Cold Wave - PSV-EN062

Cold Wave
(Spell Card)
This card can only be activated at the beginning of your Main Phase 1. Until your next turn, neither player can activate nor set any spell or trap cards.

Let me tell you right now --- If you are a complete beginner and JUST started this game, get this card and start learning how to use it. If you are quite an advanced player and have been playing this game for a while and aren't using this card, shame on you, but i don't blame you. Personally, however, i think that Cold Wave is horribly underrated and needs to be used more. Cold Wave, however, takes a while to master. I use it, but still make very stupid mistakes with it, like using it at the wrong time, etc. Cold Wave is a good card for the following reasons:

Pros:
1. If you have a powerful monster on the field and your opponent has none and you use Cold Wave, the only way your opponent can kill your, lets say... The End of Anubis is by attacking it. However, they cannot activate any spell or trap cards to help them do that, thus, your The End of Anubis lives.

2. You just prepared your final assault on your opponent but they have a trap face down. You activate Cold Wave, summon... Marauding Captain? and with it summon a... Command Knight... Conveniently, you have The A. Forces on the field, so both of your monsters have an ATK of 2000. You actually also have a... Goblin Attack Force, who has an ATK of 3300, and your other two monsters have an ATK of 2200. You attack your opponent and win since they can't activate their, lets say, Mirror Force/sakuretsu/Waboku/etc.

3. You just swarmed the field on your opponent's turn by activating Call of the Haunted on Amazoness Tiger, Giant Rat'ing Amazoness Swords Woman, and on your turn you activate Cold Wave and summon Amazoness Paladin. Tiger is at 2300, Paladin at 2000, and Woman at 1500. You attack your opponent's... Magician of Faith and their LP, but dont win, yet. They got back Pot of Greed, then on their turn they draw Lightening Vortex. However, neither Pot of Greed not Lightening Vortex can save them thanks to Cold Wave. No traps can be set either. Your turn again, and voila! you win!

You can see by these scenarios why this card can be useful. However, no card comes without cons as well.

Cons:
1. You activate Cold Wave but your opponent chains Call of the Haunted to special summon Jinzo to the field. Now you are literally screwed. Your opponent just summoned Jinzo and you cant activate a single spell card to save you. And you have Smashing Ground in your hand too!

2. Activating Cold Wave when your opponent has a small hand or no hand, or has no set Spells or Traps is not really helping you out.

3. Not too good of a draw when you have a bunch of spells and traps with you.

This card also has a Procon, or a pro and a con, depending on how you look at it:

Procon:
1. Top Deck --- Can be good or bad, depending on what you and your opponent have. If your opponent would have won that next turn by equipping Don Zaloog with Mage Power, you just prevented it. Likewise, if your opponent drew another Don Zaloog instead, they can summon that instead and kill you anyway.

Cold Wave takes a long time to learn how to use uber efficiently, but i would definatly recommend playing with it and using it. It can save the duel for you, when used right. Kingpinopie introduced me to this card, and i loved it ever since. I only run one in my deck, since I'm still not too good at using it. There's some hidden, arcane secret to using it perfectly, and I'm yet to find it. There are duelists out there, and probably even on this forum that use it and have mastered it however. I only pray that they visit this post.

If you aren't going to Main Deck it, thats totally up to you, but at least Side Deck it. Or don't use it at all. Just remember --- it can save the duel for you. Just use it right ;)

Rating:
Traditional: 3/5 Stop Raigeki and Harpies' Feather Duster!!
Advanced: 3.87/5 Stop a whole bunch of game-breaking cards!!
Overall: 3.44/5

Situational Playing Rating:
5/5 When used properly. ^o^!!
1/5 When used wrong. '_';;
Overall: 3/5

Art:
3/5 Not too fond of the art, since I believe that Meteor of Destruction is more of a candidate to wipe out the dinos. Just my opinion, though.

Geez, this is almost like an article about Cold Wave '_';;? lol...

 
Sorry to rain on your parade, but Cold Wave stops you fom activating s/ts and their effects (if already face-up)

-chaosruler
 
If you could use face up traps when cold wave is active then FINAL decks would be a lot more playable. Some people like to wait until the last minute to destroy one of the letters. A properly timed cold wave would sure make them upset.

Of course this doesn't work because of the ruling, but we can always dream.
 
chaosruler said:
Sorry to rain on your parade, but Cold Wave stops you fom activating s/ts and their effects (if already face-up)

-chaosruler

I am not so sure about this. There are no rulings and nothing on 'lists'.
The card stops you playing (that is moving from your hand to the field and activating) or setting (moving from your hand to the field face down).

