Finally I got some time again to write a post, sorry for not posting anything in the last few weeks. Today I’ll present you one of the most hated decks in the past format:
Wind-Up
They definitely got nerfed with the limit of Zenmighty, but this deck is still as explosive as ever even though the attack of the summoned monsters are not very high. Wind-Ups still have incredible 2 card combos that can do crazy OTK’s, which I present you later. I do have to admit that Wind-Ups are one of the hardest decks to play in this format, cause you can do so many combos with just a few cards and it reminds me somehow of Infernities with their crazy loops, although you’re not that committed to the field as they are.
This post will be probably important to all OCG players who are still not familiar with the TCG Wind-Up strategy, as the Sharks and Rabbits are still not released there (October 13, 2012 the Extra Pack 2012 will be released).
Decklist:
Monster (19)
3x Wind-Up Rabbit (LV 3)
3x Wind- Up Rat (LV 3)
3x Wind-Up Shark (LV 4)
3x Wind-Up Magician (LV 4)
1x Wind-Up Kitten (LV 2)
2x Tour Guide From The Underworld (LV 3)
1x Tour Bus From The Underworld (LV 3)
1x Sangan (LV 3)
2x Snowman Eater (LV 3)
Spell (13)
3x Mystical Space Typhoon
3x Wind-Up Factory
1x Heavy Storm
1x Dark Hole
1x Monster Reborn
1x Pot Of Avarice
1x Book Of Moon
2x Salvage
Trap (8)
2x Solemn Warning
2x Torrential Tribute
2x Bottomless Trap Hole
1x Mirror Force
1x Solemn Judgment
Extra (15)
1x Wind-Up Zenmaines (R 3)
1x Wind-Up Zenmaity (R3)
1x Number 20: Giga-Brilliant (R 3)
1x Number 17: Leviathan Dragon (R 3)
1x Number 30: Acid Golem Of Destruction (R 3)
1x Daigusto Emeral (R 4)
1x Maestroke The Symphony Djinn (R 4)
1x Wind-Up Zenmaister (R 4)
2x Photon Papilloperative (R 4)
1x Gem-Knight Pearl (R 4)
1x Number 16: Shock Master (R 4)
1x Adreus Keeper Of Armageddon (R 5)
1x Tiras Keeper Of Genesis (R 5)
1x Wind-Up Zenmaioh (R 5)
Side (15)
1x Effect Veiler (LV 1 – Tuner)
2x Maxx “C” (LV 2)
1x Prime Material Dragon (LV 6)
2x Dimensional Fissure
1x Smashing Ground
1x Soul Taker
2x Night Beam
2x Mind Crush
1x Mirror Force
1x Royal Decree
Strategy and Explanation
Well the basic strategy is to stall out for your OTK combos, while protecting your field and stopping the opponent from summoning big things with your traps/Zenmaines. In addition to that you’ll do farming with Factory + Rabbit (banish in their turn, makes Factory trigger, banish in your Standby Phase makes it trigger again; get Shark and Magician), so that you can make the OTK really quick, of course you have to get rid of the opponents backrow before that. There are a few odd choices that I made and I’ll try to explain them for you.
Wind-Up Kitten
I prefer Kitten over Hunter because of the bouncing effect which can get rid of Reaper, Zenmaines, Mashmallon and other annoying stuff. The other reason is that I always mess up with hunter and don’t find the right moment to use his effect, so you can change it for Hunter, if you like him more.
Tour Bus From The Underworld
Not really needed since there are 2 Salvage in the deck, but still good to bounce Zenmighty or other Xyz back to the deck. I think there should be no need to mention that this is a target for Tour Guide. You can also bounce back your opponents Grapha, Red-Eyes Darkness Metal Dragon or Hornet.
Snowman Eater
One of the oddest card choices will be probably this guy (at least among the monsters). We all know Snowman Eater as a Side Tech against Dinos, but why do I main Snowman Eater here? Well first because of his awesome effect, then because he’s LV 3 and the last thing and probably most important thing: he has a high def that can survive a Thunderking Rai-Oh (one of the cards that would otherwise kill your deck). So there’s a high chance that he stays on the field and you can Xyz for Rank 3 in your turn. In addition to that you can take him back to your hand with Salvage.
