Cold Wave vs. Skill Drain

patrickcampbe21

New Member
I'm currently making a goblin deck and was wondering if there is anyway to use Cold Wave and Skill Drain during the same turn or would I have to had activate skill drain prior to the turn I activate cold wave?
 
You would have to activate Skill Drain during the previous turn. Scratch that, you could chain Skill Drain to the activation of Cold Wave and be okay. Cold Wave must be the first thing activated during your Main Phase 1, but it does not prevent continuous effects that are active on the field. Being a Spell Speed 1 card, that still gives you the chance to chain cards to it, such as Skill Drain.

Hope this helps!
 
Dillie-O said:
You would have to activate Skill Drain during the previous turn. Scratch that, you could chain Skill Drain to the activation of Cold Wave and be okay. Cold Wave must be the first thing activated during your Main Phase 1, but it does not prevent continuous effects that are active on the field. Being a Spell Speed 1 card, that still gives you the chance to chain cards to it, such as Skill Drain.

Hope this helps!
Just to clarify...

Cold Wave will not prevent Continuous Spell or Trap Cards that do not have a Triggered Effect, from being active while Cold Wave's effect is lingering on the field.

So, Level Limit - Area B will still work, while Stumbling will not.

Mask of Restrict will still work, while Ectoplasmer will not.
 
Jason_C said:
Wait, why not just activate it in the Standby Phase?:?
You could also do that. I guess it is one of those, "I'll wait to the last minute, so they will have to choose what to destroy" type things, whereas, they have to take out Skill Drain or negate Cold Wave.
 
Jason_C said:
Wait, why not just activate it in the Standby Phase?:?

Skill Drain could also be activated during the End Phase of your opponent's turn, before you go into your Standby or Main Phase 1, allowing you to activate the effect of Cold Wave.
 
slither said:
Meh why not, if everyone else mentions a Phase, why not activate it during the Draw Phase :D

Or even BEFORE you Draw....heh heh
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HorusMaster said:
Or even BEFORE you Draw....heh heh
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Cant do that. Drawing must be the first thing you do on your turn, unless an effect like Hino-Kagu-Tsuchi or Maharaghi occurs first. Otherwise, you must Draw or in the case of Freed the Matchless General, give up your Draw to select a Level 4 or below Warrior from your Deck.
 
masterwoo0 said:
Just to clarify...

Cold Wave will not prevent Continuous Spell or Trap Cards that do not have a Triggered Effect, from being active while Cold Wave's effect is lingering on the field.

So, Level Limit - Area B will still work, while Stumbling will not.

Mask of Restrict will still work, while Ectoplasmer will not.
Where did you get this ruling of Cold Wave vs. Stumbling or Ectoplasmer?

Stumbling has a mandatory trigger effect and is NOT negated by Cold Wave. Optional player activated effects such as those with Ultimate Offering, Ordeal of a Traveler, etc. cannot be activated during the turns Cold Wave is in effect.

doc
 
ok, lets make this really simple... you may activate Skill Drain in any phase prior to your main phase1, , this way it will be active before you play Cold Wave (whether you do it on your turn or your opponents)...

you may also Chain it to Cold Wave, so long as your opponent has not chained one of their own traps to your cold wave...

i hope this clarifies ... ( you can also look at the link, and read the rulings)....
 
ygo doc said:
Where did you get this ruling of Cold Wave vs. Stumbling or Ectoplasmer?

Stumbling has a mandatory trigger effect and is NOT negated by Cold Wave. Optional player activated effects such as those with Ultimate Offering, Ordeal of a Traveler, etc. cannot be activated during the turns Cold Wave is in effect.

doc
Well, if that were true, explain how this Mandatory Trigger doesn't work


"Cold Wave" will prevent the effect of "Destiny Board" to bring a Spirit Message to the field for the turn "Cold Wave" is activated.
 
I was just curious as to this wording:
If you have two copies of "Destiny Board" on the field you may place two Spirit Messages from your hand or Deck onto the field but you cannot place the fifth one until one of your two "Destiny Boards" is removed from the field.​
I didn't find anything on the Judges List to clarify it.
 
I dont think you're reading it in the context that it is meant to be read.

I think it is simply telling you that you stack the effects. "You MAY place two....", not, "You can, if you want, place two...."
 
masterwoo0 said:
Well, if that were true, explain how this Mandatory Trigger doesn't work


"Cold Wave" will prevent the effect of "Destiny Board" to bring a Spirit Message to the field for the turn "Cold Wave" is activated.

Actually I was thinking about this, and this case is different. Cold Wave prevents a Spell/Trap from being played or set (essentially putting a Spell/Trap on the field). Destiny Board puts a Spell Card on the field which would violate the state that Cold Wave set up.

I don't see a reason why any already face-up Spell/Trap could not be used. After all I'm neither playing nor setting a card... merely activating an effect (to which Cold Wave says nothing about that).
 
densetsu_x has it correct! By allowing Destiny Board's effect to go through you are essentially playing another Spell/Trap card which is prevented by Cold Wave.

Cold Wave does not stop existing continuous effects or existing mandatory effects. It does prevent the activation of optional effects of continuous Spell or Trap cards.

doc
 
densetsu_x said:
...I don't see a reason why any already face-up Spell/Trap could not be used. After all I'm neither playing nor setting a card... merely activating an effect (to which Cold Wave says nothing about that).
When Konami/UDE use the word "play", that also includes manually activating an effect. Check the old NetRep files.

doc
 
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