Santa's Workshop ~ An Analysis of Wind-Up
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Santa's Workshop ~ An Analysis of Wind-Up
First off, the reason this isn't a full-blown guide is that even for me, who's been studying the archetype ever since they were announced in the OCG, the deck has so many options it makes my head spin every time I try to play it. Nevertheless, this will be an analysis of the archetype to the best of my ability. I apologize for totally ripping the format off of Johnny Raptor, by the way.
I - What /is/ Wind-Up?
II - Wind-Up Strategy
III - TCG-legal Wind-Up cards
IV - OCG Wind-Up cards
V - The Extra Deck
VI - Techs and tricks
VII - Sample Builds
VIII - Closing
I - What /is/ Wind-Up?
Wind-Up is an archetype based around monsters whose effects can only be used once while they are face-up on the field. Once you use the effect, it's gone for good while it's face up. However, there is an obvious catch; flipping the monster face-down, then face-up again resets the effect, just like you would re-wind a wind-up toy after letting it go for a while. There are a number of ways to do this, but I'll get into that later.
Wind-Up is a mixed bag of monsters. Most of them seem to be level 4 Warrior-type monsters, although there are Spellcasters, Psychics, Machines, Beasts, and Beast-Warriors in the mix as well. None of them have a set Attribute in common, though most of them are Earth or Wind. In short, the archetype itself has mixed support, but no worries; they have plenty of support on their own.
With Photon Shockwave and Order of Chaos, Wind-Up gets access to many Level 3 monsters, as well as two (you heard me, two) Rank 3 Xyz monsters. These monsters are very easy to make, whether in the pure build, or teching some splashable cards like Genex Ally Birdman.
II - Wind-Up Strategy
If it hasn't been made clear enough by the fact they're being released at the beginning of the Xyz era, I'm going to remind you all again: Wind-Up is an Xyz engine. The deck does a great job at churning out Rank 3, 4, and 5 Xyz monsters with little to no effort. That said, the strategy is going to be based off of whatever Xyz you decide to run in the Extra Deck, though general field swarming is usually what you're going to be doing. Wind-Up has crazy swarm power, with multiple tools used for grabbing Wind-Up monsters out of the hand, deck, and grave to put onto your field and make more black cards. The monsters in the deck have fairly solid stats, whether they be ATK or DEF, so you don't have to worry too much about monster protection. That said, you need to keep your monsters on the field, and make as many Xyz as possible. That is the deck's win condition. The deck recovers decently from monster nukes, but it's best to avoid them entirely. Run trap negation if you're scared of Torrential or Warning. Otherwise, stick to cards that will get you Xyzing peoples' expectations quickly.
- "TCG-legal Wind-Up Cards":
- III - TCG-legal Wind-Up cardsWind-Up Soldier
Level 4 | Warrior/Effect | EARTH | 1800/1200
During your Main Phase: You can increase this card's Level by 1 and ATK by 400, until the End Phase. This effect can only be used once while this card is face-up on the field.
This is your main non-Xyz beatstick. He has a durable 1800 body that can be expanded to 2200 if you're facing a problem card such as Thunder King Rai-oh or a monster with equal ATK. The main application of this card is that his effect triggers your engines with no cost. He's a great target for Magician in the deck, if you're starting a chain reaction and need a beater/Rank 4 Xyz monster. He's also nice in the fact that he can become level 5 for easy Xyz Summons into Rank 5 Xyz monsters. Definitely run 2, 3 if you want, but no less than 2.Wind-Up Magician
Level 4 | Spellcaster/Effect | FIRE | 600/1800
If the effect of a "Wind-Up" monster is activated, except "Wind-Up Magician": You can Special Summon 1 Level 4 or lower "Wind-Up" monster from your Deck in face-up Defense Position. This effect can only be used once while this card is face-up on the field.
This guy is an absolute boss. He starts the chain reactions for nearly every play you make, and does a great job swarming the field. Resetting him is easy due to his high DEF (not to mention he's an easy opening play, since not many opening monsters can swing over 1800 DEF), and keep in mind that while his own effect does not trigger itself, he can search himself out of the deck. Magician -> Magician is a key play to make when swarming the field, so make sure to remember that. Please, run 3.Wind-Up Juggler
Level 4 | Psychic/Effect | WIND | 1700/1000
After damage calculation, if this card battled an opponent's monster: You can destroy the opponent's monster. This effect can only be used once while this card is face-up on the field.
This guy is actually really good. Thanks to the Problem-Solving Card Text*, its effect is a lot clearer to me. It does not have to be on the field for its effect to resolve, but if it does stay on the field after it resolves, you have to reset it. Spirit Reaper giving you trouble? Smack it with Juggler and watch it explode. Opponent sitting on a monster with huge DEF? Take some kamikaze damage and get it out of your way. Run 2-3.
*TM the smart people at Konami, a.k.a. the people that stay away from Kevin Tewart.Wind-Up Dog
Level 3 | Beast/Effect | EARTH | 1200/900
During your Main Phase: You can increase this card's Level by 2 and ATK by 600, until the End Phase. This effect can be used only once while this card if face-up on the field.
This card is very useful. With the plethora of Rank 3 Xyz coming into Wind-Up's future, this card is a must if you want to make them consistently without resorting to selling your soul to Tewart for a playset of Tour Guides. Searchable by everything, as well as fluctuating from Level 3 to Level 5 on a whim, is the charm of this card. Run 2-3.Wind-Up Snail
Level 2 | Aqua/Effect | WATER | 100/2000
During your Main Phase, you can target 1 Set card on the field. Return the targeted card to its owner's hand. This effect can only be activated once while this card is face-up on the field.
Again, another interesting card. It isn't level 4, nor can it be without blowing too many resources,. However, if you feel that your Xyz are getting stomped by backrow too often, running one won't be the end of the world. It has a big DEF to sit on, too, so resetting it isn't too much of an investment (though why you'd be resetting Snail over Magician or Knight is beyond me). Perhaps it would be better as tech in a different kind of deck...Level 2 Aqua...hmm...Wind-Up Rabbit
Level 3 | Beast-Warrior/Effect | EARTH | 1400/900
During either player's turn: You can target 1 face-up "Wind-Up" monster you control; banish it until your next Standby Phase. This effect can only be activated once while this card is face-up on the field.
Coming from the Tewart Foundation for Broken TCG Exclusives, this one is kind of a stretch in the fact that it's balanced, but still incredibly good for the archetype it's supposed to support. Who would've thought Tewart could make something useful! But enough of that. Wind-Up Rabbit is an interesting card that makes protecting monsters a breeze, triggers all your favorite search engines, and best of all, can be used for Xyz or Synchro without worry. Due to how its effect is worded, the monster removed by Rabbit's effect comes back during the next Standby Phase no matter what happens to Rabbit itself, since the effect clearly states the time frame of the effect. Thanks, Problem-solving Card Text! Run 2-3, mainly preference. If you don't like Rank 3s in your Wind-Up, don't run it at all, though I can't see how that kind of mindset can help you.Wind-Up Knight
Level 4 | Warrior/Effect | LIGHT | 1800/1200
When a face-up "Wind-Up" monster you control is targeted for an attack: you can negate that attack. This effect can only be activated once while this card is face-up on the field.
This card is amazing. 1800 body that negates attacks? Yes, please! It's also a level 4 that fuels the Warrior engine that my current build runs, not to mention being able to activate Factory and Magician on your opponent's turn results in extreme yugiohs. Run 3. Please. I can't even stress how important it is that you run Knight at three. This card has saved the asses of my smaller monsters (and Magicians) more times than I can count, and Zenny's effect makes it incredibly easy (and worth it) to reset.Wind-Up Warrior
Level 4 | Warrior/Effect | EARTH | 1200/1800
During your Main Phase, 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 600 ATK. This effect can only be activated once while this card is face-up on the field.