Salvage
This card is the oddest card in my deck as I think, but if you look through my decklist, it has its reason and I’ll explain why. Well with Salvage you can return 2 WATER monsters with 1500 or less ATK to your hand, Shark and Snowman Eater would be the most obvious targets. But people usually forget that the most important Wind-Up monster Zenmaity is a 1500 ATK WATER monster too and you can bounce him back to the Extra deck with Salvage. Salvage alone is a really nice advantage generator if you think of Mermail Atlanteans or something similiar, here you will want to bounce back Zenmaity for some more swarming, but this just makes Salvage a 1 for 1 Trader as you get 1 card to your hand and use 1 (Salvage itself) for it (for the moment the returned Zenmaity won’t give you any advantage, just if you can summon and resolve its effect).
Loops and Combos
I will write down 5 loops and combos with Wind-Ups and link the corresponding video below. Of course you can vary the combos on certain points and improve them, I just tell you some basic combos with cards that you got in your hand. You can generate a much bigger advantage if you got Rabbit and Factory already on the field. You can change the Pearl for a Utopia, this is just a personal preference. I like pearl more cause he can run over a few guys which Utopia can’t. The combos are mostly taken from the videos I linked or embed here, although I made minor changes or added a few variations, you can either watch the videos or read the combo list.
Shark + Magician OTK
Required:
- Hand: 1x Wind-Up Shark + 1x Wind-Up Magician
- Deck: 1x Wind-Up Shark, 1x Wind-Up Magician, 2x Wind-Up Rat, 1x Photon Papilloperative, 1x Wind-Up Zenmaity, 1x Pearl/Utopia, 1x Giga-Brilliant
- Extra: 1x Photon Papilloperative, 1x Wind-Up Zenmaity, 1x Pearl/Utopia, 1x Giga-Brilliant/Leviathan Dragon/Acid Golem
- Damage: 2400 + 1800 + 2900/2800 + 2100 = 9200/9100 (Giga-Brilliant combo)
2100 + 1500 + 2600/2500 + 2500/3000 = 8700 (Pearl-Leviathan)/8600 (Utopia-Leviathan)/9200 (Pearl-Acid)/9100 (Utopia-Acid)
Combo:
- Normal Summon 1. Wind-Up Magician
- Special Summon Wind-Up Shark from hand [Field: Wind-Up Magician + Wind-Up Shark]
- Trigger the effect of the 1. Wind-Up Magician in response to Wind-Up Sharks chainable Special Summon
- Special Summon 2. Wind-Up Magician from your deck [Field: Wind-Up Magician + Wind-Up Magician + Wind-Up Shark]
- Effect Wind-Up Shark: Shark to LV 3
- Trigger the effect of the 2. Wind-Up Magician
- Special Summon Wind-Up Rat in face-up DEF (Magician always summons them in DEF) [Field: Wind-Up Magician + Wind-Up Magician + Wind-Up Shark + Wind-Up Rat]
- Overlay the 2 used up Wind-Up Magicians
- Special Summon Photon Papilloperative from your Extra Deck [Field: Photon Papilloperative + Wind-Up Shark (LV 3) + Wind-Up Rat (DEF)]
- Effect Papilloperative: Detach 1x Wind-Up Magician
- Change Wind-Up Rat to ATK mode [Field: Photon Papilloperative + Wind-Up Shark (LV 3) + Wind-Up Rat (ATK)]
- Effect Wind-Up Rat: change Wind-Up Rat to DEF
- Special Summon Wind-Up Magician back from grave [Field: Photon Papilloperative + Wind-Up Shark (LV 3) + Wind-Up Rat (DEF) + Wind-Up Magician(DEF)]
- Overlay Wind-Up Shark (LV 3) + Wind-Up Rat (LV 3)
- Special Summon Wind-Up Zenmaity [Field: Photon Papilloperative + Wind-Up Zenmaity + Wind-Up Magician (not used)]
From here on you can go several different ways:
Field: Photon Papilloperative + Wind-Up Zenmaity + Wind-Up Magician (not used)
- Effect Wind-Up Zenmaity: Detach Wind-Up Shark
