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Here's the Wind-Up


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Here are some Wind-Up cards I came up with, mostly for an RP.

[spoiler=Effect/Tuner Monsters (15)]
Wind-Up Horse
EARTH/Beast/LV4/1500ATK/1300DEF
Once, while this card is face-up on the field, you can Special Summon 1 Level 4 or lower "Wind-Up" monster monster from your Deck. Its effects are negated and it cannot be Tributed or used as a Synchro Material Monster.

Wind-Up Dolphin
WATER/Fish/Tuner/LV1/400ATK/700DEF
During your Main Phase 1, you may select 1 monster in your either player's Graveyard. This monster's Level becomes the Level of the selected monster. This effect can only be used once while this card is face-up on the field. This monster can only be used as a Tribute, a Synchro Material Monster, or a Xyz Material Monster for the Tribute Summon, Synchro Summon, or Xyz Summon of a "Wind-Up" monster.

Wind-Up Fighter
EARTH/Warrior/LV5/1800ATK/1800DEF
Once, while this card is face-up on the field, you can select 1 face-up "Wind-Up" monster you control. Until the End Phase, that monster's Level increases by 1 and it gains 300 ATK for each face-up "Wind-Up" monster you control.

Wind-Up Mender
LIGHT/Fairy/LV3/1000ATK/900DEF
Once, while this card is face-up on the field, you may banish 1 "Wind-Up" monster from your Graveyard to Special Summon 1 "Wind-Up" monster from your Graveyard with a lower Level than the "Wind-Up" monster banished by this card's effect.

Wind-Up Guinea Pig
EARTH/Beast/LV2/500ATK/400DEF
Once, while this card is face-up on the field, you may Special Summon 1 Level 2 or lower "Wind-Up" monster from your Deck.

Wind-Up Gambler
FIRE/Warrior/4/1900/1300
Once, while this card is face-up on the field, you may draw a card.

Wind-Up Recon
WIND/Spellcaster/LV3/1400ATK/1600DEF
Once, while this card is face-up on the field, you may look at all cards in your opponent's hand. When this monster leaves the field, you may Special Summon 1 "Wind-Up" monster from your Deck in face-down Defense Position.

Wind-Up Mole
EARTH/Beast/Tuner/LV1/600ATK/0DEF
Once, while this card is face-up on the field, you may banish 1 card on the field until the End Phase of the turn you activated this card.

Wind-Up Striker
EARTH/Warrior/LV3/1200ATK/1200DEF
During your Battle Phase, you may activate this card's effect. Until the end of the Battle Phase in which you activate this card's effect, when a "Wind-Up" monster attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.This effect can only be used once while this card is face-up on the field.

Wind-Up Rabbit
WIND/Beast/LV3/1300ATK/100DEF
Once, while this card is face-up on the field, this card can attack your opponent's Life Points directly. When it does, any Battle Damage this card inflicts to your opponent's Life Points becomes the original ATK of this card.

Wind-Up Lizard
FIRE/Reptile/LV2/900ATK/300DEF
During your Main Phase, if you control another face-up "Wind-Up" monster, you may Special Summon this card from your hand. Once, while this card is face-up on the field, you may flip a face-down Defense Position monster face-up into either Attack Position or Defense Position.

Wind-Up Shaman
EARTH/Zombie/LV4/1000ATK/2000DEF
Once, while this card is face-up on the field, you may return a face-up "Wind-Up" monster on your side of the field to your hand to Special Summon a Level 4 or lower "Wind-Up" monster from your Graveyard in face-down Defense Position.

Wind-Up Rocket
FIRE/Pyro/Tuner/LV2/600ATK/200DEF
Once, while this card is face-up on the field, you can Normal Summon or Set 1 "Wind-Up" monster in addition to your Normal Summon or Set.

