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Found 1 result

  1. [font=arial,helvetica,sans-serif]Wind-Ups, yo.[/font] [img]http://i.imgur.com/9ow8d.jpg[/img][font=arial,helvetica,sans-serif][url="http://i.imgur.com/c9P6i.png"] [/url][/font] [font=arial,helvetica,sans-serif]Table of Contents[/font] [font=arial,helvetica,sans-serif][000.1] Overview[/font] [font=arial,helvetica,sans-serif][000.2] Wind-Up Rat[/font] [font=arial,helvetica,sans-serif][000.3] Wind-Up Rabbit[/font] [font=arial,helvetica,sans-serif][000.4] Wind-Up Magician[/font] [font=arial,helvetica,sans-serif][000.5] Wind-Up Shark[/font] [font=arial,helvetica,sans-serif][000.6] Wind-Up Hunter[/font] [font=arial,helvetica,sans-serif][000.7] Other maindeck monsters[/font] [font=arial,helvetica,sans-serif][001.1] Wind-Up Factory[/font] [font=arial,helvetica,sans-serif][001.2] Other maindeck spells[/font] [font=arial,helvetica,sans-serif][002.1] Maindeck traps[/font] [font=arial,helvetica,sans-serif][00X.1] Wind-Up Carrier Zenmaity[/font] [font=arial,helvetica,sans-serif][00X.2] Number 16: Shock Master[/font] [font=arial,helvetica,sans-serif][00X.3] Photon Papilloperative[/font] [font=arial,helvetica,sans-serif][00X.4] Wind-Up Zenmaister[/font] [font=arial,helvetica,sans-serif][00X.5] Other extra deck monsters[/font] [font=arial,helvetica,sans-serif][003.1] Loops, Combos, and OTKS[/font] [font=arial,helvetica,sans-serif][003.2] Footnotes[/font] [font=arial,helvetica,sans-serif]----------------[000.1]------------------[/font] [font=arial,helvetica,sans-serif]THE OVERVIEW[/font] [font=arial,helvetica,sans-serif]Wind-ups began humbly in Generation Force with a plethora of cards, but unfortunately not with nearly enough what they needed to be a huge competitor. Simply put, things like setting Magician and then dropping Soldier the turn after weren't enough to deal with the infinite power Plants held behind them. GENF gives us essential cards such as Magician, Factory, and though some may not know it, Zenmaister, however. Photon Shockwave gave us Wind-up Hunter, an XX-Saber Gottoms-esque little critter who in no small part would contribute to the reason people hated March 2012 with a burning passion. No less, it also gave us Wind-up Rabbit, a card who was unique in the fact that he was virtually unkillable for no cost to the player using it and some decks would even venture to try him outside of Wind-up.[/font] [font=arial,helvetica,sans-serif]And then it happened.[/font] [font=arial,helvetica,sans-serif]Order of Chaos gave Wind-ups everything they could've asked for. Zenmaity being their boss monster and Rat being free graveyard resurrection meant that Wind-ups could with extreme ease loop someone for 3, 4, or even 5 cards out of their hand maintaining an incredible field presence. Magician turned from being subpar to absurdly broken with the new Wind-Up Shark, a member of the archetype that broke the convention of Wind-ups only being able to be used once while on field, adding itself to retarded fields for the summon of Rank 3s, 4s, and 5s, even. Needless to say, the deck needed to take a hit, and there wasn't a question in any players' mind that between 3 Zenmaity, 3 Wind-Up Rat, and Wind-Up Hunter, at least one of those things was going to have to go.[/font] [font=arial,helvetica,sans-serif]So Konami picked Zenmaity to go to 1.[/font] [font=arial,helvetica,sans-serif]And where does that leave us? Is the deck useless with its best win condition removed? Nope. Often called the Xyz version of Plants, Wind-ups has so early on proven to be resilient, and has adapted to this huge loss of the 2 extra Zenmaity, and has adapted new game plans as well as kept old ones, as even Hunter isn't quite out of the fight just yet...