- Special Summon Wind-Up Rat in ATK mode [Field: Photon Papilloperative + Wind-Up Zenmaity + Wind-Up Magician(not used) + Wind-Up Rat (ATK)]
- Trigger the effect of the rat revived Wind-Up Magician (DEF)
- Special Summon Wind-Up Shark from deck [Field: Photon Papilloperative + Wind-Up Zenmaity + Wind-Up Magician(used) + Wind-Up Rat (ATK) + Wind-Up Shark (from deck)]
- Overlay Wind-Up Magician(DEF) + Wind-Up Shark (from deck)
- Special Summon Pearl/Utopia [Field: Photon Papilloperative + Wind-Up Zenmaity + Wind-Up Rat (ATK) + Pearl/Utopia]
- Effect Wind-Up Rat : change Wind-Up Rat to DEF
- Special Summon Wind-Up Shark from grave [Field: Photon Papilloperative + Wind-Up Zenmaity + Pearl/Utopia + Wind-Up Rat (DEF) + Wind-Up Shark (DEF)]
- Effect Wind-Up Shark (DEF): Shark to LV 3)
- Overlay Wind-Up Rat (DEF) + Wind-Up Shark (LV 3)
- Special Summon Number 20: Giga-Brilliant [Field: Photon Papilloperative + Wind-Up Zenmaity + Pearl/Utopia + Number 20: Giga-Brilliant]
- Effect Number 20: Giga Brilliant: Each of your monsters gain 300 ATK permanently (you could also call out any other generic R 3 Xyz, but normally Giga-Brilliant is good, you can call out Acid Golem although, you just need to change the extra deck then)
- Field: Photon Papilloperative (2400 ATK) + Wind-Up Zenmaity (1800 ATK) + Pearl (2900 ATK)/Utopia (2800 ATK) + Number 20: Giga-Brilliant (2100 ATK)
Other variation (begins from Zenmaity effect), requires 1 Shock Master (instead of Pearl/Utopia + Giga-Brilliant) and 1 additional Wind-Up Shark/Wind-Up Magician in the deck/hand (actually there’s a better version of this combo, I call it the Lockdown, will be a bit below):
Field: Photon Papilloperative + Wind-Up Zenmaity + Wind-Up Magician (not used)
- Effect Wind-Up Zenmaity: Detach Wind-Up Shark
- Special Summon Wind-Up Shark [Field: Photon Papilloperative + Wind-Up Zenmaity + Wind-Up Magician (not used) + Wind-Up Shark]
- Trigger the effect of Wind-Up Magician (not used) to Zenmaitys effect
- Special Summon Wind-Up Shark/Wind-Up Magician [Field: Photon Papilloperative + Wind-Up Zenmaity + Wind-Up Magician (used) + Wind-Up Shark + Wind-Up Shark/Wind-Up Magician]
- Overlay Wind-Up Magician (used) + Wind-Up Shark + Wind-Up Shark/Wind-Up Magician
- Special Summon Number 16: Shock Master [Field: Photon Papilloperative + Wind-Up Zenmaity + Number 16: Shock Master]
- Effect Number 16: Shock Master: Call whatever you need at the moment (best thing with your opponent having no backrow would be Spell, if there’s a huge backrow I’d call Trap, when I’m playing against effect heavy decks like Mermail Atlantean or I know for sure that the opponent has Gorz in his hand, I would call effect)
- Field: Photon Papilloperative + Wind-Up Zenmaity + Number 16: Shock Master
2nd variation (begins from Zenmaity effect), requires 1 Adreus/Tiras/Wind-Up Zenmaioh and 1 additional Wind-Up Shark in the deck/hand like the first variation, but it has to be Shark, unlike the variation before:
Field: Photon Papilloperative + Wind-Up Zenmaity + Wind-Up Magician (not used)
- Effect Wind-Up Zenmaity: Detach Wind-Up Shark
- Special Summon Wind-Up Shark from deck [Field: Photon Papilloperative + Wind-Up Zenmaity + Wind-Up Magician (not used/DEF) + Wind-Up Shark]
- Trigger the effect of Wind-Up Magician (not used) to Zenmaitys effect
- Special Summon Wind-Up Shark [Field: Photon Papilloperative + Wind-Up Zenmaity + Wind-Up Magician (used/DEF) + Wind-Up Shark + Wind-Up Shark]
- Effect of both Wind-Up Shark: Change both Wind-Up Sharks to LV 5
- Overlay Wind-Up Shark (LV 5) + Wind-Up Shark (LV 5)
