Wave-Motion Cannon MFC-EN040

Wave-Motion Cannon
Continuous Spell

Send this card on the field to the Graveyard during your Main Phase. Inflict damage to your opponent's Life Points equal to the number of your Standby Phases that have passed after this card's activation x 1000 points.

"¢ Sending "Wave-Motion Cannon" to the Graveyard is a cost, so when you send it to the Graveyard, it's too late for your opponent to chain "Mystical Space Typhoon", etc., to destroy "Wave-Motion Cannon", because "Wave-Motion Cannon" is already in the Graveyard.

"¢ Your opponent cannot chain "Magic Jammer", or use "Dark Paladin", etc., when you send "Wave-Motion Cannon" from the field to the Graveyard. Your opponent CAN chain "Magic Jammer" or use "Dark Paladin", etc., when you first activate "Wave-Motion Cannon" (meaning when you place it face-up on the field).

"¢ If "Imperial Order" is active on the field, count Standby Phases as normal for "Wave-Motion Cannon".

"¢ You can activate "Wave-Motion Cannon" (place it face-up on the field) and send it to the Graveyard during the same turn, but it will not do any damage.

"¢ If the Standby Phase is skipped with "Solomon's Lawbook" or the turn is skipped with "Gamble", increase the count for "Wave-Motion Cannon" anyway.

"¢ You cannot use "Pyro Clock of Destiny" with "Wave-Motion Cannon".

"¢ [Re: Barrel Behind the Door] You cannot activate "Barrel Behind the Door" against a Continuous Spell or Trap Card, an Equip Spell Card, or a Field Spell Card. So you cannot activate it against "Magical Thorn", "Dark Snake Syndrome", "Wave-Motion Cannon", or "Black Pendant".

"¢ [Re: Skilled Dark Magician] When you use the effect of a Continuous Spell Card that is already face-up on the field, such as "Inspection", or sending "Wave-Motion Cannon" to the Graveyard, or paying for "Messenger of Peace", you do NOT place a Spell Counter on this monster.

"¢ [Re: Skilled White Magician] When you use the effect of a Continuous Spell Card that is already face-up on the field, such as "Inspection", or sending "Wave-Motion Cannon" to the Graveyard, or paying for "Messenger of Peace", you do NOT place a Spell Counter on this monster.

This bad boy was used and abused at Nationals for, IMO, 1 main reason: psychology. This card plays mind games with an opponent, forcing them to overextend, or risk losing the duel at any given point. This card is as good of burn as it is anti-Burn, and overall is a solid card.

Overall:3.25/5

-chaosruler
 
I LOVE Wave-Motion Cannon! I was fortunate enough to pull this bad boy and an Imperial Order in one of the tins back in the day. That combo was especially nasty as a lockdown. I think chaosruler hit the nail on the head with this card, psychology. This comes especially in handy when most decks are running only two or three S/T removals in the form of Breaker and MST/Heavy Storm. I've even seen people get 2 or 3 of them active at one time, and that REALLY leads to some heat against the opponent.

I would personally give the card a 4/5 rating. So why isn't it seen more often? It was good to hear nationals players were using it a lot, but I think the reason again people don't use it is psychology. If you can get WMC up for 4 turns or so and them drop the "spirit bomb" on them for 4000 and win the duel, a lot of people will consdier you cheap. Why is that cheap I ask? If you took the time to carefully plan when you'd activate it and how to protect it, then you should give all credit due for winning the duel like that. There are plenty of cards to stop it, you just have to make sure you know what your doing. 8^D

One particularly helpful card with WMC is Magic Reflector, this gives WMC a "double tap" in order to remove and helps against the Heavy Storms.
 
This card is great tech. I ran one in my deck at the SJC and it won at least 5 games for me. Like Dille-O said just time it right. Wait untill they have used most of their M/T removale and then play it.

There is also the option of playing it early to bait them into using their M/T removale. Most new players will get rid of it right away. More experince players will wait untill it hits turn 2-3.


Traditional-3.0/5.0 To much M/T removale to really build it up here.

Advance-4.5/5.0 The only downside here is being a bad top deck.

Limited- 5.0/5.0 You pull this and your a step up on the rest.
 
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