This guy is important, not just because he's a level 4 Warrior, but also because he's the second piece of the combo that gets your Rank 5 Xyz monsters out. He can target himself, or other monsters, so, using him in conjunction with Soldier makes a Rank 5. Like Magician, his high DEF makes it so resetting is a low-maintanence operation. Run 2-3. I run three, because of my Warrior-based build, but if you just want to go into a Rank 5 once per game, run two. He's kind of a terrible topdeck unless you have the right field.Wind-Up Hunter
Level 3 | Beast-Warrior/Effect | DARK | 1600/500
During your Main Phase: You can Tribute 1 "Wind-Up" monster you control, except "Wind-Up Hunter"; send 1 random card from your opponent's hand to the Graveyard. This effect can only be activated once while this card is face-up on the field.
I love this guy. Not just because he's a freaking awesome toy centaur crossbowman, but also because he opens up some hand-manipulation options for the deck, as well as the level 3 HotPB build I mentioned earlier. Filling up the grave may seem counter-intuitive, but when I get to the really good support, you'll realize that it's not so bad. It also hits hand, which is important in this format. Run 3 in the beast build. In the level 4 build, it's a dead draw, so don't even try.Wind-Up Kitten
Level 2 | Beast/Effect | EARTH | 800/500
During your Main Phase: You can target 1 monster your opponent controls; return the target to the hand. This effect can only be activated once while this card is face-up on the field.
A great card, it just isn't level 4. If it was, it would be a mandatory run-3, no doubt. The problem is, since its Level doesn't synchronize with the rest of the deck, it's doomed to obscurity, as far as the engine goes. On its own, it's a very trolly card, and running one won't hurt, especially since big monsters are this deck's weakness, and big monsters usually don't like getting bounced.Wind-Up Bat
Level 1 | Machine/Effect | WIND | 300/350
During your Main Phase, you can change this face-up Attack Position card you control into face-up Defense Position, then add 1 "Wind-Up" monster from your Graveyard to your hand. This effect can only be activated once while this card is face-up on the field.
This card essentially gets you any Wind-Up monster from your grave on normal summon. Even better, it's Machine Dupe-able, triggers Magician and Factory, and is searchable via One for One and other Wind-Up cards. This card is necessary for hand advantage plays. Run 1-2, preference. Wind-Up Rat kind of makes this card useless, unfortunately.Wind-Up Factory
Continuous Spell
Once per turn, if an effect of a "Wind-Up" monster is activated: You can add 1 Level 4 or lower "Wind-Up" monster from your Deck to your hand.
Gateway of the Wind-Ups. Fantastic card, even though it's only once per turn. Wind-Up has a lot of hand advantage, and this card is mostly what makes it. Being able to fish any Wind-Up monster from your deck makes a lot of plays live, sometimes just by activating Soldier's effect. Run 3. Opening multiples of this card automatically rockets your plays into the stratosphere (Get it? Stratos? Deck searching? Okay, I'm done...) in terms of advantage.Legendary Wind-Up Key
Quick-Play Spell
Change all face-up "Wind-Up" monsters you control to face-down Defense Position.
Now, you'd think this would be staple, run-3 card, but it isn't. Playtesting confirms that when you have Xyz on your field, this card is extremely disadvantageous. When setting up for a big Xyz play, it's brilliant, but it's used mostly as a protection card otherwise. Great alternative to Book of Eclipse, since your opponent doesn't get to draw. Run 0-1. Zenny does most of the flipping work. It's more of a preference thing than anything else, though.Zenmailfunction
Normal Spell
Target 1 "Wind-Up" monster in your Graveyard; Special Summon the target in face-up Defense Position. Its effects are negated, and it cannot be Tributed or be used as a Synchro Material Monster.
Wind-Up Reborn at 3, guys. I don't think I have to explain how good this card is. Makes a lot of Xyz plays live, and helps cycle your grave. Best yet, you can reset the monster you bring back by flipping it a couple times. Run 1-2. 3 is a dead draw, mostly because you'll be holding onto all of your Xyz Materials, so you won't have much grave unless everything you play gets negated.Overwind
Normal Trap
Target 1 face-up "Wind-Up" monster you control; it's ATK and DEF are doubled, and it returns to the hand during the End Phase. You can only activate 1 "Overwind" per turn.
Theoretically, this card is excellent, but it's limited by two things: It doesn't protect all your monsters, and you can only activate one per turn. Both of these problems can be alleviated with some tech choices I've assembled, but if you're keen to the purist build, running one won't hurt.Zenmairch
Normal Trap
Target 1 face-up Level 4 or lower "Wind-Up" monster you control; return it to the hand, and Special Summon 1 "Wind-Up" monster with the same Level as the returned monster from your hand.
This card works really well at extending your plays. For example, you can use it to recycle Magicians and Soldiers that have used their effects already. It's also great to avoid cards that target your Wind-Up monsters, like Bottomless Trap Hole, or monster effects. With so many Level 3 monsters, and sometimes, Level 1 monsters, in the deck, this card may not have as many targets as you'd think anymore. Running one still won't hurt, but you have to be prepared for it being dead.
- "OCG Wind-Up Cards":
- IV - OCG Wind-Up CardsWind-Up Rat
Level 3 | Beast/Effect | EARTH | 600/600
During your Main Phase: You can change this face-up Attack Position monster to face-up Defense Position to target 1 "Wind-Up" monster in your Graveyard; Special Summon that target in face-up Defense Position. This effect can only be used once while this card is face-up on the field.
Well, gentlemen, we have a card that makes Bat and Overwound Spring useless at the same time. This Level 3 monstrosity can bring out any Wind-Up from the grave, without negating its effect. It's perfect for Xyz summons, or other plays, seeing as how it switches itself to defense position in the process. run 3. The card is massive amounts of godly.Wind-Up Honeybee
Level 1 | Insect/Effect | EARTH | 300/300
When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 Level 4 or lower "Wind-Up" monster from your Deck.
Pretty good card. Wind-Up really needed a battle searcher. Battle searchers are inherently slow, but if you're running less Wind-Up targets in your deck and want to get them out faster (if you're running a deck with Tuners, for example), this card and Bat are great choices and great reasons to run One For One, if you also want to possibly tech in Plant tuners for the extra synchro power. I don't run any, as the deck is fast enough without it, but you can run it entirely based on preference.Swinging Spring Scales
Normal Spell
Target 2 "Wind-Up" monsters you control with different Levels, and your opponent chooses 1 of them; the other monster's Level becomes the chosen monster's Level, until the End Phase. If your opponent chooses the monster with a lower Level: You draw 1 card.
This card is...interesting. I haven't tested it yet, as I just learned about its effect being confirmed today, but it's a good way to make a consistent Xyz play if you don't have the right field, theoretically. Your opponent will almost never give you the lower level if it's a decision between 3 and something else, because getting to draw a card and get out Zenmaighty is an incredible plus. If the choice is between 4 and 5, they might let you get the draw, so use that to your advantage. I have no idea how many to run, but I'll tech one or two to see how it works, since it's the closest thing to a draw card Wind-Up has, and it's a free Xyz either way.
- "The Extra Deck":
- V - The Extra Deck
Possibly the most important part of any Wind-Up deck. This deck spams Xyz monsters, so be prepared to run as much variety as you possibly can. Multiples aren't really needed, except for maybe the Wind-Up specific ones, but with Instant Fusion, Extra Deck space tends to get filled quickly. Run Xyz based on preference.Wind-Up Zenmaister
Rank 4 | Machine/Xyz/Effect | EARTH | 1900/1500
2 Level 4 monsters
This cards gains 300 ATK for each of its Xyz Materials. Once per turn, you can detach 1 Xyz Material from this card to select 1 face-up monster on the field that you control. Flip that monster into face-down Defense Position. During the End Phase, the selected monster is flipped into face-up Attack Position.
This card is the absolute boss of the deck. Running a playset isn't that beneficial to the deck anymore, but I still run two, and it's my go-to Xyz in most situations when I don't need a specific Rank 4. Solid 2500 beatstick when he has materials, 2200 when he has one, 1900 when he has none, makes for great attacking with this guy. The most important part about this card is that he sets up pretty much everything your deck does. Using him resets your monsters without expending much effort at all. Great for resetting Knight, since it flips back face-up during the End Phase of your turn, allowing for another attack negation. Resetting all of your monsters with this card generally nets you pluses, especially if you can reset Rat, Magician, or Rabbit without it dying during your opponent's turn. Since he has a decent ATK stat early on, don't be afraid to be aggressive when playing Zenmaister. Remember that Wind-Up laughs in the face of destruction, because we have so many grave tools.Wind-Up Zenmaines
Rank 3 | Machine/Xyz/Effect | FIRE | 1500/2100
2 Level 3 monsters
If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. Once per turn, during the End Phase, if this effect was used this turn: Target 1 card on the field; destroy it.
