I always try to include at least one Magic or
Trap card when I choose a week, and here's a really
interesting one, Intercept Wave. It's a Quickplay
Magic card, with a simple effect, that can really
sour your opponent.
All Synchro Monsters on the Field are changed to
During the End Phase, all face-up Synchro Monsters
are returned to the Extra Deck. So while it doesn't
destroy the monsters, it does rid the Field of them,
which could actually be better, as if you aren't
winning here, you can on the next turn, which is
where the Quickplay beauty of this card obviously
plays in here.
Now this is a card that I can sink my teeth into.
Intercept Wave is a Quickplay Spell, which is the
best kind of Spell OR Trap that you can have as it
acts like a Trap from your hand on your turn, on the
Field or as a Normal Spell. This makes any effect on
a card like this far more powerful than if on
And the effect is powerful. It switches all
Synchro monsters to defense position and then
returns them to the extra deck at the end of the
turn. Before this, Royal Oppression or Neo Spacien
Grand Mole were the way to get rid of a Synchro, but
this blows them both away.
The fact that almost every deck nowadays plays
Synchro monsters means that you are always going to
have a good matchup with this card in your deck.
However, it is a very specific counter, so I would
recommend a side deck slot or two for it. The card's
downfall is the lack of times that you can use it,
but is helped by being a QUickplay spell.
AS far as I can see, it is a good tech against
Synchro Heavy decks like X-Saber and Quickdraw, but
other thn that it is going to be useless against
Lightsworn, Gladiators and Blackwings can play
around it fairly well.
N o V a
Intercept Wave, a really really good card. Its a
quick-play spell so its useable during either
players turn, whether activated during your turn or
on their turn if you set it, it switches all synchro
monsters on the field to defense position, and then
they are returned to the Extra Deck during the end
phase. This is good if they synchro summon and
attack, you can stop their attack, and they lose the
monster during the end phase. This can be very
helpful since Infernities are dependant on using
Mist Wurm to return cards on the field back to their
opponents hand, and Intercept Wave is an excellent
card to chain to it. So it cant attack, even if you
dont have many cards on the field it can spare you
Today's card is Intercept Wave, which is a very
interesting tech card, mainly against Infernities.
You can paralyze all Synchros, then fling them back
to the Extra Deck at the End Phase. You'll only get
consistent use from this card by siding it against
Infernities... However, Mist Wurm will likely spin
this card before you can hit anything else with it,
and even if you do get a big catch, those Synchros
can all come back thanks to the many many Infernity
loops capable of spitting out entire fields of
A nice card, but sadly it can't quite do its job
Art: Bzzt. Kssssshhh....
Fun Fact: What's up with that tree in Mahogany Town?
Tomorrow: Not Junk Destroyaaaaaa...
The closest comparison to this is Tuner's Scheme.
Tuner's Scheme is generally more explosive (and
leads to more card advantage). However, Intercept
Wave is far more reliable and is also playable if
drawn later on in the duel.
I think Intercept Wave is superior to Tuner's Scheme
but still too situational to be used. Players are
constantly spamming the board with cards like
Hyunlei and Mist Wurm with no loss in card
advantage. Assuming you Intercept Wave one of these
cards (a basic one for one assuming Darksoul or
Launcher are involved), you are still facing a
dangerous situation through Gottoms and additional
Even in the best case scenarios, this card is not
Copyrightę 1998-2010 pojo.com
This site is not sponsored, endorsed, or
otherwise affiliated with any of the companies or
products featured on this site.
This is not an Official Site.