Legend Zero Posted February 18, 2013 Report Share Posted February 18, 2013 http://www.pojo.biz/board/showpost.php?p=26826258&postcount=178in hand: Wind-Up Shark, Summoner Monk, 1 spell card1. summon Summoner Monk2. ss Wind-Up Magician with it3. reveal shark ss4. ss Wind-Up Rat off of shark reveal w/ magician5. make monk and magician into Photon Papilloperative6. use pap on rat, detaching magician7. use rat to get magician8. use shark 2nd eff to make it level 39. magician ss shark from deck from the shark level change10. make M-X-Saber Invoker with lv3 shark and rat11. ss Wind-Up Warrior from deck with m-x saber invoker effect12. make either Number 16: Shock Master with your shark, used magician, and warrior13. OR make a rank 5 xyz + leave a used magician on the fieldField: shock master, invoker, photon pap OR invoker, photon pap, rank 5, magicianWind-Ups still viable? Link to comment Share on other sites More sharing options...
FreelancerRaiko Posted February 18, 2013 Report Share Posted February 18, 2013 You say Viable, I say Broken. Link to comment Share on other sites More sharing options...
Althemia Posted February 18, 2013 Report Share Posted February 18, 2013 I mean, anyone who thought they were going to die from those hits are idiots because it's quite obvious that they'll still be high end stuff. :l But yes, Wind-Ups are still up there. Link to comment Share on other sites More sharing options...
mido9 Posted February 18, 2013 Report Share Posted February 18, 2013 If you summon shark fortress you get 4800 + 1600+ 2100 + 600, I think. Link to comment Share on other sites More sharing options...
Jord200 Posted February 18, 2013 Report Share Posted February 18, 2013 And this is why they should have banned Magician.... Link to comment Share on other sites More sharing options...
ihop Posted February 18, 2013 Report Share Posted February 18, 2013 This combo is pretty meh, it requires you to lay Summoner Monk and Warrior and only leaves you with a maximum of 3 backrow whereas Magician + Shark gives you 4. Obviously it's still pretty decent but I'm not convinced. Also if you draw Magician you can't do it, plus Summoner Monk is pretty hard to get in hand. Link to comment Share on other sites More sharing options...
Just Crouton Posted February 18, 2013 Report Share Posted February 18, 2013 Yeah you can. You don't know? http://www.konami.com/yugioh/articles/?p=4447 What To Do Offense, not defense, is the key to winning in this scenario. Defending gives the Wind-Up Duelist a free turn to lock down Traps and use all of their effects to swiftly defeat you. Wind-Up Carrier Zenmaity is Limited, and so many cards from the Deck are used to create the “Shock Lock” that outside of Pot of Avarice to recycle everything, it’ll take a long time for the Deck to put together another combo play if you break through the first one. Thus, breaking through the combo and catching your opponent off-guard is the way to go. Of course, Wind-Up Duelists realize this, so Wind-Up Decks have been trending towards huge Trap lineups to protect themselves while they build up combo pieces or to try to prevent a comeback from a combo play. They commonly max out on Dimensional Prison, Bottomless Trap Hole, Torrential Tribute, Mirror Force, and Solemn Warning, then toss in Solemn Judgment and some number of Compulsory Evacuation Devices (1 was the most common number in Providence) for good measure. Fortunately, playing Torrential Tribute, even if your opponent has it Set, would be self-destructive, which automatically reduces the number of useful cards your opponent could have. To win in this scenario, you need to do two things: Eliminate Zenmaity. Diminish the influence of Shock Master or eliminate it outright. Eventually you’ll need to deal with Papilloperative as well, but it’s the other 2 Xyz Monsters that will beat you. But before you can get rid of them, you need to get past your opponent’s Set card(s). The key to doing this without Spell Cards is to play with monsters that make as many defensive Traps irrelevant as possible. Luckily, there are plenty of good monsters that fit the bill, many of which might fit into the Deck you play now. Remember that you need to back these guys up with a Trap or Quick-Play Spell to make sure the job gets done, since breaking the “Shock Lock” is a 2 turn job. Remember when this guy was all over the place? Ever since he was Semi-Limited, he’s been all no-ver the place instead. Reborn Tengu beats Zenmaity and doesn’t care about any of the most commonly used Trap Cards, save Solemn Warning or Judgment. You do need to play both allowed copies to make him useful, but he is an incredibly useful card, especially with backup. Tengu works best in a Deck that has other Beasts and Beast-Warriors so that you can use Horn of the Phantom Beast to make him a huge card-drawing menace to society. He’s already in your Side Deck, why not try him in the Main Deck? At worst, Cyber Dragon eats a defensive Trap in any match-up without using your Normal Summon. At best, he wipes a field full of Machines and turns into a huge Chimeratech Fortress Dragon. Cyber