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Pojo's Yu-Gi-Oh Card of the Day

Wave-Motion Cannon

Card Number - MFC-040

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Date Reviewed - 11.27.03

wartortle32 Wave Motion Cannon

Send this card on the field to the Graveyard during your Main Phase. Inflict Direct Damage to your opponent's Life Points equal to the number of your Standby phases that have passed after this card was activated x 1000 points.

I couldn't resist doing this card as I run an entire deck based on it. This card is not one that you can simply toss into a burn deck and expect it to work. This card requires a bit of support to succeed. The main thing you need to worry about it is m/t removal, although fiber jar also counters this card. Cards like Imperial Order (which lets Wave Motion build up damage although you cant send it to the grave when IO is still on the field) Prohibition, or magic reflector are definitely cards that you should consider running.

Usually, with a semi-good hand, a wave motion burn deck can finish the duel in 6-8 turns.

I'd give this a 3.8/5 in a deck built around it. It's a fun deck to play and it's really great to see the opponent squirm as he can count the number of turns before his demise and there's nothing he can do. 
DuelMonster Thursday:11/27/03 THANKSGIVING

Wave-Motion Cannon:
MFC-040-Short Print
Continuous Spell: Send this card on the field to the Graveyard during your Main Phase. Inflict Direct Damage to your opponent's Life Points equal to the number of your Standby phases that have passed after this card was activated x 1000 points.

Potential to do massive direct damage = 8 turns= 8000 LP!

MST Prey, as well as IO, MJ, MD, SST-8, HFD, Heavy Storm and much more.

Magic Reflector - Save its life, though Giant Trunade still gets around it.
MAGIC/SPELL NEGATION - Yeah, you know like Magic Jammer/Drain, etc.

First off Happy Thanksgiving, all though most of you are reading this after 11/27/03 but still, on with the meddling. Wave Motion Cannon, a somewhat anticipated card that has extreme potential if used the right way and built around. Unless the opponent is using LP gaining Effects, then 8 turns or less is all it takes, and nowadays a lot of people are using Delinquent Duo and Confiscation, paying for IO, RoDing Monsters and other LP draining Effects so you might not have to wait long at all, especially if you have multiple WMCs out.

Speaking of multiples, the best way I could start a Wave Motion Deck would be with 3x WMC and 3x Solemn Judgments. I would greatly think that paying for SJ to protect WMC is well worth it so long as you do get to fire it off for the win. You would still have to use some more Magic/Spell negation and either stall and wait around just to fire off WMC, or you could mix in more Burner cards to speed up the process, or you could do both.

So yeah, it's a good card, but has to be worked with, you can't just throw it into a Beatdown and expect it to last until you want to send it to the Graveyard, but there is the chance of going up against someone that doesn't run 3x MST, HFD, Heavy, Breaker and IO, but for best usage you will need protection for WMC.

Casual: 4.5
Tourney: 3.5
ArtWork: 3.5 - Out of all the cannons and barrels I think this one's the coolest looking, almost cartoony and silly looking too. 
MerrilHess Wave-Motion Cannon 

Send this card on the field to the Graveyard during your Main Phase. Inflict Direct Damage to your opponent's Life Points equal to the number of your Standby phases that have passed after this card was activated x 1000 points. 
Continuous Spell 
Card Number MFC-040 

Great burner 
Great in numbers 
1000 damage is good 
Able to have a deck built around it 

Down Sides: 
Needs to remain on the field 
Imperial kills it 
MST kills it 
Feather Duster kills it......You get my point 

In Casual play, this card is pretty powerful. It can be devastating for your opponent. I have only one, or I would be building a deck around it. 

In Tourney, this card can be deadly to play if it sits long enough, but I donít think itíll be around long enough to be deadly. It could do some damage. 

In Sealed, this is god. With little M/T removal, you would be able to win in 8 turns. Just watch out for De-Spells. 

I give it 3.1/5 

C. Rating: 3.0 
T. Rating: 2.9 
S. Rating: 3.1 
Experiment JON Happy Thanksgiving to all, and to all a good night!

Anyway, the Wave-Motion Cannon. I love this card. I wouldnít play it in a tournament deck, but would throw them in for fun. Lets look at it now.

Do you remember that game-show on FOX called Greed? The one with the two million dollar prize and Chuck Willary? As soon as I saw this card, I thought of Greed. Every turn you keep this card on the field, you are moving up one more step to the jackpot, and yet one step closer to losing it. Will you stop and take home your money (life points) or go for the two million dollar prize?

Nowadays, most experienced duelists play at least a couple of cyclones, heavy storm, and harpies feather duster. I predict that if you got this card out, you could keep it out for five turns tops. But still, that could get you a juicy 5000 lp out of your opponent.

If I were you, I would side deck three of these. So, when you are at a tournament, and challenging someone with a god card on the top of their one story high deck (newbie), id throw these in. After all, you defiantly could keep it out for eight turns. That means an instant victory for you.

Overall, I think that this is a good card. Its like going to vegas. Know when to double down, and know when to leave.

Wave Motion Cannon- 5/10  


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