Jump to content

Shard talks about wind-ups.


Recommended Posts

So, while I was bored I decided to write this article on Wind-Ups, which have become my favorite deck as of recent.


--

So, today I'd like to discuss a deck that has become explosively powerful as of recent, and that's wind-ups. Wind-ups where originally released in GENF, and recieved more support in PHSW and ORCS. Wind-Ups where a relatively bad deck until ORCS was released, but more on that later. Their primary attribute is EARTH and they have quite a even distributation around types, like Machine, Beast, Beast-Warrior and Psychic. They currently have 4 Xyz Monsters: "Wind-up Zenmaister", "Wind-up Zenmaines", "Wind-up Zenmaighty" and "Wind-up Arsenal Zenmaioh" If you notice, all the Xyz Monsters contain the word "Zenmai" Which is the Japanese name of the Archetype, or just Mainspring. So now let's get into how you would build a wind-up deck.

The first obvious thing about Wind-Ups is they have an infamous hand loop involving "Wind-up Hunter", "Wind-up Rat" and "Wind-up Zenmaighty" this hand loop will only take, at minimum 4 slots in your entire Main Deck, and 3 slots of your Extra Deck, and the loop itself is very good and there's no reason not to run Zenmaighty at 3 in Wind-Ups anyway. So how does this loop work? Well, Wind-Up hunter needs to be in the Graveyard for this to work. You can do this by Detaching him from a Zenmaighty made with him and Wind-up Shark, or simply Foolish him out or similar. You then Special Summon Wind-Up rat from your deck using Zenmaighty's effect and change him to Defence Position to Summon Wind-Up hunter. You then activate Hunter's effect and Tribute Zenmaighty. Now, overlay Hunter and Rat for another Zenmaighty, and repeat twice more for a hand loop that takes away 3 of your Opponent's cards and even leaves you with another Xyz Monster oppertunity if you wish to.

Now, this loop sounds deadly inconsistent, right? 4 Cards in the deck, only 1 enables the combo and you need to draw into Tour Guide or similar to do the loop without wasting a rat. And here's where these 3 come in:

[img]http://images1.wikia.nocookie.net/__cb20120203234306/yugioh/images/thumb/8/8c/WindUpShark-ORCS-EN-SR-1E.jpg/300px-WindUpShark-ORCS-EN-SR-1E.jpg[/img][img]http://images3.wikia.nocookie.net/__cb20110910005706/yugioh/images/1/11/WindUpMagicianGENF-EN-R-1E.jpg[/img][img]http://images1.wikia.nocookie.net/__cb20110806233860/yugioh/images/0/0c/WindUpFactoryGENF-EN-SR-1E.jpg[/img]

These 3 Cards make a ton of consistency for the deck. If you didn't know, the Special Summon of Shark will Trigger not only Magician, but Factory too. This means, you can Summon Magician, then Special Summon Shark, Special Summon Hunter and search another shark, then Make shark level 3 and Summon wind-up Zenmaighty, and Special Summon the Second Shark for a Rank 4 Xyz Monster with Magician. If you're in a more flavorful swarming mood, there's also a nice combo involving Shark and Rat that makes 3 Zenmaighty and a Giga-Brilliant which can swarm for a total of [i]7500 [/i]Damage in an optimal situation.

And, if 2 of the Zenmaighties survive next turn, you can detach their last material and get 2 Sharks for a Number 61: Volcasaurus or Tiras, Keeper of Genesis or any rank 5 you'd like.

Ok, now we've discussed the main engine, let's discuss the 4 Xyz Monsters.

[img]http://images2.wikia.nocookie.net/__cb20110903030252/yugioh/images/thumb/7/7e/WindUpZenmaisterCT08-EN-ScR-LE.png/300px-WindUpZenmaisterCT08-EN-ScR-LE.png[/img]

Zenmaister is by far the worst of the 4. There's nothing truely wrong with him, but he doesn't aid the Deck's Goal and only hits the field with 2500 Attack, which is easily outmatched by the Swarm Combo. Fun fact about him, is he was once mistranslated to being a book of moon before his english release. Had he kept that, he would've been much better.

[img]http://images3.wikia.nocookie.net/__cb20111127204428/yugioh/images/thumb/5/54/WindUpZenmaines-PHSW-EN-ScR-1E.jpg/300px-WindUpZenmaines-PHSW-EN-ScR-1E.jpg[/img]

Zenmaines is one of the Best Rank 3 Generic Xyzs. In wind-ups, he is simply the end of combo guy who can summon additional sharks and provide a nice 2100 wall for a few turns. I'd say 2nd best of the 4 in general just because of great playability with tour guide. Very nice card.

[img]http://images2.wikia.nocookie.net/__cb20120117034147/yugioh/images/thumb/8/8c/WindUpArsenalZenmaioh-ORCS-EN-ScR-1E.jpg/300px-WindUpArsenalZenmaioh-ORCS-EN-ScR-1E.jpg[/img]

Zenmaioh, despite his rather goofy name is actually a very decent card. He has 2600 ATK like Tiras, is a wind-up, so can trigger shark and Magician, and forces your opponent to think before they panic set all their facedowns because you're playing wind-ups. Unfortunately, he is overshadowed by other Great rank 5s such as Volcasaurus and Tiras.