If Tewart had made this Wind-Up specific, I might just have a reason to harbor some sort of positive feeling for him. Unfortunately, it's generic, and it's really good, meaning it'll be expensive to get thanks to Tier Guide of the Whoreworld messing up everything I love. But enough of that, let's get down to Zenmaines. A lot of people are saying this card is broken, but it really isn't, and in Wind-Up, it fills a defensive niche along with Wind-Up Knight and allows us extra time to set up our bigger plays while at the same time providing some destruction. Be wary of throwing Zenmaines out when your opponent has a big field, because if it dies three times in one turn, its effect never goes off at the End Phase. Playing it early game maximizes its results.Wind-Up Zenmaighty
Rank 3 | Machine/Xyz/Effect | WATER | 1500/1500
2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card; Special Summon 1 "Wind-Up" monster from your hand or Deck. When a face-up "Wind-Up" monster you control is destroyed and sent to the Graveyard: You can detach 1 Xyz Material from this card to target that card; return that target to your hand.
I have two words to describe this card: fucking beast. This card is Factory, Magician, and Bat all in one, and does an amazing job at extending plays to make bigger and bigger Xyz. Rank 3 is incredibly easy to go into, thanks to Rat and Rabbit, so don't be afraid to run more than one (especially if you run Tour Guide) because you want to spam as many of these as you can. Its only problem is that it's small, and doesn't have protection abilities like Zenmaines does, so make sure not to go into it unless you're certain your opponent can't counterattack, or if you can make a Utopia that turn. I usually go into Knight if I'm going into Zenmaighty first turn, to help protect it for my next turn. If the Knight dies, feel free to return it to your hand with Zenmaighty's effect, and play it again.Leviair the Sea Dragon
Rank 3 | Aqua/Xyz/Effect | WIND | 1800/1600
2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 banished Level 4 or lower monster; Special Summon that target to your side of the field.
With Rabbit to fuel this beast, it should be a staple in your Extra Deck. This card can pull off some mad combos with Rabbit and Rat. Having this card after a Wind-Up Rabbit play is going to be a plus no matter what, since we have Rat, Bat, and Zenmaighty to recover anything that might ever touch our Graveyard.Number 17: Leviathan Dragon
Rank 3 | Dragon/Xyz/Effect | WATER | 2000/0
2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card; this card gains 500 ATK. If this card has no Xyz Material, it cannot attack your opponent directly.
Whether you've used up your Zenmaighties and still have a Tour Guide to !@#$ out, or you need a 2500 beater for whatever reason, it's always nice to have a backup plan. Number 17 is that backup plan. Run one, there's not much we can run instead of it, since Acid Golem is way too risky for this deck.Number 39: Utopia
Rank 4 | Warrior/Xyz/Effect | LIGHT | 2500/2000
2 Level 4 monsters
When any player's monster declares an attack: You can detach 1 Xyz Material from this card; negate the attack. When this card is targeted for an attack, while it has no Xyz Materials: Destroy this card.
Self-explanatory. Utopia has become the Stardust Dragon of Xyz monsters, and unless your deck has absolutely no capacity for Rank 4 (which it never will), you should be running at least one. You'll normally be wanting to go into Utopia with the standard Rank 4 play. Why not Zenmaister, you ask? Zenny is great for the deck's combos, and is an amazing card, but Utopia doesn't lose ATK as he uses his effect. Utopia is also really important because he protects your stuff. Big monster ruining your plays? Keep it at bay with his effect. Huge body, great effect.Steelswarm Roach
Rank 4 | Fiend/Xyz/Effect | DARK | 1900/0
2 Level 4 monsters
When a Level 5 or higher monster is Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon and destroy it.
This card really is excellent; the only problem is that it's freaking impossible to get and hopelessly expensive (DAMN YOU TEWART!!!). If you can get your hands on one, though, with Gravity Bind and Level Limit - Area B (explained below), this card makes a threatening lock on Synchro-based decks and high-level monsters in general. Run as many as you can (I personally have zero, brb, crying).Gem-Knight Pearl
Rank 4 | Rock/Xyz | EARTH | 2600/1900
2 Level 4 monsters
Pearl is a great beater, because it runs over most Rank 3 and Rank 4 Xyz monsters, and some Rank 5 Xyz monsters. If you have absolutely nothing else to do, going into him isn't a bad move. Running one won't hurt, to get over another Xyz or, say, a Stardust Dragon.Lavalval Chain
Rank 4 | Sea Serpent/Xyz/Effect | FIRE | 1800/1000
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card to activate 1 of the following effects:
● Send 1 card from your Deck to the Graveyard.
● Choose 1 Monster Card from your Deck and put it on top of your Deck.
If you're preparing for a Rat/Overwound Spring/Call of the Haunted/Monster Reborn play, Lavalval Chain can help with that. It also has the unique ability to stack your deck, so it can potentially combo with Swinging Spring Scales to make some devastating mind-games. I personally run one because I run three Rat, and while its ATK isn't spectacular, I can keep it alive for long enough to make it worth the investment.Kachi Kochi Dragon
Rank 4 | Dragon/Xyz/Effect | EARTH | 2100/1300
2 Level 4 monsters
Once per turn, if this card destroys an opponent's monster by battle, you can detach 1 Xyz Material from this card to allow this card to attack once again in a row.
This card is a great OTK enabler, and works well with Shock Ruler, if you turn off Traps or something similar. Definitely not a bad card to run, especially if your opponent is sitting on small monsters. Wipe out two of them in one shot.Number 16: Ruler of Color - Shock Ruler
Rank 4 | Fairy/Xyz/Effect | LIGHT | 2300/1600
3 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card and declare a type of card (Spell, Trap, or Monster Card); until your opponent's next End Phase, neither player can activate cards of the declared type.
Whenever we get this guy in the TCG, you need to grab a copy for this deck. I'm not joking. This card has amazing potential in shutting down opponents' decks (Twilight without monster effects, for example) and can't be overlooked. He seems costly and small compared to other Xyz monsters, but trust me, the investment is worth it when you do your turn, use all the effects you want, then activate Shock Ruler and watch as your opponent struggles to play without monster effects. In the Gadget build, you can make three of these in a turn and just turn off all cards so your opponent literally cannot do anything their next turn. Scary stuff.Number 10: Illumiknight
Rank 4 | Warrior/Xyz/Effect | LIGHT | 2400/2400
3 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; send 1 card from your hand to the Graveyard and draw 1 card.
This card is really good if you have the spare monsters. Using your hand advantage to generate grave advantage and more draws is extreme yugiohs. Since it's coming out in a tin, we don't have to worry about price either! The only problem is that it takes three Level 4s, and it's not as good as Shock Ruler. You can run it if you want, but Shock Ruler is far superior as far as card investment goes.
Any of these Rank 5 Xyz monsters work very well in the deck, because they all fall into the same boat of "Removal that this deck requires to survive". And, yes, when I say it requires removal to survive, I'm not kidding; the deck's main counter, unlike many decks in the meta, is big monsters. We have slight control of them with Gravity Bind/Level Limit, but these guys are what pull the weight. It doesn't matter which of these you run, since they all accomplish the same purpose, so just try and find one to use. I've been finding through further testing that Tiras is the best one, simply because it hits over other Xyz and kills cards, ALONG WITH not being able to be destroyed by card effects. A lot better than Adreus, in my opinion, even though his effect requires the Battle Phase.
- "Techs and Tricks":
- VI - Techs and Tricks
This section is dedicated to those who want to run Wind-Up before their awesome support in the next set comes out (me included). Here, we'll be reviewing card choices that allow Wind-Up to function in a TCG-legal deck.