Wind-Up Rewinder
DARK/Fiend/LV4/1900ATK/1700DEF
Once, while this card is face-up on the field, you may select 1 face-up "Wind-Up" monster on your side of the field, except a "Wind-Up Rewinder". Flip the selected monster into face-down Defense Position, then flip the selected monster into either face-up Attack Position or face-up Defense Position. This monster cannot be flipped face-up or face-down by any card effects.

Wind-Up Overlayer
EARTH/Machine/LV4/1300ATK/700DEF
Once, while this card is face-up on the field, you may select 1 face-up "Wind-Up" Xyz Monster on your side of the field. Place 1 "Wind-Up" monster in your Graveyard whose Level is equal to the Rank of the selected "Wind-Up" Xyz Monster underneath the Xyz Monster. The placed "Wind-Up" monster is treated as an Xyz Material Monster for the effect of the selected "Wind-Up" Xyz Monster.
[/spoiler]
[spoiler=Synchro/Xyz Monsters (5)]
Wind-Up Soldragon
FIRE/Dragon/Synchro/LV7/2900ATK/1700DEF
1 "Wind-Up" Tuner + 1 or more non-Tuner "Wind-Up" monsters
Once per turn, if you control a face-up "Wind-Up Acedragon", you may select 1 face-up monster on the field. Flip that monster into face-down Defense Position. During the End Phase, the selected monster is flipped into face-up Attack Position. Once, while this card is face-up on the field, you may Special Summon 1 monster from any player's Graveyard.

Wind-Up Acedragon
LIGHT/Dragon/Xyz/RNK4/3000ATK/2500DEF
3x Level 4 "Wind-Up" monsters
Once per turn, if you control a face-up "Wind-Up Soldragon", you may select 1 face-up monster on the field. Flip that monster into face-down Defense Position. During the End Phase, the selected monster is flipped into face-up Attack Position. Once per turn, you can remove 1 Exceed Material Monster from this card to select 1 card on the field and 1 "Wind-Up" monster in your Graveyard. Send the selected card on the field to the Graveyard, then add the selected "Wind-Up" monster to your hand.

Wind-Up Zenmaightiest
FIRE/Machine/Xyz/RNK5/?ATK/?DEF
2x Level 5 "Wind-Up" monsters
This monster's ATK and DEF is equal to the combined ATK and DEF of its Xyz Material Monsters. When this monster destroys a monster as a result of battle and sends it to the Graveyard, you may return 1 "Wind-Up" monster on your side of the field to your hand.

Wind-Up Zenmaitokon
EARTH/Psychic/Xyz/RNK2/0ATK/2500DEF
2x Level 2 "Wind-Up" monsters
As long as you control a face-up "Wind-Up" monster, this monster cannot be destroy by your opponent's card effects. If this monster is in Attack Position, return this monster to the Extra Deck and Special Summon any Xyz Material Monsters attached to this card. Once per turn, you may remove 1 Xyz Material Monster from this card to select 1 face-up "Wind-Up" monster on your side of the field. Flip the selected monster into face-down Defense Position, then flip the selected monster into either face-up Attack Position or face-up Defense Position.

Wind-Up Zenmaitriarch
LIGHT/Machine/Synchro/LV8/2500ATK/2300DEF
1 "Wind-Up" Tuner + 2 or more "Wind-Up" non-Tuner monsters
Once per turn, you can Normal Summon or Set 1 "Wind-Up" monster in addition to your Normal Summon or Set. Once per turn, when the effect of a "Wind-Up" monster activates, you may select 1 "Wind-Up" card in your Graveyard, shuffle it into your Deck, then draw 1 card. You can only control 1 face-up "Wind-Up Zenmaitriarch".
[/spoiler]
[spoiler=Spell Cards (5)]
Wind-Up Distribution
Spell/Quick-Play
Activate only during a chain that involves the effect of a "Wind-Up" monster you control. Select that monster. Special Summon 1 "Wind-Up" monster from your hand with a lower Level than the selected "Wind-Up" monster.

