Card Game
Card of the Day
TCG Fan Tips
Top 10 Lists
Banned/Restricted List
Yu-Gi-Oh News
Tourney Reports
Duelist Interviews

Featured Writers
Baneful's Column
Anteaus on YGO
General Zorpa
Dark Paladin's Dimension
Retired Writers

Releases + Spoilers
Booster Sets (Original Series)
Booster Sets (GX Series)
Booster Sets (5D Series)
Booster Sets (Zexal Series)

Starter Decks
Yugi | Kaiba
Joey | Pegasus
Yugi 2004 | Kaiba 2004
GX: 2006 | Jaden | Syrus
5D: 1 | 2 | Toolbox
Zexal: 2011 | 2012 | 2013
Yugi 2013 | Kaiba 2013

Structure Decks
Dragons Roar &
Zombie Madness
Blaze of Destruction &
Fury from the Deep
Warrior's Triumph
Spellcaster's Judgment
Lord of the Storm
Invincible Fortress
Dinosaurs Rage
Machine Revolt
Rise of Dragon Lords
Dark Emperor
Zombie World
Spellcaster Command
Warrior Strike
Machina Mayhem
Dragunity Legion
Lost Sanctuary
Underworld Gates
Samurai Warlord
Sea Emperor
Fire Kings
Saga of Blue-Eyes
Cyber Dragon

Promo Cards:
Promos Spoiler
Coll. Tins Spoiler
MP1 Spoiler
EP1 Spoiler

Tournament Packs:
TP1 / TP2 / TP3 / TP4
TP5 / TP6 / TP7 / TP8
Duelist Packs
Jaden | Chazz
Jaden #2 | Zane
Aster | Jaden #3
Jesse | Yusei
Yugi | Yusei #2
Kaiba | Yusei #3

Reprint Sets
Dark Beginnings
1 | 2
Dark Revelations
1 | 2 | 3 | 4
Gold Series
1 | 2 | 3 | 4 | 5
Dark Legends
Retro Pack
1 | 2
Champion Pack
1 | 2 | 3 | 4
5 | 6 | 7 | 8
Turbo Pack
1 | 2 | 3 | 4
5 | 6 | 7

Hidden Arsenal:
1 | 2 | 3 | 4
5 | 6 | 7

Brawlermatrix 08
Evan T 08
X-Ref List
X-Ref List w/ Passcodes

Episode Guide
Character Bios
GX Character Bios

Video Games
Millennium Duels (2014)
Nighmare Troubadour (2005)
Destiny Board Traveler (2004)
Power of Chaos (2004)
Worldwide Edition (2003)
Dungeon Dice Monsters (2003)
Falsebound Kingdom (2003)
Eternal Duelist Soul (2002)
Forbidden Memories (2002)
Dark Duel Stories (2002)

About Yu-Gi-Oh
Yu-Gi-Oh! Timeline
Pojo's YuGiOh Books
Apprentice Stuff
Life Point Calculators
DDM Starter Spoiler
DDM Dragonflame Spoiler
The DungeonMaster
Millennium Board Game

- Magic
- Gundam
- Pokemon
- Digimon 
- Harry Potter
- Anime

- Advertise on Pojo
- Our Sponsors
- Pojo Polls


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


Cold Wave

This card can only be activated at the start of Main Phase 1. Until your next turn, neither you nor your opponent can play or Set any Magic or Trap Cards.

Type - Normal Magic
Card Number
- PSV-062

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

Date Reviewed - 01.14.05

Tranorix Cold Wave

Hereís an interesting card. Cold Wave was ridiculously ignored until a little while ago, when it spawned a new deck type and started to do quite well. Itís a Normal Spell, but it has an interesting little restriction that you must play it at the start of your Main Phase 1, so as to prevent you from playing or setting Spells or Traps the same turn you play Cold Wave.

That said, it also prevents your opponent from playing or setting Spells and Traps, meaning if you can get a strong monster on the field first turn, your opponent wonít be able to set anything; and if he canít overpower your monster, heíll be at a disadvantage right away.