- Special Summon Adreus/Tiras/Wind-Up Zenmaioh [Field: Photon Papilloperative + Wind-Up Zenmaity + Wind-Up Magician (used/DEF) + Adreus/Tiras/Wind-Up Zenmaioh]
- Effect Adreus/Wind-Up Zenmaioh: Destroy 1 Face-up Card (Adreus) or destroy 2 Set cards
- Field: Photon Papilloperative (2100 ATK) + Wind-Up Zenmaity (1500 ATK) + Wind-Up Magician (used/DEF) + Adreus/Tiras/Wind-Up Zenmaioh (2600 ATK)
Tour Guide + Shark OTK
Required:
- Hand: 1x Tour Guide From The Underworld, 1x Wind-Up Shark
- Deck: 1x Tour Guide From The Underworld/Tour Bus From The Underworld/Sangan (can be in hand too, although deck is definitely better), 2x Wind-Up Magician, 1x Wind-Up Shark, 1x Wind-Up Rat
- Extra: 1x Wind-Up Carrier Zenmaity, 1x Wind-Up Zenmaister, 1x Photon Papilloperative, 1x Number 20: Giga-Brilliant/Acid Golem
- Damage: 1200 + 2400 + 2400 + 2100 = 8100
900 + 2100 + 2100 + 3000 = 8100
Combo:
- Normal Summon Tour Guide
- Special Summon Tour Guide/Tour Bus From The Underworld/Sangan from deck/hand [Field: Tour Guide + Tour Guide/Tour Bus From The Underworld/Sangan]
- Overlay Tour Guide + Tour Guide/Tour Bus From The Underworld/Sangan
- Special Summon Zenmaity from Extra Deck [Field: Zenmaity]
- Effect Zenmaity: Detach Tour Guide/Tour Bus From The Underworld/Sangan
- Special Summon 1st Wind-Up Magician from deck [Field: Zenmaity + Wind-Up Magician (not used)]
- Trigger the effect of Wind-Up Shark in hand
- Special Summon Wind-Up Shark from hand [Field: Zenmaity + Wind-Up Magician (not used) + Wind-Up Shark]
- Trigger the effect of Wind-Up Magician (not used) to the chainable Special Summon of Wind-Up Shark
- Special Summon a 2nd Wind-Up Magician (not used) from deck [Field: Zenmaity + Wind-Up Magician (used) + Wind-Up Shark + Wind-Up Magician (not used)]
- Overlay 1st Wind-Up Magician (used) + Wind-Up Shark
- Special Summon Wind-Up Zenmaister from Extra [Field: Zenmaity + Wind-Up Zenmaister + Wind-Up Magician (not used)]
- Effect Wind-Up Zenmaister: Detach Wind-Up Shark
- Switch Zenmaity to face-down DEF
- Trigger the effect of the 2nd Wind-Up Magician to Zenmaisters effect
- Special Summon Wind-Up Shark from deck [Field: Zenmaity + Wind-Up Zenmaister + Wind-Up Magician (used) + Wind-Up Shark]
- Overlay 2nd Wind-Up Magician (used) and Wind-Up Shark
- Special Summon Photon Papilloperative [Field: Zenmaity + Wind-Up Zenmaister + Photon Papilloperative]
- Effect Photon Papilloperative: Detach Shark
- Switch Zenmaity to ATK mode (900 ATK)
- Effect Zenmaity: Detach Tour Guide/Tour Bus From The Underworld/Sangan
- Special Summon Wind-Up Rat from deck in ATK [Field: Zenmaity (900 ATK) + Wind-Up Zenmaister + Photon Papilloperative + Wind-Up Rat]
- Effect Wind-Up Rat: Switch to DEF
- Special Summon Wind-Up Shark from grave [Field: Zenmaity (900 ATK) + Wind-Up Zenmaister + Photon Papilloperative + Wind-Up Rat + Wind-Up Shark]
- Effect Wind-Up Shark: Change Shark to LV 3
- Overlay Wind-Up Rat (DEF) + Wind-Up Shark (LV 3)
- Special Summon Number 20: Giga-Brilliant/Acid Golem [Field: Zenmaity (900 ATK) + Wind-Up Zenmaister + Photon Papilloperative + Number 20: Giga-Brilliant/Acid Golem]
- Effect Giga-Brilliant: Each monster gains 300 ATK permanently
- Field: Zenmaity (900/1200 ATK) + Wind-Up Zenmaister (2100/2400) + Photon Papilloperative (2100/2400) + Number 20: Giga-Brilliant/Acid Golem (2100/3000)
Shark + Magician Lockdown
This lockdown will ensure yourself a good position from the beginning of the duel. Usually you will set traps to support your lockdown (traps that prevent summoning or remove the opponents monsters from the field: Solemn Warning, etc.)