Super Wind-Up Key
Spell/Equip
Equip only to a "Wind-Up" monster. When the equipped monster activates its effect, you may increase the ATK and DEF of the equipped monster by 800 until your next Standby Phase. When the equipped monster leaves the field, you may return this card to your hand. You can only activate 1 "Super Wind-Up Key" per turn, and a "Wind-Up" monster can only have 1 "Super Wind-Up Key" equipped at a time.

Resonating Spring
Spell/Normal
Select 1 "Wind-Up" monster on your side of the field that activated its effect this turn. Until the End Phase of the turn you activated this card, the selected "Wind-Up" monster is treated as a Tuner monster.

Winding Transfer
Spell/Normal
Select 1 "Wind-Up" Xyz Monster and 1 "Wind-Up" monster on your side of the field. If the Rank of the selected "Wind-Up" Xyz Monster is the same as the Level of the selected "Wind-Up monster, place the selected "Wind-Up" monster underneath the select "Wind-Up" Xyz Monster. The placed "Wind-Up" monster is treated as an Xyz Material Monster for the effect of the selected "Wind-Up" Xyz Monster.

Wind-Up Factory
Spell/Field
Once per turn, you may Special Summon a Level 4 or lower "Wind-Up" monster from your hand. When this card leaves the field, draw 2 cards.
[/spoiler]
[spoiler=Trap Cards (5)]
Wind-Up and Go!
Trap/Counter
Activate only when your opponent activates a Spell, Trap, or Monster Card effect in response to a "Wind-Up" monster activating its effect. Negate the effect of your opponent's card and banish it.

Wind-Up Trap Hole
Trap/Normal
Activate only when your opponent Special Summons a monster while you control a face-up "Wind-Up" monster. Send the Special Summoned monster to its owner's Graveyard, then set this card face-down. You can only activate 1 "Wind-Up Trap Hole" per turn.

Wind-Up Shuffle
Trap/Normal
Activate only if you control at least 2 "Wind-Up" monsters in face-down Defense Position. You may rearrange the face-down Defense Position "Wind-Up" monsters on your side of the field.

Spring Recycling
Trap/Continuous
Once per turn, you may shuffle up to 2 "Wind-Up" cards in your Graveyard into your Deck. You can only control 1 face-up "Spring Recycling" at a time.

Spring Resetting
Trap/Continuous
Once per turn, you may flip 1 face-up "Wind-Up" monster on your side of the field face-down. You can only control 1 face-up "Spring Resetting" at a time.
[/spoiler]

Please comment and correct any OCG errors I might have made.
Also, suggestion for more support cards would be great.
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I'm not too familiar with the Wind-ups, the gimmick seems to be recycling one-off effects?

Repairer doesn't say where it SSs from.

Neither does Scout.

Mole seems broken, a generic tuner that can RFP a card? Maybe SS it at the end phase? Would be less broken and work with the wind-ups.

Soldragon is way broken. Ignoring the summoning conditions means I can put whatever broken card I want in this deck and it might work.

Acedragon is sweet.

Zenmatriarch OCG fix: "Once per turn, you can Normal Summon 1 "Wind-Up" monster in addition to your Normal Summon or Set."

Wind-Up Distribution OCG fix: "Activate only during a chain that involves the effect of a "Wind-Up" monster you control. Select that monster."

Wind-Up Trap Hole seems way broken. Do Wind-ups often have a monster face-up on the field? If so, then this is way more annoying than Scrap-Iron Scarecrow. Way too OP'd.

