Wave-Motion Cannon
(Continuous Spell Card)
Send this card on the field to the Graveyard during your Main Phase. Inflict damage to your opponent's Life Points equal to the number of your Standby Phases that have passed after this card's activation x 1000 points.
Rulings
Since the Cannon can support its own weight and decimate the opponent by itself, it doesn't need combos. However, to protect it, it'd be smart to use Magic Reflector so that you can ensure a huge hit of damage to your opponent with it.
Advantage should be obvious - you can win the game with it, and that's huge. By using more than one, you can do it faster too. With just one, and assuming this is the only way your opponent's Life Points will decrease, it'd take you 9 of your turns, which would be about 18 turns total. You might as well use Final Countdown in that scenario. However, with two, it becomes 5 of your turns, and with 3 it goes down to 4. But who's to say that's the only way Life Points are going down? One that has amassed 3 deadly counters can deal 3000 damage. Coupled with battle damage, Life Point payments, and other burn cards, that could easily be enough.
Disadvantages sadly come with this card too. For one, it takes up one of your Spell/Trap spaces and does nothing until you set it off. If your opponent destroys it, you also just wasted a few turns with it too. It also can be slow to use, but it's still one of the better burn options. However, it can be HORRIBLE top deck. There are times when you hope to everything that is hoped upon that you DO NOT draw it, and at other times, you only wish your first hand or next draw was it. (Drawing in your first hand is the best case scenario, usually*)
Now playing this card can be tricky. I previously said you can use it anywhere, and you can, but I wouldn't advise that 100%. You see, some people may focus too much on it, and be sloppy using it. Firing it after one Standby Phase and dealing 1000 Life Point damage isn't worth it, unless it'd win you the game, but is keeping it on the field for five turns smart? The possibility of it getting destroyed is too great. With most decks running Dust Tornado in doubles or triples, Mystical Space Typhoon, Heavy Storm, Breaker the Magical Warrior, Giant Trunade, what have you, your Cannon could easily never fire. In my opinion, I'd say after it has three or two counters is the optimal time to fire it. It really depends on your preference and your opponent's removal too.
The best decks for it are Side Decks. It's definately a good Side Deck card. Burn decks can abuse it too, and I'd say any effective Saturn Burn deck should use it. Otherwise, it can go anywhere pretty well, but isn't necesarilly needed.
* - It depends on your opponent's Spell/Trap removal too, since in the beginning of the duel, there's still plenty.
Ratings:
Advanced: 4/5. It doesn't have too many bad points at all.
Limited: 4/5. Why not? You can build some pretty stable decks with MFC cards, and this can go in them prefectly.
(Continuous Spell Card)
Send this card on the field to the Graveyard during your Main Phase. Inflict damage to your opponent's Life Points equal to the number of your Standby Phases that have passed after this card's activation x 1000 points.
Rulings
- Sending "Wave-Motion Cannon" to the Graveyard is a cost, so when you send it to the Graveyard, it's too late for your opponent to chain "Mystical Space Typhoon", etc., to destroy "Wave-Motion Cannon", because "Wave-Motion Cannon" is already in the Graveyard.
- Your opponent cannot chain "Magic Jammer", or use "Dark Paladin", etc., when you send "Wave-Motion Cannon" from the field to the Graveyard. Your opponent CAN chain "Magic Jammer" or use "Dark Paladin", etc., when you first activate "Wave-Motion Cannon" (meaning when you place it face-up on the field).
- If "Imperial Order" is active on the field, count Standby Phases as normal for "Wave-Motion Cannon".
- You can activate "Wave-Motion Cannon" (place it face-up on the field) and send it to the Graveyard during the same turn, but it will not do any damage.
- If the Standby Phase is skipped with "Solomon's Lawbook" or the turn is skipped with "Gamble", increase the count for "Wave-Motion Cannon" anyway.
- You cannot use "Pyro Clock of Destiny" with "Wave-Motion Cannon".
- [Re: Barrel Behind the Door] You cannot activate "Barrel Behind the Door" against a Continuous Spell or Trap Card, an Equip Spell Card, or a Field Spell Card. So you cannot activate it against "Magical Thorn", "Dark Snake Syndrome", "Wave-Motion Cannon", or "Black Pendant".
- [Re: Skilled Dark Magician] When you use the effect of a Continuous Spell Card that is already face-up on the field, such as "Inspection", or sending "Wave-Motion Cannon" to the Graveyard, or paying for "Messenger of Peace", you do NOT place a Spell Counter on this monster.
- [Re: Skilled White Magician] When you use the effect of a Continuous Spell Card that is already face-up on the field, such as "Inspection", or sending "Wave-Motion Cannon" to the Graveyard, or paying for "Messenger of Peace", you do NOT place a Spell Counter on this monster.
Since the Cannon can support its own weight and decimate the opponent by itself, it doesn't need combos. However, to protect it, it'd be smart to use Magic Reflector so that you can ensure a huge hit of damage to your opponent with it.
Advantage should be obvious - you can win the game with it, and that's huge. By using more than one, you can do it faster too. With just one, and assuming this is the only way your opponent's Life Points will decrease, it'd take you 9 of your turns, which would be about 18 turns total. You might as well use Final Countdown in that scenario. However, with two, it becomes 5 of your turns, and with 3 it goes down to 4. But who's to say that's the only way Life Points are going down? One that has amassed 3 deadly counters can deal 3000 damage. Coupled with battle damage, Life Point payments, and other burn cards, that could easily be enough.
Disadvantages sadly come with this card too. For one, it takes up one of your Spell/Trap spaces and does nothing until you set it off. If your opponent destroys it, you also just wasted a few turns with it too. It also can be slow to use, but it's still one of the better burn options. However, it can be HORRIBLE top deck. There are times when you hope to everything that is hoped upon that you DO NOT draw it, and at other times, you only wish your first hand or next draw was it. (Drawing in your first hand is the best case scenario, usually*)
Now playing this card can be tricky. I previously said you can use it anywhere, and you can, but I wouldn't advise that 100%. You see, some people may focus too much on it, and be sloppy using it. Firing it after one Standby Phase and dealing 1000 Life Point damage isn't worth it, unless it'd win you the game, but is keeping it on the field for five turns smart? The possibility of it getting destroyed is too great. With most decks running Dust Tornado in doubles or triples, Mystical Space Typhoon, Heavy Storm, Breaker the Magical Warrior, Giant Trunade, what have you, your Cannon could easily never fire. In my opinion, I'd say after it has three or two counters is the optimal time to fire it. It really depends on your preference and your opponent's removal too.
The best decks for it are Side Decks. It's definately a good Side Deck card. Burn decks can abuse it too, and I'd say any effective Saturn Burn deck should use it. Otherwise, it can go anywhere pretty well, but isn't necesarilly needed.
* - It depends on your opponent's Spell/Trap removal too, since in the beginning of the duel, there's still plenty.
Ratings:
Advanced: 4/5. It doesn't have too many bad points at all.
Limited: 4/5. Why not? You can build some pretty stable decks with MFC cards, and this can go in them prefectly.