Gadgets are a great alternative to all of the sweet level 4 monsters we don't have yet. Better yet, they function as an extra deck-thinning engine, and can work off of Special Summon as well, which I'll get to later.
This gem helps the deck out a lot, since sometimes, Normal Summoning twice or three times in one turn is all the deck needs to win. With the Gadget engine, it helps even more, as it makes instant Xyz monsters, for virtually no cost. The deck I run irl right now is an Offering Gadget with the Wind-Up engine as tech, and it works out really well.
This guy is pretty much mandatory. He can fish out all of your important monsters, at the cost of ditching a spell card, which the deck should run plenty of. He also makes an instant Xyz off of his effect, so that's a plus too.
If you don't know what this guy does, he's like a level 4 Marauding Captain. Great card, helps you swarm without Ultimate Offering. Often times you'll be using this guy to thin your hand and making Xyz plays. Don't worry about the -'s, though, Factory and Bat regenerate more than enough hand for you to really be concerned.
If you want to go the Rank 5 route, consider running one or more of this card. It comes out fairly easy, and can make an easy Rank 5 if you summon Soldier and activate his effect afterwards. It also serves as a counterdeck to Gadget mirror-matches! Contact fusion for the win!
Remember when I said big monsters ruin this deck? These two cards are an easy way to get around that weakness. Xyz monsters don't have Levels, so they're completely unaffected by them. Regular monsters and Synchro monsters, however...they get shafted by these. Using Level Limit allows Zenny to run over threats like Stardust Dragon, Trishula, Dark Armed Dragon, and many others. Use these loopholes to your advantage.
Milling isn't exactly something that Wind-Up handles perfectly, but with Zenny to reuse this card to oblivion and Pot of Avarice, it's not a bad idea, especially with all of the extra removal it generates. Making Bat live is also great.
Another interesting tech, since it resets effects and can be reset itself with Zenny. If you're going to run a lot of Flip-Effect monsters, Night Assailant is also not a bad idea.
This is probably the best way to reset your monsters' effects. This way, you don't have to flip them face-down, you just have to wait until your next turn. It also serves as an emergency out to cards like Brionac, Trishula, and the like. It's a bit expensive, but if it's in your budget, I would recommend running at least one.
This card is great for helping with Xyz summons. You can run level 4 Fusions like Darkfire Dragon or Karbonala Warrior for Rank 4s, or Cyber Saurus for Rank 5s. The LP cost is insignificant compared to making an Xyz monster, so I'd say it's a staple rather than tech. You should be running at least two, though three could be dead. Trust me, you will not regret using the Extra Deck space.
Birdman is one of those cards that just goes in everything, and when I want to tech synchros into a deck, I usually use Birdman as the splashable tuner. This card is amazing since it enables Rank 3 Xyz in a TCG Wind-Up deck, while at the same time allows for synchros like Genex Ally Triforce, which can get all of its effects thanks to the varied attributes of Wind-Up monsters:
FIRE: Magician
EARTH: Soldier or Warrior
LIGHT: Knight
The sheer variety you can achieve with Triforce is a good reason to include Birdman into your TCG build, especially since it has synergy with some other Tuners I'll be introducing below.
If you want a good reason to run Wind-Up Kitten and Wind-Up Snail, here you go. Oddly enough, since Kitten is a Level 2 Beast, you can use it with Junk Synchron (or Birdman) to make Frozen Fitzgerald, a very powerful synchro with many summoning limitations that prevents it from seeing mainstream play:
Blackwing - Gale the Whirlwind can accomplish this with Kitten as well, while at the same time providing you with Gale's very useful and splashable effect.
Now, we'll save the best (and possibly most horrible) for last...
Love her or hate her (I personally hate her), running a playset of Tour Guide and a Sangan in Wind-Up is not a bad idea. In fact, it's a great idea, because of Zenmaines, and the newly-released Zenmaighty. Possibly the most imbalanced (price-wise) and consistent (to those with nobility titles) Xyz engine around, this wonderful (bitch) girl can make her home here in Wind-Up's toy shop. Why? Well, let's go through the plays.
-Normal Summon Tour Guide, bring out another Tour Guide from deck. Make Zenmaighty, use Zenmaighty to bring out a Wind-Up monster, usually Knight for protection. With Instant Fusion in hand, you can extend the play more, making Utopia or Zenmaister, or even a Rank 5 if you bring out Soldier with Zenmaighty. All with two cards. Pretty snazzy.
-Alternatively, you can play Tour Guide into Birdman to bounce a Tour Guide back to your hand to use next turn, so you can plus more for free. Also pretty snazzy. And broken. (Looking at you, Tewart...)
-If you already have field presence, Tour Guide can mean the difference between two Xyz or three in a standard Wind-Up play. If you have Rabbit out, you can play Tour Guide, search Sangan instead, and overlay the Rabbit and the Tour Guide to make a Rank 3 that suits the situation, along with having Sangan out for utility (Sangan searches everything except for Soldier, Knight, Hunter, and Juggler).
- "Sample Builds":
VII - Sample Builds
Here's a few deck builds that I've been running both irl and on DN. Don't think you have to netdeck me to see results; Wind-Up is a very diverse archetype with limitless possibilities.
TCG-legal Wind-Up (Gadget)
Monsters:
3x Red Gadget
3x Yellow Gadget
3x Green Gadget
2x Summoner Monk
3x Wind-Up Soldier
3x Wind-Up Magician
2x Wind-Up Juggler
1x Goblindbergh
Spells:
3x Wind-Up Factory
2x Mystical Space Typhoon
3x Instant Fusion
1x Pot of Avarice
1x Monster Reborn
1x Dark Hole
1x Heavy Storm
1x Book of Moon
1x Level Limit - Area B
Traps:
3x Ultimate Offering
2x Gravity Bind
2x Call of the Haunted
TCG-Legal Wind-Up (post PSHW)
Monsters:
3x Wind-Up Rabbit
3x Wind-Up Knight
3x Wind-Up Magician
2x Wind-Up Dog
2x Wind-Up Soldier
2x Wind-Up Warrior
2x Wind-Up Juggler
2x Genex Ally Birdman
Spells:
3x Wind-Up Factory
2x Instant Fusion
2x Mystical Space Typhoon
1x Pot of Avarice
1x Reinforcement of the Army
1x Overwound Spring
1x Monster Reborn
1x Dark Hole
1x Heavy Storm
1x Level Limit - Area B
Traps:
2x Compulsory Evacuation Device
2x Gravity Bind
2x Call of the Haunted
1x Mirror Force
TCG-legal Wind-Up (TGU version)
Monsters:
3x Tour Guide from the Underworld
3x Wind-Up Rabbit
3x Wind-Up Magician
2x Wind-Up Dog
2x Wind-Up Soldier
2x Wind-Up Warrior
2x Wind-Up Juggler
2x Genex Ally Birdman
1x Sangan
Spells:
3x Wind-Up Factory
2x Instant Fusion
2x Mystical Space Typhoon
1x Pot of Avarice
1x Monster Reborn
1x Dark Hole
1x Heavy Storm
1x Level Limit - Area B
Traps:
2x Compulsory Evacuation Device
2x Fiendish Chain
2x Gravity Bind
2x Call of the Haunted
1x Mirror Force
OCG Wind-Up (ORCS)
Monsters:
3x Wind-Up Rabbit
3x Wind-Up Rat
3x Wind-Up Knight
3x Wind-Up Magician
2x Wind-Up Dog
2x Wind-Up Soldier
2x Wind-Up Warrior
2x Wind-Up Juggler
Spells:
3x Wind-Up Factory
2x Instant Fusion
2x Mystical Space Typhoon
1x Pot of Avarice
1x Reinforcement of the Army
1x Monster Reborn
1x Dark Hole
1x Heavy Storm
1x Level Limit - Area B
Traps:
2x Compulsory Evacuation Device
2x Gravity Bind
2x Call of the Haunted
1x Mirror Force
(The Extra Decks for both of these are very much the same. Get as many Rank 3 and Rank 4 Xyz as you can in there without bunching up too many of the same Xyz. Use some variety, since it allows you to adapt to many different situations throughout all stages of the game. Run all of the Rank 5s you can (except maybe Freezerdon), and any Level 3, 4, or 5 Fusion monsters you want, since you don't care about their Type or Attribute.