[/font] [media]http://www.youtube.com/watch?feature=endscreen&NR=1&v=dRDmirJATKs[/media][url="http://www.youtube.com/watch?feature=endscreen&NR=1&v=dRDmirJATKs"] [/url] [font=arial,helvetica,sans-serif]----------------[000.2]------------------[/font] [font=arial,helvetica,sans-serif][size=7][b]WIND-UP RAT, THE HEAVY[/b][/size][/font] [font=arial,helvetica,sans-serif][img]http://images3.wikia.nocookie.net/__cb20120203234306/yugioh/images/thumb/7/7b/WindUpRat-ORCS-EN-SR-1E.jpg/300px-WindUpRat-ORCS-EN-SR-1E.jpg[/img][/font] [font=arial,helvetica,sans-serif]Wind-Up Rat, jokingly called the "Tour Guide of the Graveyard", has taken on all new level of importance with the rise of the new format and the necessary reinvention of the Wind-up playstyle. Players would piss and moan when they opened a copy of Wind-Up Rat because it would oftentimes mean they'd have to Special it from hand just to hit an extra card with Hunter, but now, emphasis on him being a power card is far greater.[/font] [font=arial,helvetica,sans-serif]Wind-Up Rat is capable of reviving any Wind-Up from the graveyard, which includes Xyzs, if the need is such. At its' bare minimum, it can create fodder for a Rank 3, but that is the tip of the iceberg. Rat can resurrect Hunter to pitch opponents' cards away and then Xyz, or it can grab Wind-Up Magician to be triggered by an on field Rabbit, or an in-hand Shark.[/font] [font=arial,helvetica,sans-serif]Wind-Up Rabbit creates an interesting combination with Wind-Up Rat. Instead of making a Rank 3 with Rat + Rabbit, one can opt to leave them both on the field in defense mode. Crazy? If Wind-Up Rat is attacked, Wind-Up Rabbit can banish it from play to be used next turn, without ever needing the normal summon. It is guaranteed live because of the Wind-Up Rabbit that banished it, as well. If your opponent does not force Rabbit's effect, you can use it anyway if you have any Wind-ups in your grave to continue to add to your board essentially for free.[/font] [font=arial,helvetica,sans-serif]Wind-up Rat is undoubtedly considered a staple at 3. If you're running less than that, you aren't running this deck.[/font] [font=arial,helvetica,sans-serif]----------------[000.3]------------------[/font] [font=arial,helvetica,sans-serif][size=7][b]WIND-UP RABBIT, THE SPY[/b][/size][/font] [img]http://images.wikia.com/yugioh/images/f/fb/WindUpRabbit-PHSW-DE-ScR-1E.jpg[/img] [font=arial,helvetica,sans-serif]Wind-Up Rabbit stands at the pinnacle of its niche; it's quasi-invincible, but simply being unkillable is but a small part of its magnificent abilities.[/font] [font=arial,helvetica,sans-serif]Wind-Ups' have a restriction: With the exception of Shark (and dumb shit like Honeybee) they can only ever be used once while they are face-up on the field. A lot of the early Wind-up cards aimed to ameliorate this negative aspect, such as Zenmaister (who has probably only recently been taken to the playable level) and Legendary Wind-Up Key (a Book of Eclipse-esque card for Wind-ups) Where those cards failed or came short, Rabbit excels. Rabbit gets around its own once-while-on-field restriction by banishing itself, and it does that for ALL Wind-Up monsters. Rats recycling means constant power plays, as well as cards like Magician. Rabbit dodges cards like Torrential Tribute as well as allowing the dodging of cards like Effect Veiler and Fiendish Chain. He can be used during either player's turn, and will almost never die in battle. His effect to return during standby isn't a summon or even an effect, so it can't be stopped by things such as Dolkka and Warning. Rabbit + Factory even allows you to search Wind-ups during your opponents turn, assembling the deadly Magician + Shark combination or whatever is necessary.[/font] [font=arial,helvetica,sans-serif]Rabbit isn't the perfect card, however. 1400 attack usually doesn't threaten very much, so you'll find yourself "blinking away" and incurring many a direct attack. Rabbit also gets stuck when it runs into Leviair the Sea Dragon; if it gets attacked, it presents a conundrum: Lose the nigh-invincible Rabbit in battle, or banish it and surrender control of it to the opponent. The latter is a terrible option, however, because when a Rabbit is under the opponent's control, if they "blink" it away, it will return to their field, not yours.