[img]http://images2.wikia.nocookie.net/__cb20120117034148/yugioh/images/thumb/7/7c/WindUpCarrierZenmaity-ORCS-EN-UR-1E.jpg/300px-WindUpCarrierZenmaity-ORCS-EN-UR-1E.jpg[/img]

Saving the best till last again. Zenmaighty, is an [b]AMAZING [/b]card. He(Or it, I guess.) makes the deck viable. Not only is it generic, but it makes the deck so consistent. Basicially, run this at 3 or go home. Zenmaighty is basicially a free admission to Game-breaking city. 3 of these is 4500 Points of damage, and it's also a Machine, so Limiter Removal boosts this to 9000 Points of Damage in an Optimal Situation. Volcasaurus backed up by 3 of these is almost always game. The Brilliant swarm combo deals 7500 Points of damage in optimal situations, leaving your opponent without warning, or similar cards.

So, now that I've discussed how good wind-ups are, let's talk about how we can stop them.

[img]http://images1.wikia.nocookie.net/__cb20110206171844/yugioh/images/thumb/8/84/MaxxCSTOR-EN-ScR-1E.jpg/300px-MaxxCSTOR-EN-ScR-1E.jpg[/img]

Maxx C, in essence is the bane of the deck. I've drawn 12 cards before from it by being wind-up looped, and it forces you to stop. Well, you'd be stupid to continue. At most, rat to defence and make zenmaines. And even then you're risking it. Basicially, when you see a shark and a hunter, or a shark and a magician, drop Maxx C. At this point, they can't do much but Xyz, and that makes you draw. They can also stop, which leaves several vunerable monsters on their field.

[img]http://images4.wikia.nocookie.net/__cb20110904223312/yugioh/images/thumb/4/47/ChainDisappearanceTU06-EN-SR-UE.jpg/300px-ChainDisappearanceTU06-EN-SR-UE.jpg[/img]

Rat has 600 ATK. Tour Guide has 1000 ATK. Basicially, this kills one of their main engines also. Magician is also a Target for this card, and this thing is AMAZING against most decks. You really should be siding it.

[img]http://images3.wikia.nocookie.net/__cb20100429015741/yugioh/images/thumb/3/3f/ProhibitionSDMM-EN-C-1E.jpg/300px-ProhibitionSDMM-EN-C-1E.jpg[/img]

Declare Wind-up Rat. Win the Game.

[img]http://images1.wikia.nocookie.net/__cb20101028214223/yugioh/images/thumb/1/1d/SkillDrainDT03-EN-DNPR-DT.jpg/300px-SkillDrainDT03-EN-DNPR-DT.jpg[/img]

Major kick in the balls for a lot of decks. Chain it when they summon rat and watch them rage. Next turn, MST it or something if you no longer want it.

Most side cards against meta decks will work on Wind-Ups, and these are only a few examples. So, now to finalise this, I'd like to just give a mock standard build.

[3]Wind-Up Rat
[1]Wind-Up Hunter(2 or 3, if you'd like)
[3]Wind-up Shark
[3]Wind-up Magician
[2]Effect Veiler
[3]Maxx 'C'
[3]Tour Guide from the Underworld
[1]Sangan

[3]Wind-up Factory

Now basicially add staples onto that, 3 Zenmaighty in the extra, the rest is all your personal choices. Anyway, I wrote this at 4AM on literally 2 hours of sleep with a cold, I doubt it's a good article, but thanks for reading it anyway.

--

Link to comment
Share on other sites

[quote name='Order-Sol' timestamp='1329366168' post='5819793']


It's just the basics, and I am writing this on a few hours of sleep so my mind can't work that well. I can add stuff about tour bus and kitten later.
[/quote]

Wind-Up Rabbit is a Wind-Up staple how the hell do you manage to forget that?

Link to comment
Share on other sites

[quote name='- Sharpshooter -' timestamp='1329401709' post='5820289']
I don't get the people who say Rabbit needs to be maxed at 3. It works perfectly fine at 1 for me, and most of the time I don't even need it to win.
[/quote]


I find it works Less because it dead draws <_< Its unneeded and actually sorta meh. Just because it sets of factory and magician doesn't make it pro, almost everything in the deck does :|

Link to comment
Share on other sites

[quote name='Order-Sol' timestamp='1329401896' post='5820297']
I find it works Less because it dead draws <_< Its unneeded and actually sorta meh. Just because it sets of factory and magician doesn't make it pro, almost everything in the deck does :neutral:
[/quote]

Oh, don't get me wrong. It's a great card, and definitely a necessity, especially if you open badly, but three seems like way too much.

[quote name='RAEGING DOGKING' timestamp='1329402685' post='5820308']
I activate Veiler\Maxx

gg?
[/quote]

Same logic for anything, though. Three Rabbit takes up space that I'd rather use for something like Maxx "C"/Veiler of my own. Only because from personal experience, I find it to be a dead draw more often than not.

Link to comment
Share on other sites

[quote name='Order-Sol' timestamp='1329405343' post='5820406']
why would you veiler rabbit unless [b]you where[/b] retarded
[/quote]

irony in the post.

And you don't Veiler Rabbit, you idiot. They attempt to Veiler Zenmaity, you chain Rabbit and banish Zenmaity so that it still goes through. Same with Magician as well.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...