Card Tips:Cold Wave
- This card can be searched by "Triple Tactics Thrust", "Endymion, the Mighty Master of Magic", and other generic searchers.
Traditional Format[edit]
- 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.
- Combo this card with Spells/Traps that rely on being sent to the Graveyard/banished("Waking the Dragon", "Z-ONE", etc.), since they do not activate.
- This also means that "Cold Wave" can be splashed into an "Artifact" Deck.
- If you combine this card with a card effect that will negate your opponent's monster effects, you can maintain total control of the field for a turn. 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).
- Use with "Anti-Spell Fragrance" to lock down your opponent's Spell Cards for additional turn(s).
- Try using this card with a big Synchro Monster like "Red Dragon Archfiend" or "Nitro Warrior" to allow it to destroy your opponent's monsters.
- This card is a must have for a "Gladiator Beast" Deck, as their key cards are vulnerable to removal.
- This card is useful when swarming the field with "Blackwing"s.
- This card would be useful while running a Stall Direct Attack Deck, which you may simply attack directly without the worries of Set cards.
- While you can't do anything before activating this card, Trap Cards on the field as well as Quick-Play Spells on the field or in your hand can still be chained to its activation.
- Use this card before Synchro Summoning "Mist Wurm", "Trishula, Dragon of the Ice Barrier" or "XX-Saber Hyunlei". That way, your opponent cannot chain their Spell or Trap Cards when you target them, and you can safely remove them from the field.
- Activate "Non Aggression Area" during your Standby Phase to completely lock your opponent from anything except attacking with monsters on their field.
- Typically this is an essential choice when beginning a One Turn Kill as it shuts down your opponent's options to defend.