[/font] [font=arial,helvetica,sans-serif]In spite of its few flaws, the benefits Rabbit provides far outweigh its deficits. 3 Rabbit is highly recommended.[/font] [font=arial,helvetica,sans-serif]----------------[000.4]------------------[/font] [font=arial,helvetica,sans-serif][size=7][b]WIND-UP MAGICIAN, THE MEDIC[/b][/size][/font] [font=arial,helvetica,sans-serif][url="http://images3.wikia.nocookie.net/__cb20110910005706/yugioh/images/1/11/WindUpMagicianGENF-EN-R-1E.jpg"][img]http://images3.wikia.nocookie.net/__cb20110910005706/yugioh/images/1/11/WindUpMagicianGENF-EN-R-1E.jpg[/img][/url][/font] [font=arial,helvetica,sans-serif]Wind-Up Magician, one of the first Wind-up monsters debuted. It's designed to be a supporter that uses its effect to add to the board whenever you use another Wind-up's effect. He doesn't have the best stats; his attack isn't getting over anything relevant, and while his 1800 defense may seem good at first, it falls short of many common threats such as Thunder King Rai-oh and Neos Alius.[/font] [font=arial,helvetica,sans-serif]But as YGO goes, stats are obviously not the only reason monsters see play. Magician can grab any Wind-Up (it says level 4 or lower but there aren't any 5+ wind-ups so who the fuck cares) from the deck, even other Magicians! Everything it gets comes in defense, so you won't be able to use Rat the second it comes off of Magician's effect. (Though, you can use the Rat, just not immediately)[/font] [font=arial,helvetica,sans-serif]By and large though, Magician's best friend ever is Wind-Up Shark. Magician + Shark has become such a feared combination that has shaped YGO, and for good reason. In March, such a combination alone could mean your opponent would be starting with 2 cards in hand on their turn. It was absurd. In the current format, though, just because Zenmaity is at 3, does not mean that Magician + Shark is without potency. Below are simply 2 of the tens of ways to play out Mag + Shark.[/font] [font=arial,helvetica,sans-serif]1. Summon Magician, Special Summon Shark.[/font] [font=arial,helvetica,sans-serif]2. Activate Magician, grab Magician from deck in defense.[/font] [font=arial,helvetica,sans-serif]3. Set Shark to 3, trigger the second Magician, Special Rat in defense.[/font] [font=arial,helvetica,sans-serif]4. Overlay the 2 Magicians for Photon Papilloperative, using its effect to swap Rat to attack mode.[/font] [font=arial,helvetica,sans-serif]5. Use Rat's effect, get Magician from grave.[/font] [font=arial,helvetica,sans-serif]6. Overlay Shark and Rat to make Zenmaity, using its effect, which will also trigger the Magician.[/font] [font=arial,helvetica,sans-serif]7. Grab Hunter with Zenmaity, and Magician with the Magician.[/font] [font=arial,helvetica,sans-serif]8. Tribute Zenmaity, then activate the last Magician, grabbing a Shark.[/font] [font=arial,helvetica,sans-serif]9. Overlay Magician, Magician, and Shark for Number 16: Shock Master.[/font] [font=arial,helvetica,sans-serif]10. Call Monsters/Spells/Traps depending on what is appropriate, though for t1, it's usually Spells.[/font] [font=arial,helvetica,sans-serif]OR[/font] [font=arial,helvetica,sans-serif]1. Summon Magician, Special Summon Shark.[/font] [font=arial,helvetica,sans-serif]2. Activate Magician, grab Magician from deck in defense.[/font] [font=arial,helvetica,sans-serif]3. Set Shark to 3, trigger the second Magician, Special Rat in defense.[/font] [font=arial,helvetica,sans-serif]4. Overlay the 2 Magicians for Photon Papilloperative, using its effect to swap Rat to attack mode.[/font] [font=arial,helvetica,sans-serif]5. Use Rat's effect, get Magician from grave.[/font] [font=arial,helvetica,sans-serif]6. Overlay Shark and Rat to make Zenmaity, using its effect, which will also trigger the Magician.[/font] [font=arial,helvetica,sans-serif]7. Get Rat in attack mode, and a Shark in defense mode.