Card Tips:Cold Wave

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Revision as of 00:08, 6 March 2010 by LordGeovanni (talk) (added tips)
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  • Traps and Spells, generally, are used to gain the upper hand on an opponent. Since this card prevents either from being used for a while, your own included, it's best to use this card only when you already have dominance over the field, to keep your opponent from springing a surprise on you.
  • If you combine this card with a card effect that will negate your opponent's monster effects you can maintain total dominance of the field for a short time period. Useful cards could include Destiny Hero - Plasma, Dark Ruler Ha Des or The End of Anubis (the latter two are most useful if the opponent's monster cards activate in the Graveyard).
  • Try using this card with a big Synchro Monster like Red Dragon Archfiend or Nitro Warrior to allow your big monster to destroy your opponent's monsters. This works especially well with Nitro Warrior.
  • This card is a must have for a Gladiator Beast, Cloudian since they are vulnerable to effect destruction.
  • This card comes in handy when swarming the field with cards like the Blackwings.
  • Use it during the First turn to gain field advantage (You can attack without worrying about traps)
  • Don't forget that you can chain cards to this card. Due to the card's restriction of being only activatable as "first thing at the start of your Main Phase 1", you cannot have done ANYTHING before this card's activation. However, you CAN activate trap cards that have been on the field as well as Quick Play Spells on the field or in your hand as long as they are in chain to this card. This is a one chain only time after you activate this card to be able to possibly gain advantage before two turns of no spell or traps.
  • Keep in mind that neither you nor your opponent can set spells or traps either while this effect is active. This can be used to stall your opponent's traps.