Nowhere does it say 'and negate the effect of face up continuous spell and trap cards'.

Reference to 'Playing' from the rule book:
"A Spell Card can either be Played (face-up) or Set (face-down) on the field"

The only reason Destiny Board decks get flummoxed is because Destiny Board's effect requires you to bring a spell card to the field - which you cannot do. This does not mean that Cold Wave stops all continuous trap cards. You can activate their effects if they are already face up.

There are many other continuous type spell cards that have manual or triggered activations which need to be considered:
- Ultimate Offering (of course)
- Mass Driver
- Fusion Gate (note I said continuous type)
- Jam Breeding Machine
- Ordeal of a traveller
- Gravekeepers servant
- Skull Lair
- Forced Requisition
- Robbin Goblin'
- Bad Reaction to Simochi
- and more and more and more

These are not all negated by Cold Wave by any means.
 
I would agree, the effects are being activated and the only way to negate the effect would be to A destroy the continous card in chain to it's effect or B chain a card that negates the type of continous card effect. IE call of the haunted for jinzo or spell cancellor depending on the card you want to negate, or royal decree it you have the wallet.
 
Well, in this case, playing the card and activating the effect are synonamous. You cannot play S/Ts from the hand, Set S/Ts, or activate f/d S/Ts or their effects.

-chaosruler
 
I can see where some of the confusion is coming from. The text for Cold Wave is

>>>>
Cold Wave
Normal Spell

This card can only be activated at the start of Main Phase 1. Until your next turn, neither player can play or Set any Spell or Trap Cards.
>>>>

It does not say 'cannot activate' which is the text in the first post for this thread. The card has not been errata'd, and the text above is from Ronin - so where did the original poster get the text from?

The text above refers to actions with cards, nothing to do with their effects.

The best interpretation would be that you cannot activate a set spell or trap card (i.e. turn it face up) as this would be 'playing' the card (that is you have physically done something with it) Same goes for moving a spell or trap from your hand to the field - this is also inhibited by Cold Wave.

This is why Destiny Board does not get it's effect - it would cause you to 'play' a spell card - which is inhibited.

However cards already in play, and that are face up are not negated. You can still use the effects of cards in play. This is not playing the card.

How does this sound?
 
chaosruler said:
Well, in this case, playing the card and activating the effect are synonamous. You cannot play S/Ts from the hand, Set S/Ts, or activate f/d S/Ts or their effects.

-chaosruler

The above is the conclusion I have come to - but this does not cover the question of face up continuous etc - see post above.
 
Hey, here's what Masterwoo0, the all-mighty ;), said:
If you have Continuous Effects activated from a previous turn, or before Cold Wave was activated, you cannot "activate" or make use of the effect during the time frame that Cold Wave's effect covers.

so yeah, play and activate are synonamous, ;)

woo0, sorry to put you in the middle of some random post, but I called you all-mighty, so I hope it evens out;) lol

-chaosruler
 
The ARRJ issue 1 also says that:

Continuous Spell or Trap cards with activated effects may not be used if "Cold Wave" is in effect.

so with two of the major sources agreeing on it it's a safe enough bet that's how it works.

P.S. chaosruler: Nice to see the catchphrase is spreading through peoples' sigs. :)
 
Daivahataka - Thanks for chasing down the ARRJ reference. I used to read this, but since RONIN I have come to rely on technology so missed this.

Chaosruler - thanks for the patience.

It doesn't feel right though - I think that the intention of Cold Wave was to inhibit the playing of a S/T card by placing it from the hand or flipping it, and to stop you setting one. This would reflect the text.

If it does negate the activation and use of the effects of continuous or field cards, then it needs a more precise ruling (e.g. Does it affect all continuous type S/T cards, or only manually activated ones "use the effect". See Fusion Gate thread for long winded discussions.)

I would consider that the actual ruling on Destiny Board indicates that Cold Wave does not negate the effect of continuous cards. This ruling only states that Cold Wave prevents the the placement of a Spell Card - not that it negates the effect. Conditions do not allow it to complete.
 
Ya, but you are using its effect... thereby PLAYING it.... its a COLD WAVE.. it freezes the whole S/T scenario till your next turn.... IF you are using a continuous effect or whatever.. you are playing it... Cold wave prevents you from using the effect...because it stops you from playing ANY spell/trap cards ....
 
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