[/font] [font=arial,helvetica,sans-serif]8. Overlay Shark + Magician for Number 39: Utopia.[/font] [font=arial,helvetica,sans-serif]9. Use Rat to grab Shark/Rat from grave, making EITHER Number 30: Acid Golem of Destruction or Number 20: Giga Brilliant. The total comes out to be 9100 either way. (realistically, this can actually be most any Rank 3, because Utopia, Papillo, and Zenmaity make up 6100 damage by themselves, and cards like Leviair will usually bring another monster out)[/font] [font=arial,helvetica,sans-serif]So there you have it. Wind-Up Magician is the crux of many absurd combinations and should be at no less than 2 in the deck, and is recommended at 3 copies.[/font] [font=arial,helvetica,sans-serif]----------------[000.5]------------------[/font] [font=arial,helvetica,sans-serif][size=7][b]WIND-UP SHARK, THE SOLDIER[/b][/size][/font] [font=arial,helvetica,sans-serif][img]http://images1.wikia.nocookie.net/__cb20120203234306/yugioh/images/thumb/8/8c/WindUpShark-ORCS-EN-SR-1E.jpg/300px-WindUpShark-ORCS-EN-SR-1E.jpg[/img][/font] [font=arial,helvetica,sans-serif]Wind-up Shark is "The Soldier" because like Wind-up Soldier it goes to level 5. However, unlike Wind-up Soldier, Wind-up Shark is good. Deal with it.[/font] [font=arial,helvetica,sans-serif]Shark occupies a number of niches. Not only is he Magician's destruction better half, but he can supplement any other Wind-up to become a rank 3, combine with the aforementioned Magician to become a rank 4, or combine with other copies of Shark to form rank 5s.[/font] [font=arial,helvetica,sans-serif]Shark can become half of the requirement for any card in the entire extra deck. The power of its summon spam is such that Shark is usually responsible for why the deck puts 8000+ damage out or loops as effectively as it does.[/font] [font=arial,helvetica,sans-serif]It is worth noting that Wind-Up Shark may be summoned when any Wind-Up is summoned, which includes Wind-Up Zenmaines, Zenmaister, Zenmaity, and Zenmaioh.[/font] [font=arial,helvetica,sans-serif]----------------[000.6]------------------[/font] [font=arial,helvetica,sans-serif][size=7][b]WIND-UP HUNTER, THE SNIPER[/b][/size][/font] [font=arial,helvetica,sans-serif][img]http://images2.wikia.nocookie.net/__cb20111105175908/yugioh/images/thumb/6/68/WindUpHunter-PHSW-EN-SR-1E.jpg/300px-WindUpHunter-PHSW-EN-SR-1E.jpg[/img][/font] [font=arial,helvetica,sans-serif]Boom. Dustshoot.[/font] [font=arial,helvetica,sans-serif]Hunter is probably one of the most poorly designed Wind-Ups in the archetype (plus he looks like a fucking horseman with a crossbow fused with his arm wtf), but it is what it is. The current Magician + Shark loop can still loop 2 cards and end with 2 Rank 3s. (I'll cover that in a second)[/font] [font=arial,helvetica,sans-serif]Hunter is still seeing play in Wind-ups because hitting cards away from the hand didn't stop being good when Zenmaity stopped being unlimited. He's got all the same benefits as before, and has the same problems as before, in that he's still a subpar draw outside of being a 3.[/font] [font=arial,helvetica,sans-serif]To loop them for 2 cards and end with 2 Rank 3s:[/font] [font=arial,helvetica,sans-serif]1. Summon Magician, Special Shark.[/font] [font=arial,helvetica,sans-serif]2. Trigger Magician, get Magician.[/font] [font=arial,helvetica,sans-serif]3. Set Shark to 3, trigger the second Magician, get Hunter.[/font] [font=arial,helvetica,sans-serif]4. Tribute Magician for Hunter (1)[/font] [font=arial,helvetica,sans-serif]5. Overlay Hunter/Shark for Zenmaity.[/font] [font=arial,helvetica,sans-serif]6. Detach Hunter, search Rat in ATK.[/font] [font=arial,helvetica,sans-serif]7. Rat grab Hunter, tribute the other Magician.[/font] [font=arial,helvetica,sans-serif]8. Overlay for another Rank 3. (Brilliant or Zenmaines is recommended)[/font] [font=arial,helvetica,sans-serif]There's even ways to loop for 3 or 4 cards (covered in the Loop/OTK section)[/font] [font=arial,helvetica,sans-serif]Many players are still running Hunter, and while a build can be successfully ran without it, it is still recommended. 