Required:
- Hand: 1x Wind-Up Shark, 1x Wind-Up Magician
- Deck: 2x Wind-Up Magician (1 has to be in the deck, the other 1 can be in hand or deck), 1x Wind-Up Rat, 1x Wind-Up Rabbit, 1x Wind-Up Shark
- Extra: 1x Photon Papilloperative, 1x Wind-Up Carrier Zenmaity, 1x Number 16: Shock Master
- Damage/Attack Stats: 2100 + 1500 + 2300 = 5900
Combo:
- Normal Summon Wind-Up Magician
- Trigger the effect of Wind-Up Shark in hand
- Special Summon Wind-Up Shark from hand [Field: Wind-Up Shark + Wind-Up Magician (not used)]
- Trigger the effect of Wind-Up Magician (not used)
- Special Summon 2nd Wind-Up Magician from deck [Field: Wind-Up Shark + Wind-Up Magician (used) + Wind-Up Magician (not used)]
- Effect Wind-Up Shark: Change Wind-Up Shark to LV 3
- Trigger the effect of the 2nd Wind-Up Magician
- Special Summon Wind-Up Rat from deck in DEF [Field: Wind-Up Shark (LV 3)+ Wind-Up Magician (used) + Wind-Up Magician (used) + Wind-Up Rat (DEF)]
- Overlay 1st Wind-Up Magician (used) + 2nd Wind-Up Magician (used)
- Special Summon Photon Papilloperative [Field: Wind-Up Shark (LV 3)+ Photon Papilloperative + Wind-Up Rat (DEF)]
- Effect Photon Papilloperative: Detach Wind-Up Magician
- Switch Wind-Up Rat (DEF) to ATK
- Effect Wind-Up Rat (ATK): Switch Wind-Up Rat (ATK) to DEF
- Special Summon Wind-Up Magician from grave [Field: Wind-Up Shark (LV 3)+ Photon Papilloperative + Wind-Up Rat (DEF) + Wind-Up Magician (not used)]
- Overlay Wind-Up Shark (LV 3) + Wind-Up Rat (DEF)
- Special Summon Zenmaity in DEF (cause you’re going to go into control and you’ll normally do this on Turn 1) [Field: Zenmaity+ Photon Papilloperative + Wind-Up Magician (not used)]
- Effect Zenmaity: Detach Wind-Up Shark
- Special Summon 3rd Wind-Up Magician from deck/hand [Field: Zenmaity+ Photon Papilloperative + Wind-Up Magician (not used) + Wind-Up Magician (not used)]
- Trigger the effect of the 2nd Wind-Up Magician
- Special Summon Wind-Up Rabbit [Field: Zenmaity+ Photon Papilloperative + Wind-Up Magician (used) + Wind-Up Magician (not used) + Wind-Up Rabbit]
- Effect Wind-Up Rabbit: Banish Wind-Up Rabbit [Field: Zenmaity+ Photon Papilloperative + Wind-Up Magician (used) + Wind-Up Magician (not used)]
- Trigger the effect of the 3rd Wind-Up Magician (not used)
- Special Summon a 2nd Wind-Up Shark from deck (you can leave the Rabbit part out, if all Sharks are in your hand and just trigger one to the Special Summon of the 3rd Wind-Up Magician)[Field: Zenmaity+ Photon Papilloperative + Wind-Up Magician (used) + Wind-Up Magician (used) + Wind-Up Shark]
- Overlay Wind-Up Magician (used) + Wind-Up Magician (used) + Wind-Up Shark
- Special Summon Number 16: Shock Master [Field: Zenmaity+ Photon Papilloperative + Number 16: Shock Master]
- Field: Zenmaity (1500 ATK)+ Photon Papilloperative (2100 ATK)+ Number 16: Shock Master (2300 ATK)
- Don’t forget the banished Wind-Up Rabbit which will come back in your next Standby Phase
Video of these 3 combos:
Shark + Magician + Factory Combo
You can still pull off this combo if you have 2 Sharks + Magician in hand instead of Shark + Factory + Magician.