Wound-Up Animals (a.k.a. Anti-Monster Wind-Up)
Monsters:
3x Wind-Up Hunter
3x Wind-Up Dog
3x Wind-Up Rabbit
2x Wind-Up Knight
2x Wind-Up Kitten
2x Wind-Up Magician
3x Reborn Tengu
Spells:
2x Wind-Up Factory
2x Instant Fusion
2x Overwound Spring
2x Mystical Space Typhoon
2x Forbidden Chalice
1x Pot of Avarice
1x Dark Hole
1x Monster Reborn
1x Heavy Storm
1x Level Limit - Area B
Traps:
3x Horn of the Phantom Beast
2x Gravity Bind
2x Skill Drain
1x Mirror Force
This deck will take a little bit of explanation. With the format changed and the Anti-Monster craze gone, running this deck the traditional way is out of the question. With Oppression gone and Heavy Storm back, this deck loses quite a bit of momentum in today's meta. However, it's not easily lost with the power of our toy soldier friends.
Win Condition
Like other Wind-Up builds, this deck focuses on Xyz Summoning quickly. As a result, the Gravity Bind/Level Limit tech reveals itself once again. However, this deck has a slight edge in that it can also go into Rank 3 Xyz, bringing our Extra Deck to its maximum potential, with Hunter and Dog. However, the best way to win with this deck is controlling your opponent using Hunter to pick at their hand with Tributes amassed through Magician's effect and Overwound Spring. Use Kitten to bounce a monster, then Tribute it to hit your opponent's hand. The trick here is to make Hunter and Dog huge using Horn of the Phantom Beast, then keep the pressure on by attacking under Gravity Bind with them, and in a separate dimension from Gravity Bind with Xyz monsters.
Resetting
Obviously, since this deck relies on Horn of the Phantom Beast, flipping is not the best way to reset Hunter. Instead, we use Skill Drain and Forbidden Chalice, to prevent the precious +800 ATK draw engine on the field while allowing us to continually use its effect. Zenmaister can still be used, but only when Hunter does not have a Horn equipped. Faking opponents out by resetting the effect with Zenny and leaving Hunter in attack mode so your opponent unwillingly attacks into another Horn is a great control element the deck can utilize.
The Extra Deck
Since this deck can go into Rank 3, 4, and 5 Xyz, it's important to diversify the Extra Deck accordingly. Make sure to run a Level 3, 4, and 5 Fusion monster for Instant Fusion, in case you need a quick Xyz with few monsters. Though, Reborn Tengu should fulfill that criteria on its own. It's nice to have a backup, though.
VIII - Closing
That's all I have for now, but if you want to see my deck builds, or suggest alternate tech, feel free to reply to this thread. I'm really excited to see where this deck goes in our current meta. Thanks for reading, and if there's anything wrong with the guide, please let me know.
Last edited by XIVcaliber on 2011-11-08, 03:37; edited 23 times in total
Re: Santa's Workshop ~ An Analysis of Wind-Up
i just wanted to point this out about No. 39
look for the alert part
http://www.konami.com/yugioh/blog/?p=6702
look for the alert part
http://www.konami.com/yugioh/blog/?p=6702
Red_Chaos- Posts : 2312
Birthday : 1990-12-30
Join date : 2011-07-15
Re: Santa's Workshop ~ An Analysis of Wind-Up
Oh, really. Looks like someone bullshitted me today when I was testing this deck, then. He negated his own attack to save himself from his kamikaze that he unwillingly attacked into. Oh well, thanks for the reminder, Utopia's still a good card regardless.
Re: Santa's Workshop ~ An Analysis of Wind-Up
Wait a minute? Negating their effects resets their effects?
Karakuri911- Posts : 183
Join date : 2011-08-09
Re: Santa's Workshop ~ An Analysis of Wind-Up
XIVcaliber wrote:Oh, really. Looks like someone bullshitted me today when I was testing this deck, then. He negated his own attack to save himself from his kamikaze that he unwillingly attacked into. Oh well, thanks for the reminder, Utopia's still a good card regardless.
yeah i just wanted to point that out. Good article tho
Red_Chaos- Posts : 2312
Birthday : 1990-12-30
Join date : 2011-07-15
Re: Santa's Workshop ~ An Analysis of Wind-Up
Karakuri911 wrote:Wait a minute? Negating their effects resets their effects?
Yes. Since their effects can only be used once while they're face up on the field, negating their effects and letting the condition wear off resets the effect. It's the same thing with "once per turn" effects and special summoning from the Graveyard. Lonefire can use its effect if it is brought back to the field after it's used its effect, even though the effect states "once per turn". The Wind-Up monsters are similar to this, as in when their effects are negated, their effects are not being treated as being active on the field, so when its effect becomes active again, the effect will reset.
I hope that was clear enough.
Red_Chaos wrote:yeah i just wanted to point that out. Good article tho
Thanks a lot! I'm still working on it, though, and hopefully people are as interested with the archetype as I am.
Re: Santa's Workshop ~ An Analysis of Wind-Up
this archetype seems fun to play. I especially like the idea of not being affected by gravity bind.
gamer14- Posts : 27
Join date : 2011-08-10
Re: Santa's Workshop ~ An Analysis of Wind-Up
gamer14 wrote:this archetype seems fun to play. I especially like the idea of not being affected by gravity bind.
Well, the Xyz monsters aren't. The regular monsters are affected by Gravity Bind as long as they're level 4. The whole point of that is to allow you to get your boss monsters out without fear of attacking from larger monsters.
Re: Santa's Workshop ~ An Analysis of Wind-Up
Awesome, another Wind-Up/Mainspring lover! I thought I was like the only on the forum ^_^
This guide is awesome; it says everything I've been trying to tell my friends for a while now
+1!
This guide is awesome; it says everything I've been trying to tell my friends for a while now
+1!
Ceteruler2- Posts : 315
Birthday : 1994-08-29
Join date : 2011-06-29
Re: Santa's Workshop ~ An Analysis of Wind-Up
I've been wanting to play these before the Xyz came out of DN, definitely going to give them a spin (pun intended ).
you mentioned something about beast build and level 4 build but did not stress out what those are (or i might've just missed it?), if it would be great if you would... other than that, this is a great article.
btw i was thinking if its possible/good to make an OTK build around overwound spring?
EDIT:
i would just like to say these little toys are AMAZING! I play tested it against blackwings, and i got hit with delta crow on the 2nd turn! -3 cards for me, but with Magician + Factory (and zenmeister, which would be the first one you need to summon) I easily regained my -3 in a couple of turns, you can practically Xyz a Rank 4 EVERY TURN!! I teched 3x UFO Turtles to get Magician faster, and some generic removal cards. plus a couple of 7tools to make sure magic-factory-meister rolling. To everyone bored with their old netdecked shits, you should definitely give this a try.
+1 rep bro, i wouldn't know where to start without this article.
you mentioned something about beast build and level 4 build but did not stress out what those are (or i might've just missed it?), if it would be great if you would... other than that, this is a great article.
btw i was thinking if its possible/good to make an OTK build around overwound spring?
EDIT:
i would just like to say these little toys are AMAZING! I play tested it against blackwings, and i got hit with delta crow on the 2nd turn! -3 cards for me, but with Magician + Factory (and zenmeister, which would be the first one you need to summon) I easily regained my -3 in a couple of turns, you can practically Xyz a Rank 4 EVERY TURN!! I teched 3x UFO Turtles to get Magician faster, and some generic removal cards. plus a couple of 7tools to make sure magic-factory-meister rolling. To everyone bored with their old netdecked shits, you should definitely give this a try.
+1 rep bro, i wouldn't know where to start without this article.
KaousFaustXIII- Posts : 1273
Birthday : 1986-03-17
Join date : 2011-05-20
Re: Santa's Workshop ~ An Analysis of Wind-Up
I'll post my builds here in a minute, they'll be in the OP under a new section.