Cold Wave would also work nicely toward the end of a duel, when youíre getting ready to make that final blow, just to prevent your opponent from putting up an adequate defense. I have limited experience with this card, so Iím not exactly an authority on the deck type, but from what Iíve seen, itís extremely effective, especially when used with the right cards (Anti-Spell Fragrance, Swarms of Scarabs and Locusts, etc). Use wisely in decks not geared for it though.

Traditional Ė CCCC: 2.5/5
Traditional Ė Cold Wave Deck: 4/5
Advanced Ė CCWC: 3/5
Advanced Ė Cold Wave Deck: 5/5

Snapper Cold Wave

Our final card this week has absolutely nothing to do with the Harpie Lady.
Apparently a fan requested that we review Cold Wave, and apparently weíre taking requests. Whatever. On to the review!

When Cold Wave was originally released, it was viewed as a crap card, and for good reason. At the time, Cold Wave had very few uses. Times have changed though, and now Cold Wave is considered to be a rather sinister card when played correctly. First off, Cold Wave can only be activated at the beginning of the Main Phase, meaning it must be the first card you activate if you plan on using it that turn. Once activated, neither player can Set or activate any Spell and Trap Cards until your next turn. This causes both players to rely only on monsters for a short period of time, making the average playerís safety net of Spells and Traps disappear.

The effect has it uses. Most Decks that use Cold Wave are chock full of cards that disrupt the game, with their goal being to take away all of the opponentís resources. When played correctly, Cold Wave is a very powerful card. The only Deck to date that properly uses Cold Wave is the Wave Control Deck. There are many variants of the Deck, but all feature the same card; Cold Wave. Iíve had little experience with the Deck-Type, so chances are Iím not doing it or Cold Wave justice, but the Deck is very inconsistent and is filled with dead draws, making a Wave Control Deck rely on luck more than most Decks. But as said before, when played by somebody with the skill to use it to its fullest, Cold Wave can be extremely powerful.

Cold Wave is a card that should not be thrown into any old Deck and should not be used by any old player. Make sure you understand how and when to use Cold Wave before attempting to master it.

Advanced Format: 3.5/5. Again, I may not be doing it justice due to my lack of experience with it, but Cold Wave can be a very temperamental card.
Traditional Format: 3/5. Again, I may not be doing it justice due to my lack of experience with it, but Cold Wave can be a very temperamental card.
Overall: 3.25/5.
Art: 3/5. It is not my belief that the dinosaurs froze into extinction, but the picture fits the name I suppose.

ExMinion OfDarkness Cold Wave

Leaving the Harpie theme, we're doing a fan request -- Cold Wave, a card that oftentimes has a deck built around it.

I haven't played a Cold Wave deck before, but I can get the general idea. Cold Wave keeps you and your opponent from using/setting any S/Ts for a turn. On the first turn, that can be great because you can throw out a Gorilla or set DDWL/Assailant and your opponent won't be able to set up a strategy with S/Ts, and on your next turn, when you can attack, you'll be the first one to use S/Ts.

Other cards that seem to go with Cold Wave are Anti-Spell Fragrance (gets you yet ANOTHER turn of no opponent spells), Compulsory Evacuation Device (an opponent that can't use S/Ts is horribly hurt by their monster being returned to their hand), and extra Dust Tornadoes (if they have to set their spells to play them, you can pick them off. Works extremely well with Anti-spell on the field.)

The Cold Wave-type deck can also be integrated with other decks whom have a great lineup of monsters already and don't focus on the spells/traps as much (e.g. Gravekeepers, Warriors).

I give the card a 4/5 overall -- it takes an expert to know how to use it, but it can really wreck a strategy if played well.

Rated For: Cold Wave Deck

Oh boy this one makes a lot of sense. Let's just stick Cold Wave to the end of Harpie Lady theme week, even though Harpie Lady's need spell/trap support to get field control. Let's just ignore the ill-fated Harpie Lady theme and move straight to the Cold Wave archetype, a much ballyhooed deck theme that was supposed to revolutionize the metagame, but seems to have disappeared.

I would like to give credit to the original founder of this decktype, Outrider, a man who I do not know at all but respect tremendously for his ability to take an ordinary common in the game and use it to play competitively with standard cookie cutters. Let's not ever forget that originality, being able to take underplayed deck themes like Cold Wave Control or even underplayed commons like Metamorphosis and Prickle Fairy and winning with them, is far more valuable than a mere tournament win.