Required:
- Hand: 1x Wind-Up Shark, 1x Wind-Up Magician, 1x Wind-Up Factory (or 2nd Wind-Up Shark)
- Deck: 2x Wind-Up Shark (or just 1 if 2x Wind-Up Sharks are in hand), 2x Wind-Up Magician, 1x Wind-Up Rat
- Extra: 1x Wind-Up Zenmaister, 1x Photon Papilloperative, 1x Wind-Up Carrier Zenmaity, 1x Adreus/Tiras/Wind-Up Zenmaioh
- Damage: 2400 + 2100 + 1500 + 2600 = 8600
Combo:
- Activate Wind-Up Factory
- Normal Summon Wind-Up Magician
- Trigger the effect of Wind-Up Shark in hand
- Special Summon Wind-Up Shark from hand [Field: Wind-Up Shark + Wind-Up Magician (not used)]
- Trigger the effect of Wind-Up Magician (not used) to the chainable Special Summon of Wind-Up Shark
- Special Summon a 2nd Wind-Up Magician from deck in DEF [Field: Wind-Up Shark + Wind-Up Magician (used) + Wind-Up Magician (not used)]
- Factory triggers: add a 2nd Wind-Up Shark from deck to hand (normally you should put Factory on Chain Link 2 and Magician on Chain Link 1; that way you can trigger the searched Shark on the Special Summon of Magician, it isn’t necessary here, but you should keep it in mind)
- Effect 1st Wind-Up Shark: Shark to LV 5
- Trigger the effect of the 2nd Wind-Up Magician
- Special summon the 3rd Wind-Up Magician, [Field: Wind-Up Shark (LV 5) + Wind-Up Magician (used) + Wind-Up Magician (used) + Wind-Up Magician (not used)]
- Overlay 1st Wind-Up Magician + 2nd Wind-Up Magician
- Special Summon Zenmaister [Field: Wind-Up Shark (LV 5) + Zenmaister + Wind-Up Magician (not used)]
- Trigger the effect of Wind-Up Shark to the Special Summon of Zenmaister
- Special Summon the 2nd added Wind-Up Shark, [Field: Wind-Up Shark (LV 5) + Zenmaister + Wind-Up Magician (not used) + Wind-Up Shark]
- Trigger the effect of the 3rd Wind-Up Magician (not used)
- Special Summon Wind-Up Rat in DEF from deck [Field: Wind-Up Shark (LV 5) + Zenmaister + Wind-Up Magician (used) + Wind-Up Shark + Wind-Up Rat (DEF)]
- Overlay 3rd Wind-Up Magician (used) + Wind-Up Shark (LV 4)
- Special Summon Photon Papilloperative [Field: Wind-Up Shark (LV 5) + Zenmaister + Photon Papilloperative + Wind-Up Rat (DEF)]
- Effect Papilloperative: Detach Wind-Up Shark
- Switch Wind-Up Rat (DEF) to ATK
- Effect Wind-Up Rat (ATK): Switch Wind-Up Rat (ATK) to DEF
- Special Summon Wind-Up Shark from grave [Field: Wind-Up Shark (LV 5) + Zenmaister + Photon Papilloperative + Wind-Up Rat (DEF) + Wind-Up Shark]
- Effect Wind-Up Shark: Change Wind-Up Shark to LV 3
- Overlay Wind-Up Shark (LV 3) + Wind-Up Rat (DEF)
- Special Summon Wind-Up Carrier Zenmaity [Field: Wind-Up Shark (LV 5) + Zenmaister + Photon Papilloperative + Wind-Up Carrier Zenmaity]
- Effect Wind-Up Carrier Zenmaity: Detach Wind-Up Shark
- Special Summon 3rd Wind-Up Shark [Field: Wind-Up Shark (LV 5) + Zenmaister + Photon Papilloperative + Wind-Up Carrier Zenmaity + Wind-Up Shark]
- Effect 3rd Wind-Up Shark: Change Wind-Up Shark to LV 5
- Overlay 1st Wind-Up Shark (LV 5) + 3rd Wind-Up Shark (LV 5)
- Special Summon Adreus/Tiras/Wind-Up Zenmaioh [Field: Adreus/Tiras/Wind-Up Zenmaioh + Zenmaister + Photon Papilloperative + Wind-Up Carrier Zenmaity]
- Effect Adreus/Wind-Up Zenmaioh: Destroy 1 Face-Up Card/Destroy 2 Set Cards
- Field: Adreus/Tiras/Wind-Up Zenmaioh (2600 ATK) + Zenmaister (2400 ATK) + Photon Papilloperative (2100 ATK)+ Wind-Up Carrier Zenmaity (1500 ATK)
Tour Guide + Shark + Factory OTK
Here you can use 2x Sharks in hand again instead of 1x Shark + 1x Factory + 1x Tour Guide.
