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Cold Wave


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I think cold wave is a lot worse than heavy, there is many more ways to counter heavy and it only lasts the one turn. With cold wave they have an extra turn of protection and you also sit there watching what's going on and you have the cards to prevent it but you can't do anything and if you play most of the decks that run this format you will no longer have those spells/traps anyway (ex. Glads, Sabers, etc.). Also at my regionals it won way too many games along with trap stun.
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[quote name='~King Crouton~' timestamp='1285344718' post='4650634']
Not as effective, but still helps you run over your opponent.
[/quote]
Cold Wave does more than just promote OTKing your opponent. It completely destroys what options your opponent might have had. With Trap Stun, if I don't swing for game but make a big game push, my opponent can still recover with Dark Hole/Monster Reborn/etc. With Cold Wave, there's no chance for recovery for your opponent unless they can make a big game push without using any Spell or Trap cards or defend themselves with cards they had set 2 turns before, if they [b]had[/b] set any cards at that time.
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[quote name='Family Friendly' timestamp='1285101097' post='4644251']
Cold Wave @3 was a consistent way to stop OTKS (see Dark Strike Fighter format). @1, the consistency wears off and it's just luck.
[/quote]
=/ Cold wave at 3 promoted FTK in dark stike format...

Cold Wave > Summoner Monk > Discard spell to get another monk > Discard spell to get cat > Trib cat to get 2 airbellum and synch into 2 dark strike > trib 1 dark strike for damage > drop dad and blow up any monsters opponent has

Was a good format =D
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[quote name='Fraz' timestamp='1285400636' post='4652603']
=/ Cold wave at 3 promoted FTK in dark stike format...

Cold Wave > Summoner Monk > Discard spell to get another monk > Discard spell to get cat > Trib cat to get 2 airbellum and synch into 2 dark strike > trib 1 dark strike for damage > drop dad and blow up any monsters opponent has

Was a good format =D
[/quote]

whoops

*prevent stopping
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Cold Wave is so cheap. I almost never use it, personally, because of my style preference, but the fact that it stops either player from activating or SETTING S/Ts for two full turns (one of each player's) is OPed, particularly if your opponent has nothing f/d at the time. That means they're wide open to monsters for two of their opponent's turns and you're only vulnerable for one of theirs.

This card more or less says "Oh, you're playing conservatively with your S/Ts? I'm going to screw you over now."
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