powerful in the right deck.
0/10 in any Deck
10/10 in a Cold Wave Deck :P.
FORCE System Suggestions:
++ Contributes to Counter-Disruption,
-- Detracts from Resource Replenishment,
shown you any signs of life the past four days.
Stuff's happened. That's all I'll say on the matter.
This is the reason I wrote CotD's for this week
(that, and I still want to be able to say I've
written a CotD for every card since I've
Ladies and gentlemen, I give you something I
singlehandedly taught my meta about in PSV and LoN.
I have seen people using Cold Wave recently, and
they are probably far more dedicated users than I
am, but regardless, I can say I was using it before
most of you. :)
The use of Cold Wave back in PSV and LoN (and for a
short bit of LoD) was to keep them from coming back.
Since I was running a beatdownish deck, I feared
most of all seeing my opponent break a first turn
setup through a Dark Hole and then kicking my ass
with a Kycoo or something.
This stopped it for one turn. Since Imperial Order
was easy to get, I could have stalled for two turns
and then bluffed out with Imperial Order and Magic
Jammer on the third, making them waste the field
clearers they had.
That was pretty much the base of the tactics used
back then. Only slightly accelerated from flipping a
Man-Eater Bug and then tributing that for a Summoned
Skull. Or using Change of Heart, tributing both, and
then summoning Barrel Dragon.
The tactics haven't changed now - the idea is still
to swarm your opponent with monsters while keeping
the m/ts clear with Cold Wave and various other
cards, but now there are other ways of doing it.
I'll use the popular term "Wave" to describe the
decktype and the general theme/plays.
Basically, Wave controls the m/t field. Priority on
the magic/spells, since they help with offensive
moves. Before, the ultimate "Wave"
control was Imperial Order. Paying for 11 turns
might not seem smart, but followed up by Duster,
Geki, Reborn, Call of the Haunted, and then using
your already on-field cards to own the opponent
old-school styles (yes, styles) with a few thousand
overflow is dangerous. VERY.
Dangerous. Not to mention that an overdependence on
magic/spells really made choosing to pay for IO or
not a tough decision. If you could keep field
presence with a Spirit Reaper or something without
worrying about the monsters they summoned (since
noone really used Exiled Force), you could wait
until the perfect moment, or just use your monsters
to kick the crap out of your opponent.
Wave, as of now, uses the former option. Anti-Spell
Fragrance, Cold Wave, and Xing Zhen Hu are good
examples. Anti-Spell Fragrance is good; if they want
to activate that Pot of Greed, they have to set it
for a turn and wait for their next. Then you Xing
Zhen Hu their f/d cards, gaining 2 for 1 advantage.
Ditto with Mobius and the like.
Ideally, you want fewer spells than you do traps and
monsters, as you have more of a focus on beatdown
than you do tech in m/t form.
Personally, I like the idea of reviving Cold Wave
and that kind of game control, as it really creeps
the opponent out when you 2-for-1 their cards
without either of you losing any cards. The concept
of having cards but not being able to play them is
usually reserved to veteran players of the video
games, who have learned to preserve LP and cards by
guessing their way through opponent's strategies
(it's really too complex to explain, but it was more
of a minor annoyance than a serious gameplay
Some of the more intriguing ideas in Cold Wave decks
would be using Dark Scorpions (specifically Cliff
the Trap Remover and Chick the
Yellow) or even Horus the Black Flame Dragon LV6 as
tech. For an example of (self-proclaimed) greatness
in a Wave deck, check out blood mage's work on the