Any cards I didn't mention are fine or underpowered. Do Wind-Ups have a rank 4 Xyz that requires 2 materials? If so, Horse is REALLY sweet.
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Thanks for the feedback!
Repairer Special Summons from the Graveyard, while Scout Special Summons from the Deck. I apologize. I honestly thought I put those in.
I made Mole's effect work until the end of the turn.
Soldragon has the anti-NOMI clause removed.
The OCG errors have been corrected.
And finally, Wind-Up Trap Hole only works on Special Summonings.
To answer your question, currently, there is only 1 RL Wind-Up Xyz, which is [url="http://yugioh.wikia.com/wiki/Wind-Up_Zenmaister"]Wind-Up Zenmaister[/url]. Horse was pretty much built for getting Zenmaister out.
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  • 1 year later...

[quote name='TheFinalFan' timestamp='1306274262' post='5229690']
Here are some Wind-Up cards I came up with, mostly for an RP.

[spoiler=Effect/Tuner Monsters (15)]
Wind-Up Horse
EARTH/Beast/LV4/1500ATK/1300DEF
Once, while this card is face-up on the field, you can Special Summon 1 Level 4 or lower "Wind-Up" monster monster from your Deck. Its effects are negated and it cannot be Tributed or used as a Synchro Material Monster.

Wind-Up Dolphin
WATER/Fish/Tuner/LV1/400ATK/700DEF
During your Main Phase 1, you may select 1 monster in your either player's Graveyard. This monster's Level becomes the Level of the selected monster. This effect can only be used once while this card is face-up on the field. This monster can only be used as a Tribute, a Synchro Material Monster, or a Xyz Material Monster for the Tribute Summon, Synchro Summon, or Xyz Summon of a "Wind-Up" monster.

Wind-Up Fighter
EARTH/Warrior/LV5/1800ATK/1800DEF
Once, while this card is face-up on the field, you can select 1 face-up "Wind-Up" monster you control. Until the End Phase, that monster's Level increases by 1 and it gains 300 ATK for each face-up "Wind-Up" monster you control.

Wind-Up Mender
LIGHT/Fairy/LV3/1000ATK/900DEF
Once, while this card is face-up on the field, you may banish 1 "Wind-Up" monster from your Graveyard to Special Summon 1 "Wind-Up" monster from your Graveyard with a lower Level than the "Wind-Up" monster banished by this card's effect.

Wind-Up Guinea Pig
EARTH/Beast/LV2/500ATK/400DEF
Once, while this card is face-up on the field, you may Special Summon 1 Level 2 or lower "Wind-Up" monster from your Deck.

Wind-Up Gambler
FIRE/Warrior/4/1900/1300
Once, while this card is face-up on the field, you may draw a card.

Wind-Up Recon
WIND/Spellcaster/LV3/1400ATK/1600DEF
Once, while this card is face-up on the field, you may look at all cards in your opponent's hand. When this monster leaves the field, you may Special Summon 1 "Wind-Up" monster from your Deck in face-down Defense Position.

Wind-Up Mole
EARTH/Beast/Tuner/LV1/600ATK/0DEF
Once, while this card is face-up on the field, you may banish 1 card on the field until the End Phase of the turn you activated this card.

Wind-Up Striker
EARTH/Warrior/LV3/1200ATK/1200DEF
During your Battle Phase, you may activate this card's effect. Until the end of the Battle Phase in which you activate this card's effect, when a "Wind-Up" monster attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.This effect can only be used once while this card is face-up on the field.

Wind-Up Rabbit
WIND/Beast/LV3/1300ATK/100DEF
Once, while this card is face-up on the field, this card can attack your opponent's Life Points directly. When it does, any Battle Damage this card inflicts to your opponent's Life Points becomes the original ATK of this card.

Wind-Up Lizard
FIRE/Reptile/LV2/900ATK/300DEF
During your Main Phase, if you control another face-up "Wind-Up" monster, you may Special Summon this card from your hand. Once, while this card is face-up on the field, you may flip a face-down Defense Position monster face-up into either Attack Position or Defense Position.

Wind-Up Shaman
EARTH/Zombie/LV4/1000ATK/2000DEF
Once, while this card is face-up on the field, you may return a face-up "Wind-Up" monster on your side of the field to your hand to Special Summon a Level 4 or lower "Wind-Up" monster from your Graveyard in face-down Defense Position.