Required:
- Hand: 1x Wind-Up Shark + 1x Wind-Up Factory (or 1x additional Shark)+ 1x Tour Guide From The Underworld
- Deck: 1x Tour Guide From The Underworld/Tour Bus From The Underworld/Sangan (can be in hand too, although deck is definitely better), 2x Wind-Up Magician, 2x Wind-Up Shark (at least 1 Shark has to be in the deck)
- Extra: 1x Wind-Up Carrier Zenmaity, 1x Wind-Up Zenmaister, 1x Adreus/Tiras/Wind-Up Zenmaioh
- Damage: 1500 + 2400 + 2600 + 1500 = 8000
Combo:
- Normal Summon Tour Guide
- Special Summon Tour Guide From The Underworld/Tour Bus From The Underworld/Sangan from deck/hand [Field: Tour Guide + Tour Guide From The Underworld/Tour Bus From The Underworld/Sangan]
- Activate Wind-Up Factory (you can stop with Tour Guide and Sangan, without fearing that your Factory will be wasted, when you stop because of Maxx “C”)
- Overlay Tour Guide + Tour Guide From The Underworld/Tour Bus From The Underworld/Sangan
- Special Summon Zenmaity [Field: Zenmaity]
- Effect Zenmaity: Detach Tour Guide
- Special Summon Wind-Up Magician [Field: Zenmaity + Wind-Up Magician]
- Trigger the effect of Wind-Up Shark in hand
- Special Summon Wind-Up Shark from hand [Field: Zenmaity + Wind-Up Magician (not used)+ Wind-Up Shark]
- Trigger Wind-Up Magician (as Chain Link 1) and Wind-Up Factory (as Chain Link 2)
- Add 2nd Wind-Up Shark to the hand
- Special Summon a 2nd Wind-Up Magician from deck [Field: Zenmaity + Wind-Up Magician (used) + Wind-Up Magician (not used) + Wind-Up Shark]
- Effect Wind-Up Shark: Change Wind-Up Shark to LV 5
- Trigger the effect of the 2nd Wind-Up Magician
- Special Summon the last Wind-Up Shark from deck [Field: Zenmaity + Wind-Up Magician (used) + Wind-Up Magician (used) + Wind-Up Shark + Wind-Up Shark]
- Overlay the 2 used up Wind-Up Magicians
- Special Summon Wind-Up Zenmaister [Field: Zenmaity + Wind-Up Zenmaister + Wind-Up Shark + Wind-Up Shark]
- Trigger the effect of Wind-Up Shark to the Specail Summon of Zenmaister in your hand
- Special Summon Wind-Up Shark from your hand [Field: Zenmaity + Wind-Up Zenmaister + Wind-Up Shark (LV 5)+ Wind-Up Shark + Wind-Up Shark]
- Effect of 1x Wind-Up Shark: Change to LV 5 [Field: Zenmaity + Wind-Up Zenmaister + Wind-Up Shark (LV 5)+ Wind-Up Shark (LV 5) + Wind-Up Shark]
- Overlay the 2 LV 5 Wind-Up Sharks
- Special Summon Adreus/Tiras/Wind-Up Zenmaioh [Field: Zenmaity + Wind-Up Zenmaister + Adreus/Tiras/Wind-Up Zenmaioh + Wind-Up Shark]
- Field: Zenmaity (1500 ATK)+ Wind-Up Zenmaister (2400 ATK) + Adreus/Tiras/Wind-Up Zenmaioh (2600 ATK)+ Wind-Up Shark (1500 ATK)
Video of these 2 Combos:
Shark + Magician Combo (another one)
Required:
- Hand: 1x Wind-Up Shark, 1x Wind-Up Magician
- Deck: 2x Wind-Up Magician, 1x Wind-Up Rat, 1x Wind-Up Kitten, 1x
- Extra: 1x Zenmaity, 1x Wind-Up Zenmaister, 2x Photon Papilloperative,
- Damage: 900 + 2100 + 2100 + 2100 + 800 = 8000
- Normal Summon Wind-Up Magician
- Trigger the effect of Wind-Up Shark in your hand
- Special Summon Wind-Up Shark from your hand [Field: Wind-Up Magician (used) + Wind-Up Shark]
- Trigger the effect of Wind-Up Magician to the chainable Special Summon of your Wind-Up Shark
- Special Summon a 2nd Wind-Up Magician from your deck [Field: Wind-Up Magician (used) + Wind-Up Shark + Wind-Up Magician (not used)]
- Effect Wind-Up Shark: Change Wind-Up Shark to LV 3
- Trigger the effect of the 2nd Wind-Up Magician to the effect of your Wind-Up Shark
- Special Summon a Wind-Up Rat from your deck in face-up DEF (has to be DEF due to Magician) [Field: Wind-Up Magician (used) + Wind-Up Shark (LV 3) + Wind-Up Magician (used) + Wind-Up Rat (DEF)]
- Overlay the 2 used up Wind-Up Magician
- Special Summon Photon Papilloperative [Field: Photon Papilloperative + Wind-Up Shark (LV 3)+ Wind-Up Rat (DEF)]
- Effect Photon Papilloperative: Detach Wind-Up Magician
- Switch Wind-Up Rat (DEF) to ATK mode
- Effect Wind-Up Rat (ATK): Switch to DEF
- Special Summon Wind-Up Magician from grave [Field: Photon Papilloperative + Wind-Up Shark (LV 3) + Wind-Up Rat (DEF) + Wind-Up Magician (not used)]
- Overlay Wind-Up Shark (LV 3) + Wind-Up Rat (DEF)