Dragon beats or eats Zenmaity (it’s a Machine) and forces the opponent to either trade Papilloperative or risk an attack with Shock Master. It’s also the only monster that doesn’t care about Solemn Warning or Judgment, provided you have a second monster to play. Its weaknesses are Traps that trigger on attacks and Compulsory Evacuation Device. This guy is pretty stellar in general, but extra good in this scenario if you pair him with the Realm of the Sea Emperor Atlanteans. In fact, you even get a copy of him in the Structure Deck! One great thing about Abyss Soldier is that he doesn’t need to attack to wreck your opponent’s board, giving him protection against attack triggered Traps. Even better, discard either Atlantean Marksman or Atlantean Heavy Infantry and you take out multiple cards for one discard, and possibly open your opponent up to attack. One common scenario is catching your opponent with an attack triggered Trap and tossing Atlantean Marksman to bounce away Shock Master. Marksman would then trigger to destroy the Set Trap, and Soldier would be free to attack Zenmaity. All you have to do then is back up your Soldier so that Papilloperative can’t take it out, and you’re in the driver’s seat! This guy is worth playing if you have a lot of WATER monsters in your Deck, which is super relevant for everyone who wants to bring Mermails to the YCS this weekend. My favorite! He’s got hammers for hands, he’s as big as Shock Master, he can go in any Deck, he’s Level 6 but can be Normal Summoned without Tribute, he’s frequently a great draw off the top, and half of your opponent’s defensive cards won’t be used on him because they’re attack triggered or named Torrential Tribute! If there’s one thing I’ve learned in my now over 10 years of Dueling, it’s that most Duelists have tons of trouble with Level 4 or lower monsters with 1900 ATK or DEF. So what do you think they’re going to do against an effectively Level 4, 2300 ATK monster that can’t be blown away by Mirror Force or banished by Dimensional Prision? If you’re lucky, the answer will be “play Torrential and blow away all of their own cards because that guy has hammers for hands and looks very dangerous”. In practice, when he sticks, you’ll crush Zenmaity and your opponent will have a bad time dealing with him. But What If… There’s always a chance that your opponent started out with The Ultimate 3 Card Combo That Will Ruin Everything (Wind-Up Magician, Wind-Up Shark, Solemn Whatever), but you can’t let fear of that worst case scenario stop you from doing everything in your power to try to win the Duel. Heck, even Yuma learned that when he faced down Shock Master! Sometimes your opponent has it, usually they don’t. But even if they do, it’s not like you just play one Duel and then you’re done. A Match is best of 3 Duels. A Duelist with a winning attitude pulls out all the stops to try to win each and every Duel. Sometimes it doesn’t happen, but even if you lose, you have to pick yourself back up and play hard in the next Duel and the one after that and every Duel you play for the rest of the day or the rest of the weekend or the rest of your life. And if you don’t take anything else away from reading this, at least take that. And. now you know. And, knowing is half the duel. Link to comment Share on other sites More sharing options...
evilfusion Posted February 18, 2013 Report Share Posted February 18, 2013 Magician didnt need banning. I think being put to 1 is enough. It's still good, but it reduces the absurd brokenness the Deck had. Zenmaity being banned is a solid blow, and Magician wont be able to spam extra by SSing copies of itself. Magician + Shark in hand is the previous opening combo that'd allow massive swarm. It still can, but Magician at 1 reduces the consistency of pulling it off, and this above combo needed more set-up with Summoner Monk to manage it. It looks easy on paper, but it's not as good in practice. The Invoker was used instead of where Zenmaity would be. That speaks for itself. Link to comment Share on other sites More sharing options...
ihop Posted February 18, 2013 Report Share Posted February 18, 2013 Hammer Bounzer and Abyss Soldier, your first-class outs to the Shock Lock! Link to comment Share on other sites More sharing options...
newhat Posted February 18, 2013 Report Share Posted February 18, 2013 don't you be dissin' Hammer Bounzer I think the best out to the Shock Lock is Needle Ceiling because unless your opponent has MST or Book of Moon they'll probably call "Trap" or "Effect" with Shock Master, whereupon you can chain NC and wipe their field. Link to comment Share on other sites More sharing options...
El Majishan Posted February 19, 2013 Report Share Posted February 19, 2013 That combo is meh...I mean it looks good on paper but like evilfusion said its not really that good in practice and it makes you play bad cards ...without zenmaity and only 1 magician, the deck is too slow to keep up with what the meta is looking like atm. Link to comment Share on other sites More sharing options...
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