Thanks a lot for the support, guys! Who would have thought my first reputation would have been for a guide like this!
Thanks a lot for the support, guys! Who would have thought my first reputation would have been for a guide like this!
Re: Santa's Workshop ~ An Analysis of Wind-Up
in the sample build u put only 2 factorys i find that 3 are mandatory
BasedGod- Posts : 93
Join date : 2011-08-13
Re: Santa's Workshop ~ An Analysis of Wind-Up
I haven't really seen an advantage from running three compared to running two. It's a good card, an amazing card, at that, but seeing it too much runs you the risk of not having monsters in hand, which are important for Factory to even be useful. I'll definitely try three, but running two hasn't cost me any games. Also, like I said in that section, yours doesn't have to (and probably never will) be exactly the same as mine. Plus, running three in the current TCG-legal build is something I wouldn't recommend, simply because we don't have enough monsters to actually use three of it with consistently.
Re: Santa's Workshop ~ An Analysis of Wind-Up
when i play tested with them i found that 3 was the bomb. I also find that the dog, soldier and magican are enough monsters i need to start doing the combos ( with consistent)
BasedGod- Posts : 93
Join date : 2011-08-13
Re: Santa's Workshop ~ An Analysis of Wind-Up
just like to remind you that you can only activate the effect of factory once per turn regardless of how many copies you have activeBasedGod wrote:when i play tested with them i found that 3 was the bomb. I also find that the dog, soldier and magican are enough monsters i need to start doing the combos ( with consistent)
KaousFaustXIII- Posts : 1273
Birthday : 1986-03-17
Join date : 2011-05-20
Re: Santa's Workshop ~ An Analysis of Wind-Up
KaousFaustXIII wrote:just like to remind you that you can only activate the effect of factory once per turn regardless of how many copies you have activeBasedGod wrote:when i play tested with them i found that 3 was the bomb. I also find that the dog, soldier and magican are enough monsters i need to start doing the combos ( with consistent)
i know....? i meant like u really dont need that much monsters to + of factory...
BasedGod- Posts : 93
Join date : 2011-08-13
Re: Santa's Workshop ~ An Analysis of Wind-Up
Mmkay, so...this new banlist greatly changes how Wind-Up is going to be played. With Oppression gone, it's going to be a bit harder to set up, but luckily, the Konami gods have given us a second Summoner Monk and two more Gravity Binds. I think what I'm going to do is run a third Instant Fusion along with a third Wind-Up Factory as extra targets for my second Monk, then take out a Goblindbergh for my second Monk, and Oppression for a second Bind. I'll see if I need to run three after some testing.
Re: Santa's Workshop ~ An Analysis of Wind-Up
i didn't know i was supposed to put Oppression :/
KaousFaustXIII- Posts : 1273
Birthday : 1986-03-17
Join date : 2011-05-20
Re: Santa's Workshop ~ An Analysis of Wind-Up
I played Oppression because it was broken, plus it helped with the Gadget engine.
Re: Santa's Workshop ~ An Analysis of Wind-Up
I wonder if Order of Chaos will grant us more Wind-ups?
gamer14- Posts : 27
Join date : 2011-08-10
Re: Santa's Workshop ~ An Analysis of Wind-Up
That's what I'm really hoping, to be honest. Wind-Up already has fantastic support, but I feel one more pack of good support will let the possibilities of this deck go through the roof. My hopes (which may not be realized) are a second Xyz monster that flips face-down monsters face-up. That way, it and Zenmaister can be the best bros in the Yugioh universe.
Re: Santa's Workshop ~ An Analysis of Wind-Up
Hey nice guide, really helps me building my deck .
What about Genex Ally Birdman, it returns a Wind-Up, Special Summons itself, pretty good with Knight.
Also, Overwound Spring is awesome here I guess, it only negates the summoned monster it's effect, you can still activate the effect, which means it's easy to trigger stuff like Magician.
What about Genex Ally Birdman, it returns a Wind-Up, Special Summons itself, pretty good with Knight.
Also, Overwound Spring is awesome here I guess, it only negates the summoned monster it's effect, you can still activate the effect, which means it's easy to trigger stuff like Magician.
3E-hero neos- Posts : 1081
Birthday : 1995-06-08
Join date : 2011-05-21
Re: Santa's Workshop ~ An Analysis of Wind-Up
Birdman, right!
If you want to go into some synchros while also resetting your Wind-Up monsters, Birdman is a great way to do that, since it allows you to easily go into 7* synchros. Black Rose Dragon and Genex Ally Triforce come to mind, if you synchro Birdman with an Earth monsters to make Triforce, then it gets an Ancient Gear effect where your opponent can't activate spells or traps until the end of the Damage Step when it attacks. The only problem is that if you have Bind or Level Limit set up, it's kind of useless.
EDIT: Genex Ally Triforce is actually really amazing. With EARTH monsters as the non-tuners (Warrior, Soldier, Goblindbergh), you get the Ancient Gear effect. With FIRE monsters as the non-tuners (Magician), it gets a Flame Wingman effect where it burns your opponent equal to the ATK of monsters it destroys by battle. Now, here's the best part: if you synchro Birdman with a LIGHT monster (Knight) to make Triforce, you can special summon a Light monster from your Graveyard once per turn in face-down Defense position. Knights forever!
If you want to go into some synchros while also resetting your Wind-Up monsters, Birdman is a great way to do that, since it allows you to easily go into 7* synchros. Black Rose Dragon and Genex Ally Triforce come to mind, if you synchro Birdman with an Earth monsters to make Triforce, then it gets an Ancient Gear effect where your opponent can't activate spells or traps until the end of the Damage Step when it attacks. The only problem is that if you have Bind or Level Limit set up, it's kind of useless.
EDIT: Genex Ally Triforce is actually really amazing. With EARTH monsters as the non-tuners (Warrior, Soldier, Goblindbergh), you get the Ancient Gear effect. With FIRE monsters as the non-tuners (Magician), it gets a Flame Wingman effect where it burns your opponent equal to the ATK of monsters it destroys by battle. Now, here's the best part: if you synchro Birdman with a LIGHT monster (Knight) to make Triforce, you can special summon a Light monster from your Graveyard once per turn in face-down Defense position. Knights forever!
Re: Santa's Workshop ~ An Analysis of Wind-Up
I love this archtype. I really do. It even has its own theme music...
Hurry up with the Beast build! I desire to spam Hunter!
Hurry up with the Beast build! I desire to spam Hunter!
Potus-Mat- Posts : 4412
Birthday : 1994-03-13
Join date : 2011-07-21
Re: Santa's Workshop ~ An Analysis of Wind-Up
Good call, Potus. I've updated the OP with the third sample build, including a small deck profile and tutorial.
Also, the two previous sample builds have been fixed for the new banlist. Keep in mind that these are my personal builds and in no way are they the only way to run the deck. Be creative, Wind-Up is a cool archetype and can be taken many different ways.
EDIT 2: The Extra Deck section has also been updated with information on all the popular Rank 4 Xyz monsters, and their synergy with the deck.
Also, the two previous sample builds have been fixed for the new banlist. Keep in mind that these are my personal builds and in no way are they the only way to run the deck. Be creative, Wind-Up is a cool archetype and can be taken many different ways.
EDIT 2: The Extra Deck section has also been updated with information on all the popular Rank 4 Xyz monsters, and their synergy with the deck.