- Special Summon Zenmaity [Field: Photon Papilloperative + Zenmaity + Wind-Up Magician (not used)]
- Effect Zenmaity: Detach Wind-Up Shark
- Special Summon a 2nd Wind-Up Shark from deck/hand with Zenmaity [Field: Photon Papilloperative + Zenmaity + Wind-Up Magician (not used) + Wind-Up Shark]
- Trigger the effect of Wind-Up Magician (not used) to Zenmaitys effect
- Special Summon a 3rd Wind-Up Magician from deck [Field: Photon Papilloperative + Zenmaity + Wind-Up Magician (used) + Wind-Up Shark + Wind-Up Magician (not used)]
- Overlay Wind-Up Magician (used) + Wind-Up Shark
- Special Summon Wind-Up Zenmaister [Field: Photon Papilloperative + Zenmaity + Wind-Up Zenmaister + Wind-Up Magician (not used)]
- Effect Wind-Up Zenmaister: Detach Wind-Up Shark
- Switch Zenmaity to face-down DEF
- Trigger the effect of Wind-Up Magician (not used) to Wind-Up Zenmaisters effect
- Special Summon 3rd Wind-Up Shark from deck [Field: Photon Papilloperative + Zenmaity (face-down) + Wind-Up Zenmaister + Wind-Up Magician (used) + Wind-Up Shark (LV 4)]
- Overlay Wind-Up Magician (used) + Wind-Up Shark (LV 4)
- Special Summon a 2nd Photon Papilloperative from Extra Deck [Field: Photon Papilloperative + Zenmaity (face-down) + Wind-Up Zenmaister + Photon Papilloperative]
- Effect Photon Papilloperative: Detach Wind-Up Shark
- Switch Zenmaity (face-down) to ATK mode
- Effect Zenmaity (900 ATK): Detach Wind-Up Rat
- Special Summmon Wind-Up Kitten in ATK [Field: Photon Papilloperative + Zenmaity (900 ATK) + Wind-Up Zenmaister + Photon Papilloperative + Wind-Up Kitten]
- Effect Wind-Up Kitten: Bounce one of your opponents monsters back to the hand/extra
- Field: Photon Papilloperative (2100 ATK) + Zenmaity (900 ATK) + Wind-Up Zenmaister (2100 ATK)+ Photon Papilloperative (2100 ATK) + Wind-Up Kitten (800 ATK) = 8000 damage
Video:
Here are some more combos without videos:
Wind-Up Rabbit + Factory Combo
Required:
- Hand/Field: 1x Wind-Up Rabbit, 1x Wind-Up Factory
- Deck: Wind-up monsters (best would be Wind-Up Shark and Wind-Up Magician)
Combo:
- Normal Summon Wind-Up Rabbit
- Activate Wind-Up Factory
- Effect Wind-Up Rabbit in your opponents turn: Banish Wind-Up Rabbit
- Trigger the effect of Wind-Up Factory to Rabbit’s effect
- Add Wind-Up Shark to hand
- In your Standby Phase: return Rabbit
- Activate Rabbit’s effect again
- Trigger the effect of Wind-Up Factory to Rabbit’s effect
- Add Wind-Up Magician to hand
- Normal Summon Wind-Up Magician
- Do the Magician + Shark Combo I explained before (each one is ok, depends on the situation)
Additional Comment
I hope you can figure out how these combos work now, I spent a really long time with writing all these stuff down. Of course there are more combos which I didn’t explain, but I think you should try and experiment by yourself to find them.
An amazing tech AGAINST swarming decks like Wind-Ups is definitely Needle Ceiling in my opinion, sure you can use Effect Veiler and Maxx “C” to stop (/profit from) their summons, but you just have to set a monster with Needle Ceiling (only affects face-up monsters) and wait till they swarm their field and activate it in the right moment. In addition to that Needle Ceiling is chainable (at any time assuming that there are 4 or more monsters) and your set monster counts as a monster for the activation condition of having 4 monsters on the field, even though it is not destroyed.
Thanks for reading until now and hope you step by again for my next post, which will be Gadgets in the new Format.
All images and videos embed in this post are taken from DuelingNetwork, Yu-Gi-Oh! Wikia and Youtube.
last combos are totally wrong xD
u can’t chain factory to a wind-up eff, both factory and magician open a new chain after the eff resolve
You’re right, I’ll delete the last combos. Thx for the input.
You change my point of view to Wind up.
Excellence article, thank you so much
Glad to hear that. 😉
Thanks for this. I hope you would let me try this deck.
Of course, but I would change one Salvage for something else, 2 Salvages were too much dead draws for me. Also I’d change the Tour Bus into a Night Assailant, the Assailant is more versatile than a Tour Bus.