Wind-Up Rocket
FIRE/Pyro/Tuner/LV2/600ATK/200DEF
Once, while this card is face-up on the field, you can Normal Summon or Set 1 "Wind-Up" monster in addition to your Normal Summon or Set.

Wind-Up Rewinder
DARK/Fiend/LV4/1900ATK/1700DEF
Once, while this card is face-up on the field, you may select 1 face-up "Wind-Up" monster on your side of the field, except a "Wind-Up Rewinder". Flip the selected monster into face-down Defense Position, then flip the selected monster into either face-up Attack Position or face-up Defense Position. This monster cannot be flipped face-up or face-down by any card effects.

Wind-Up Overlayer
EARTH/Machine/LV4/1300ATK/700DEF
Once, while this card is face-up on the field, you may select 1 face-up "Wind-Up" Xyz Monster on your side of the field. Place 1 "Wind-Up" monster in your Graveyard whose Level is equal to the Rank of the selected "Wind-Up" Xyz Monster underneath the Xyz Monster. The placed "Wind-Up" monster is treated as an Xyz Material Monster for the effect of the selected "Wind-Up" Xyz Monster.
[/spoiler]
[spoiler=Synchro/Xyz Monsters (5)]
Wind-Up Soldragon
FIRE/Dragon/Synchro/LV7/2900ATK/1700DEF
1 "Wind-Up" Tuner + 1 or more non-Tuner "Wind-Up" monsters
Once per turn, if you control a face-up "Wind-Up Acedragon", you may select 1 face-up monster on the field. Flip that monster into face-down Defense Position. During the End Phase, the selected monster is flipped into face-up Attack Position. Once, while this card is face-up on the field, you may Special Summon 1 monster from any player's Graveyard.

Wind-Up Acedragon
LIGHT/Dragon/Xyz/RNK4/3000ATK/2500DEF
3x Level 4 "Wind-Up" monsters
Once per turn, if you control a face-up "Wind-Up Soldragon", you may select 1 face-up monster on the field. Flip that monster into face-down Defense Position. During the End Phase, the selected monster is flipped into face-up Attack Position. Once per turn, you can remove 1 Exceed Material Monster from this card to select 1 card on the field and 1 "Wind-Up" monster in your Graveyard. Send the selected card on the field to the Graveyard, then add the selected "Wind-Up" monster to your hand.

Wind-Up Zenmaightiest
FIRE/Machine/Xyz/RNK5/?ATK/?DEF
2x Level 5 "Wind-Up" monsters
This monster's ATK and DEF is equal to the combined ATK and DEF of its Xyz Material Monsters. When this monster destroys a monster as a result of battle and sends it to the Graveyard, you may return 1 "Wind-Up" monster on your side of the field to your hand.

Wind-Up Zenmaitokon
EARTH/Psychic/Xyz/RNK2/0ATK/2500DEF
2x Level 2 "Wind-Up" monsters
As long as you control a face-up "Wind-Up" monster, this monster cannot be destroy by your opponent's card effects. If this monster is in Attack Position, return this monster to the Extra Deck and Special Summon any Xyz Material Monsters attached to this card. Once per turn, you may remove 1 Xyz Material Monster from this card to select 1 face-up "Wind-Up" monster on your side of the field. Flip the selected monster into face-down Defense Position, then flip the selected monster into either face-up Attack Position or face-up Defense Position.