Re: Santa's Workshop ~ An Analysis of Wind-Up
finally! got a zenny. thanks to him I can finally make something other than No.39. anyway here's my decklist IRL:
3x Wind-up Solider
2x Wind-up Magician (need 1 more)
2x Wind-up Dog
1x Wind-up Snail (will replace with magicain)
1x Wind-up Juggler
1x Cyber Dragon
2x Goblindbergh
2x Gravekeeper's Spy
1x Effect Veiler
1x of Yellow,Red, and Green Gadget
1x Gale the Whirlwind
spells
1x Pot of Duality
1x Gold sarcophagus
1x instant fusion
1x dark hole
1x smashing ground
1x Book of moon
1x monster reborn
1x Heavy storm
1x wind-up factory (need another one)
1x Reinforcement of the Army
1x Pot of Avarice
traps
1x Gravity bind
1x seven tools of the bandit
1x mirror force
1x Compulsory evacuation device
1x Bottomless trap hole
1x starlight road
1x torrential tribute
1x dimensional prison
1x ultimate offering
1x call of the haunted
extra deck:
2x Adreus, keeper of Armageddon
1x Wind-up Zenmaister (cant get another)
1x No 39. Utopia (same as Zenny)
1x Cyber Saurus
1x Stardust Dragon
1x red Dragon Archfiend
Would like opinions on the Deck
3x Wind-up Solider
2x Wind-up Magician (need 1 more)
2x Wind-up Dog
1x Wind-up Snail (will replace with magicain)
1x Wind-up Juggler
1x Cyber Dragon
2x Goblindbergh
2x Gravekeeper's Spy
1x Effect Veiler
1x of Yellow,Red, and Green Gadget
1x Gale the Whirlwind
spells
1x Pot of Duality
1x Gold sarcophagus
1x instant fusion
1x dark hole
1x smashing ground
1x Book of moon
1x monster reborn
1x Heavy storm
1x wind-up factory (need another one)
1x Reinforcement of the Army
1x Pot of Avarice
traps
1x Gravity bind
1x seven tools of the bandit
1x mirror force
1x Compulsory evacuation device
1x Bottomless trap hole
1x starlight road
1x torrential tribute
1x dimensional prison
1x ultimate offering
1x call of the haunted
extra deck:
2x Adreus, keeper of Armageddon
1x Wind-up Zenmaister (cant get another)
1x No 39. Utopia (same as Zenny)
1x Cyber Saurus
1x Stardust Dragon
1x red Dragon Archfiend
Would like opinions on the Deck
gamer14- Posts : 27
Join date : 2011-08-10
Re: Santa's Workshop ~ An Analysis of Wind-Up
Zenny is amazingly easy to get, he's a cheap Ultra and an even cheaper tin promo. Getting the tin gets you a Duality and a Kristya, too, so it's well worth it.
I like the deck, though I don't see how only running one of each gadget works out well...
I like the deck, though I don't see how only running one of each gadget works out well...
Re: Santa's Workshop ~ An Analysis of Wind-Up
Might want to add the name of Goblinbergh for those that don't know what it is.
ensane- Posts : 170
Birthday : 1992-10-15
Join date : 2011-06-07
Re: Santa's Workshop ~ An Analysis of Wind-Up
thanks a lot
stardust breaker- Posts : 20
Join date : 2011-09-11
Re: Santa's Workshop ~ An Analysis of Wind-Up
thanks a lot
stardust breaker- Posts : 20
Join date : 2011-09-11
Re: Santa's Workshop ~ An Analysis of Wind-Up
Alright, yeah this is superspam.stardust breaker wrote:thanks a lot
So, what of Birdman?
Potus-Mat- Posts : 4412
Birthday : 1994-03-13
Join date : 2011-07-21
Re: Santa's Workshop ~ An Analysis of Wind-Up
Potus-Mat wrote:Alright, yeah this is superspam.stardust breaker wrote:thanks a lot
So, what of Birdman?
Mentioned it and tested it, it's working pretty dammn well in a Wind-Up build, totally supports these guys!
3E-hero neos- Posts : 1081
Birthday : 1995-06-08
Join date : 2011-05-21
Re: Santa's Workshop ~ An Analysis of Wind-Up
Ew, spam, in my guide...?
Already? Dammit.
Regardless, the next update to the guide will be an expansion to the Techs and Tricks section. Give me a bit to do it, college and whatnot.
Already? Dammit.
Regardless, the next update to the guide will be an expansion to the Techs and Tricks section. Give me a bit to do it, college and whatnot.
Re: Santa's Workshop ~ An Analysis of Wind-Up
Wind-Ups are the current kings of Rank 5 XYZs. With Cyber Dragons and Instant Fusions, you can start upping pluses using Tiras and Volcasaurus. I highly recommend builds based on Rank 5 XYZs. The deck can't do Rank 4 as well as others, but at the moment it's the only one that can touch Rank 5s, giving it a niche in the meta, even if it's a weak one.
Axrest- Posts : 49
Join date : 2011-09-16
Re: Santa's Workshop ~ An Analysis of Wind-Up
the ninja xyz seem like an amazing addition to the xyz pool of wind-ups. Also im wondering if T.G striker and orient dragon are good for the build?
gamer14- Posts : 27
Join date : 2011-08-10
Re: Santa's Workshop ~ An Analysis of Wind-Up
Yay, new Rank Three Wind-Up! Thoughts, Mister Caliber?
Potus-Mat- Posts : 4412
Birthday : 1994-03-13
Join date : 2011-07-21
Re: Santa's Workshop ~ An Analysis of Wind-Up
Potus-Mat wrote:Yay, new Rank Three Wind-Up! Thoughts, Mister Caliber?
Having the name "Wind-Up" slapped on it didn't make it a wind-up. It's effect doesn't help the archtype at all, as it's just generic, and rank 3 isn't something standard Wind-Up decks do very well. It's just more Tour Guide love.
Axrest- Posts : 49
Join date : 2011-09-16
Re: Santa's Workshop ~ An Analysis of Wind-Up
I agree with Axrest. unless you use dog/hunter, this xyz does not work well in wind-ups.
gamer14- Posts : 27
Join date : 2011-08-10
Re: Santa's Workshop ~ An Analysis of Wind-Up
Being a Wind-Up does not make it a Wind-Up? It still gets their support, and has a nice effect, indeed.
Potus-Mat- Posts : 4412
Birthday : 1994-03-13
Join date : 2011-07-21
Re: Santa's Workshop ~ An Analysis of Wind-Up
Wind-Up lovers, Photon Shockwave has given us a new toy!
Wind-Up Rabbit
EARTH
Level 3
Beast-Warrior/Effect
During either player's turn: You can target 1 face-up "Wind-Up" monster you control; banish it until your next Standby Phase. This effect can only be activated once while this card is face-up on the field. Effect Unconfirmed.
Thoughts, Caliber?
Wind-Up Rabbit
EARTH
Level 3
Beast-Warrior/Effect
During either player's turn: You can target 1 face-up "Wind-Up" monster you control; banish it until your next Standby Phase. This effect can only be activated once while this card is face-up on the field. Effect Unconfirmed.
Thoughts, Caliber?
Ceteruler2- Posts : 315
Birthday : 1994-08-29
Join date : 2011-06-29
Re: Santa's Workshop ~ An Analysis of Wind-Up
that seems fun. But why is he a 3?
gamer14- Posts : 27
Join date : 2011-08-10
Re: Santa's Workshop ~ An Analysis of Wind-Up
gamer14 wrote:that seems fun. But why is he a 3?
http://yugioh.wikia.com/wiki/Wind-Up_Zenmaines
That's why.
Karakuri911- Posts : 183
Join date : 2011-08-09
Re: Santa's Workshop ~ An Analysis of Wind-Up
Interesting. You can banish himself to keep him from being destroyed. You can use him for Leviar, and use Leviar's effect immediately to use another card's effect twice in the same turn.
I actually like the idea of him, although I've got no personal experience with the archetype.
I actually like the idea of him, although I've got no personal experience with the archetype.
OverlordMMM- Posts : 811
Join date : 2011-05-20
Re: Santa's Workshop ~ An Analysis of Wind-Up
Whoa, guys, I am so sorry that I've been dead. I'm mostly pleased with the influx of TCG-exclusive Wind-Ups. I'm currently tinkering with a T.G. Wind-Up build that incorporates plenty of Level 3 monsters to abuse Rabbit and Zenmaines. As you know, Zenmaines' effect is not once-per-field, so you know what that means...free pluses with Factory and Magician, yeah!!!
As much as I hate to say it, we're going to start seeing Tour Guide builds in the near future to power out Zenmaines, because it's that good. I'm not going to say much else on the matter, because I'm part of the 80% of Yugioh players that don't own one. I'll draft up a TGU build if you all would like that, though, simply because there might be people in the 20% that may want to run this deck.