Hats off to one of the greatest minds in the game and his creation. Cold Wave is not meant to be analyzed individually; it's one of those cards that belongs in its own deck, period. Unfortunately, I haven't played many good Cold Wave decks, and the ones I have faced were dispensed with rather easily, so I won't pass judgment on it. Here's the rating.

The Bottom Line: Very powerful in the right deck.

0/10 in any Deck
10/10 in a Cold Wave Deck :P.

FORCE System Suggestions:
++ Contributes to Counter-Disruption, Enemy-Disruption
-- Detracts from Resource Replenishment, Counter-Defense.
Coin Flip I haven't shown you any signs of life the past four days. Stuff's happened. That's all I'll say on the matter.

This is the reason I wrote CotD's for this week (that, and I still want to be able to say I've written a CotD for every card since I've

Ladies and gentlemen, I give you something I singlehandedly taught my meta about in PSV and LoN. I have seen people using Cold Wave recently, and they are probably far more dedicated users than I am, but regardless, I can say I was using it before most of you. :)

The use of Cold Wave back in PSV and LoN (and for a short bit of LoD) was to keep them from coming back. Since I was running a beatdownish deck, I feared most of all seeing my opponent break a first turn setup through a Dark Hole and then kicking my ass with a Kycoo or something.
This stopped it for one turn. Since Imperial Order was easy to get, I could have stalled for two turns and then bluffed out with Imperial Order and Magic Jammer on the third, making them waste the field clearers they had.

That was pretty much the base of the tactics used back then. Only slightly accelerated from flipping a Man-Eater Bug and then tributing that for a Summoned Skull. Or using Change of Heart, tributing both, and then summoning Barrel Dragon.

The tactics haven't changed now - the idea is still to swarm your opponent with monsters while keeping the m/ts clear with Cold Wave and various other cards, but now there are other ways of doing it. I'll use the popular term "Wave" to describe the decktype and the general theme/plays.

Basically, Wave controls the m/t field. Priority on the magic/spells, since they help with offensive moves. Before, the ultimate "Wave"
control was Imperial Order. Paying for 11 turns might not seem smart, but followed up by Duster, Geki, Reborn, Call of the Haunted, and then using your already on-field cards to own the opponent old-school styles (yes, styles) with a few thousand overflow is dangerous. VERY.
Dangerous. Not to mention that an overdependence on magic/spells really made choosing to pay for IO or not a tough decision. If you could keep field presence with a Spirit Reaper or something without worrying about the monsters they summoned (since noone really used Exiled Force), you could wait until the perfect moment, or just use your monsters to kick the crap out of your opponent.

Wave, as of now, uses the former option. Anti-Spell Fragrance, Cold Wave, and Xing Zhen Hu are good examples. Anti-Spell Fragrance is good; if they want to activate that Pot of Greed, they have to set it for a turn and wait for their next. Then you Xing Zhen Hu their f/d cards, gaining 2 for 1 advantage. Ditto with Mobius and the like.
Ideally, you want fewer spells than you do traps and monsters, as you have more of a focus on beatdown than you do tech in m/t form.

Personally, I like the idea of reviving Cold Wave and that kind of game control, as it really creeps the opponent out when you 2-for-1 their cards without either of you losing any cards. The concept of having cards but not being able to play them is usually reserved to veteran players of the video games, who have learned to preserve LP and cards by guessing their way through opponent's strategies (it's really too complex to explain, but it was more of a minor annoyance than a serious gameplay threat.)

Some of the more intriguing ideas in Cold Wave decks would be using Dark Scorpions (specifically Cliff the Trap Remover and Chick the
Yellow) or even Horus the Black Flame Dragon LV6 as tech. For an example of (self-proclaimed) greatness in a Wave deck, check out blood mage's work on the forums.


 Copyright 1998-2005 - 

This site is not associated with KAZUKI TAKAHASHI.  Yu-Gi-Oh is a registered trademarks of KAZUKI TAKAHASHI.
This is NOT an official site.  This is a fan site.