Wind-Up Zenmaitriarch
LIGHT/Machine/Synchro/LV8/2500ATK/2300DEF
1 "Wind-Up" Tuner + 2 or more "Wind-Up" non-Tuner monsters
Once per turn, you can Normal Summon or Set 1 "Wind-Up" monster in addition to your Normal Summon or Set. Once per turn, when the effect of a "Wind-Up" monster activates, you may select 1 "Wind-Up" card in your Graveyard, shuffle it into your Deck, then draw 1 card. You can only control 1 face-up "Wind-Up Zenmaitriarch".
[/spoiler]
[spoiler=Spell Cards (5)]
Wind-Up Distribution
Spell/Quick-Play
Activate only during a chain that involves the effect of a "Wind-Up" monster you control. Select that monster. Special Summon 1 "Wind-Up" monster from your hand with a lower Level than the selected "Wind-Up" monster.

Super Wind-Up Key
Spell/Equip
Equip only to a "Wind-Up" monster. When the equipped monster activates its effect, you may increase the ATK and DEF of the equipped monster by 800 until your next Standby Phase. When the equipped monster leaves the field, you may return this card to your hand. You can only activate 1 "Super Wind-Up Key" per turn, and a "Wind-Up" monster can only have 1 "Super Wind-Up Key" equipped at a time.

Resonating Spring
Spell/Normal
Select 1 "Wind-Up" monster on your side of the field that activated its effect this turn. Until the End Phase of the turn you activated this card, the selected "Wind-Up" monster is treated as a Tuner monster.

Winding Transfer
Spell/Normal
Select 1 "Wind-Up" Xyz Monster and 1 "Wind-Up" monster on your side of the field. If the Rank of the selected "Wind-Up" Xyz Monster is the same as the Level of the selected "Wind-Up monster, place the selected "Wind-Up" monster underneath the select "Wind-Up" Xyz Monster. The placed "Wind-Up" monster is treated as an Xyz Material Monster for the effect of the selected "Wind-Up" Xyz Monster.

Wind-Up Factory
Spell/Field
Once per turn, you may Special Summon a Level 4 or lower "Wind-Up" monster from your hand. When this card leaves the field, draw 2 cards.
[/spoiler]
[spoiler=Trap Cards (5)]
Wind-Up and Go!
Trap/Counter
Activate only when your opponent activates a Spell, Trap, or Monster Card effect in response to a "Wind-Up" monster activating its effect. Negate the effect of your opponent's card and banish it.

Wind-Up Trap Hole
Trap/Normal
Activate only when your opponent Special Summons a monster while you control a face-up "Wind-Up" monster. Send the Special Summoned monster to its owner's Graveyard, then set this card face-down. You can only activate 1 "Wind-Up Trap Hole" per turn.

Wind-Up Shuffle
Trap/Normal
Activate only if you control at least 2 "Wind-Up" monsters in face-down Defense Position. You may rearrange the face-down Defense Position "Wind-Up" monsters on your side of the field.

Spring Recycling
Trap/Continuous
Once per turn, you may shuffle up to 2 "Wind-Up" cards in your Graveyard into your Deck. You can only control 1 face-up "Spring Recycling" at a time.

Spring Resetting
Trap/Continuous
Once per turn, you may flip 1 face-up "Wind-Up" monster on your side of the field face-down. You can only control 1 face-up "Spring Resetting" at a time.
[/spoiler]

Please comment and correct any OCG errors I might have made.
Also, suggestion for more support cards would be great.
[/quote]
Surely not bad ideas but you need to have less wind-up and some monsters I really don't like , because they can't be made as a card first of all , second of all there aren't big strong normal monsters (lvl 6-10) . And you can make some fusion monsters and a couple of more syncro monsters too =3
And have a question =3 can I talk to konami or give them an advice about wind-ups =3 ?

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[quote name='karoljartur' timestamp='1349725866' post='6040451']
Surely not bad ideas but you need to have less wind-up and some monsters I really don't like , because they can't be made as a card first of all , second of all there aren't big strong normal monsters (lvl 6-10) . And you can make some fusion monsters and a couple of more syncro monsters too =3
And have a question =3 can I talk to konami or give them an advice about wind-ups =3 ?
[/quote]

Friendly tip. Don't post in and rebump threads that are more than a year old.

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