Leviair is going to do very well in the deck. With Rabbit to fuel him, along with possible GoldSarc tech, we have plenty of combos related to it. Problem is, with Dog, Hunter, and Rabbit being our only 3* monsters, we need some faster monsters to speed the process. Birdman and T.G. Warwolf work very well.
If you want to go back to a more traditional T.G. build, running Rhino, Hunter, Dog, and Rabbit with Horn of the Phantom Beast for extra drawing is never a bad idea, especially since Rhino pluses when it dies and gets us Striker or Warwolf, which are pretty much generic combo pieces by this point.
As well as I also hate to say this, pure Wind-Up is going to have difficulty running Rank 3 Xyz. Let's face it: while Rabbit is an amazing card, we can't avoid that Dog is better for Rank 5s and Hunter is just plain sub-optimal. You can't go 100% pure anymore if you expect to go into Zenmaines consistently. Birdman is one of my favorite cards in the game, and of course it helps amazingly, since it also resets Wind-Up monsters.
Also, let me assert: Despite all of these changes to the archetype, old builds will still be viable. Sure, they won't have Tour Guide or Zenmaines, but a skilled player can neutralize the synchro aspect of the alternate decks, and Rank 4 Xyz generally are bigger than Rank 3s, Acid Golem being the obvious exception. But, that's okay, we don't have him yet.
This guide is getting rusty, so I really need to clean it up with this info in the future, but until then, there's my opinion on the matter.
As much as I hate to say it, we're going to start seeing Tour Guide builds in the near future to power out Zenmaines, because it's that good. I'm not going to say much else on the matter, because I'm part of the 80% of Yugioh players that don't own one. I'll draft up a TGU build if you all would like that, though, simply because there might be people in the 20% that may want to run this deck.
Leviair is going to do very well in the deck. With Rabbit to fuel him, along with possible GoldSarc tech, we have plenty of combos related to it. Problem is, with Dog, Hunter, and Rabbit being our only 3* monsters, we need some faster monsters to speed the process. Birdman and T.G. Warwolf work very well.
If you want to go back to a more traditional T.G. build, running Rhino, Hunter, Dog, and Rabbit with Horn of the Phantom Beast for extra drawing is never a bad idea, especially since Rhino pluses when it dies and gets us Striker or Warwolf, which are pretty much generic combo pieces by this point.
As well as I also hate to say this, pure Wind-Up is going to have difficulty running Rank 3 Xyz. Let's face it: while Rabbit is an amazing card, we can't avoid that Dog is better for Rank 5s and Hunter is just plain sub-optimal. You can't go 100% pure anymore if you expect to go into Zenmaines consistently. Birdman is one of my favorite cards in the game, and of course it helps amazingly, since it also resets Wind-Up monsters.
Also, let me assert: Despite all of these changes to the archetype, old builds will still be viable. Sure, they won't have Tour Guide or Zenmaines, but a skilled player can neutralize the synchro aspect of the alternate decks, and Rank 4 Xyz generally are bigger than Rank 3s, Acid Golem being the obvious exception. But, that's okay, we don't have him yet.
This guide is getting rusty, so I really need to clean it up with this info in the future, but until then, there's my opinion on the matter.
Re: Santa's Workshop ~ An Analysis of Wind-Up
we get new toys in order of chaos. Yay!
gamer14- Posts : 27
Join date : 2011-08-10
Re: Santa's Workshop ~ An Analysis of Wind-Up
Let's review these toys, shall we?
Keep in mind these effects are unconfirmed and may be wrong. I'll just take the info from the leaks that are on the wiki.
Wind-Up Aircraft Carrier Zenmighty
"2 Level 3 monsters
Once per turn: you can detach an Xyz Material from this card; Special Summon 1 "Wind-Up" monster from your hand or Deck. When a face-up "Wind-Up" monster you control is destroyed and sent to the Graveyard: you can detach an Xyz Material from this card to target that card; return that target to your hand."
Brilliant. Amazing. Broken. Positive adjectives. With Wind-Up Rabbit and Birdman at our disposal, this is cake to summon, too. Put it in your extra deck right next to Zenmaines and Leviair. Most badass name in the universe, too.
Wind-Up Honey
"When this card is destroyed by battle: you can Special Summon 1 Level 4 or lower "Wind-Up" monster from your Deck."
Also very good. My guess is that it'll be a level 3. Wind-Up has needed a battle searcher for a while, though. I wouldn't run three, but one or two is a definite must.
Wind-Up Rat
"During your Main Phase: you can change this face-up Attack Position monster to face-up Defense Position to target 1 "Wind-Up" monster in your Graveyard; Special Summon that target in face-up Attack Position. This effect can only be used once while this card is face-up on the field."
It doesn't negate effects, so it would definitely be a replacement for Overwound Spring. My guess is it will be a level 1, just like Bat.
Keep in mind these effects are unconfirmed and may be wrong. I'll just take the info from the leaks that are on the wiki.
Wind-Up Aircraft Carrier Zenmighty
"2 Level 3 monsters
Once per turn: you can detach an Xyz Material from this card; Special Summon 1 "Wind-Up" monster from your hand or Deck. When a face-up "Wind-Up" monster you control is destroyed and sent to the Graveyard: you can detach an Xyz Material from this card to target that card; return that target to your hand."
Brilliant. Amazing. Broken. Positive adjectives. With Wind-Up Rabbit and Birdman at our disposal, this is cake to summon, too. Put it in your extra deck right next to Zenmaines and Leviair. Most badass name in the universe, too.
Wind-Up Honey
"When this card is destroyed by battle: you can Special Summon 1 Level 4 or lower "Wind-Up" monster from your Deck."
Also very good. My guess is that it'll be a level 3. Wind-Up has needed a battle searcher for a while, though. I wouldn't run three, but one or two is a definite must.
Wind-Up Rat
"During your Main Phase: you can change this face-up Attack Position monster to face-up Defense Position to target 1 "Wind-Up" monster in your Graveyard; Special Summon that target in face-up Attack Position. This effect can only be used once while this card is face-up on the field."
It doesn't negate effects, so it would definitely be a replacement for Overwound Spring. My guess is it will be a level 1, just like Bat.
Re: Santa's Workshop ~ An Analysis of Wind-Up
^Honeybee is 1, Rat is 3.
So, basically, Rat is an insteant Zenmaight or Zenmaines, or Zenmaister if you summon Warrior.
So, basically, Rat is an insteant Zenmaight or Zenmaines, or Zenmaister if you summon Warrior.
Saturn- Posts : 1036
Birthday : 1996-02-07
Join date : 2011-09-30
Re: Santa's Workshop ~ An Analysis of Wind-Up
See, when I posted that, only their effects were revealed.
But that helps a lot, thanks.
But that helps a lot, thanks.
Re: Santa's Workshop ~ An Analysis of Wind-Up
http://yugioh.wikia.com/wiki/Swinging_Spring_Scales
Here's another Wind-Up card that's coming in Order of Chaos. Looks useful. If you stack up levels with Wind-Ups effs onto a single Wind-Up, you either get a high-level Xyz or a +1.
Here's another Wind-Up card that's coming in Order of Chaos. Looks useful. If you stack up levels with Wind-Ups effs onto a single Wind-Up, you either get a high-level Xyz or a +1.
Saturn- Posts : 1036
Birthday : 1996-02-07
Join date : 2011-09-30
Re: Santa's Workshop ~ An Analysis of Wind-Up
With the new awesome support these guys are getting pretty dammn amazing, can easily get Rank 3, 4 or 5.
With Honeybee, I actually decide to run 1 for 1 here lol.
These guys have just gotten so many new combo's because of the new support, got to love Santa toys.
Ps: Can't wait for Christmas, that's the day Konami has to make this Archetype super special broken lol.
With Honeybee, I actually decide to run 1 for 1 here lol.
These guys have just gotten so many new combo's because of the new support, got to love Santa toys.
Ps: Can't wait for Christmas, that's the day Konami has to make this Archetype super special broken lol.
3E-hero neos- Posts : 1081
Birthday : 1995-06-08
Join date : 2011-05-21
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