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Pojo's Yu-Gi-Oh Card of the Day

Intercept Wave
#TSHD-EN050 

All Synchro Monsters on the field are changed to Defense Position. And then return all face-up Synchro Monsters to the Extra Deck during the End Phase.

Card Ratings
Traditional: 3.00
Advanced: 3.40 

Ratings are based on a 1 to 5 scale
1 being the worst. 3 is average. 5 is the highest rating.


Date Reviewed - May 19, 2010

Back to the main COTD Page

 

Dark Paladin

Wednesday

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 Defense Position.
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.

Ratings:

Traditional: 3.5/5
Advanced: 4.5/5
Art: 2.5/5

General Zorpa

Intercept Wave

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 another card.

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.

Traditional-1/5
Advanced-4/5


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 some damage.

Traditional: 5/5
Advanced: 4.5/5


Mark
Howard


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 Synchros.

A nice card, but sadly it can't quite do its job right.

2/5
Art: Bzzt. Kssssshhh....
Fun Fact: What's up with that tree in Mahogany Town?
Tomorrow: Not Junk Destroyaaaaaa...


Jae Kim
Blog:
Go-YGO.com

Intercept Wave

 

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 Launchers. 

 

Even in the best case scenarios, this card is not very playable.

 

T: 2/5

A: 2/5


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