1 copy is all you'll ever need.[/font] [font=arial,helvetica,sans-serif]----------------[000.7]------------------[/font] [font=arial,helvetica,sans-serif][size=7][b]TOUR GUIDE FROM THE UNDERWORLD, THE ANNOUNCER[/b][/size][/font] [font=arial,helvetica,sans-serif][img]http://images4.wikia.nocookie.net/__cb20120531135837/yugioh/images/thumb/9/96/TourGuideFromtheUnderworld-BP01-EN-R-1E.png/300px-TourGuideFromtheUnderworld-BP01-EN-R-1E.png[/img][/font] [font=arial,helvetica,sans-serif]In spite of this card going to 2 copies, she's still the best standalone monster in the deck, being a 1 card rank 3 which of course translates to Zenmaity. As for the burning question: What's the best "fourth" target to run after Sangan?[/font] [font=arial,helvetica,sans-serif][img]http://images3.wikia.nocookie.net/__cb20120115062232/yugioh/images/thumb/2/26/TourBusFromtheUnderworld-ORCS-EN-ScR-1E.jpg/300px-TourBusFromtheUnderworld-ORCS-EN-ScR-1E.jpg[/img][/font] [font=arial,helvetica,sans-serif]I'd love to say "this card sucks, don't run it", but it has realistic applications now that Zenmaity is at 1. Tour Guide + Shark will loop for 2, the risk of a turn one Zenmaity is essentially eliminated, and it has D.D. Crow-like utility.[/font] [font=arial,helvetica,sans-serif]But it's a shittier draw than Hunter and the deck more than manages without it. Whether or not you run it is entirely up to you.[/font] [font=arial,helvetica,sans-serif][img]http://images1.wikia.nocookie.net/__cb20120530134602/yugioh/images/thumb/5/5d/NightAssailant-BP01-EN-C-1E.png/300px-NightAssailant-BP01-EN-C-1E.png[/img][/font] [font=arial,helvetica,sans-serif]By the time you consider this card, you should also consider that your Wind-ups work fine with solely 2 TGU/1 Sangan.[/font] [font=arial,helvetica,sans-serif]Seriously though, there isn't actually a need for the "fourth" target. It's entirely up to personal preference and if you have the space and the want to throw it in there, go ahead, but there isn't a real need.[/font] [font=arial,helvetica,sans-serif][b][size=7]HAND TRAPS, THE SENTRIES[/size][/b][/font] [font=arial,helvetica,sans-serif][img]http://images1.wikia.nocookie.net/__cb20110206171844/yugioh/images/thumb/8/84/MaxxCSTOR-EN-ScR-1E.jpg/300px-MaxxCSTOR-EN-ScR-1E.jpg[/img][img]http://images4.wikia.nocookie.net/__cb20120330212945/yugioh/images/thumb/d/dd/EffectVeiler-ORCS-EN-SR-LE.png/300px-EffectVeiler-ORCS-EN-SR-LE.png[/img][/font] [font=arial,helvetica,sans-serif][img]http://images2.wikia.nocookie.net/__cb20120607001058/yugioh/images/thumb/2/2e/Tragoedia-BP01-EN-SFR-1E.png/300px-Tragoedia-BP01-EN-SFR-1E.png[/img][img]http://images4.wikia.nocookie.net/__cb20120616113637/yugioh/images/thumb/2/23/GorztheEmissaryofDarkness-BP01-EN-R-1E.png/300px-GorztheEmissaryofDarkness-BP01-EN-R-1E.png[/img][/font] [font=arial,helvetica,sans-serif]Keep in mind, all of these cards (not necessarily all at the same time) can be maindecked. Conversely all of these (again, not necessarily at the same time) can be sidedecked. Or some combination in between.[/font] [font=arial,helvetica,sans-serif]Maxx "C" is extremely powerful in the mirror match, as chaining it to the activation of Shark or Rat is most often a +1. Though it should be said that if you're going to run Maxx "C", it's very highly recommended that you also run Effect Veiler, as you could have all the cards in the world but none of them will save you if your opponent decides to put 8000 damage on the board, especially if Shock Master forbids monster effects. It also has applications against Plant hybrids and Psychics.[/font] [font=arial,helvetica,sans-serif]Effect Veiler is quite good in the mirror, as stopping a Zenmaity or a Rat can be gamebreaking. It also can be used offensively to make Armory Arm, but Arm isn't a necessity. Keep in mind that if you opt to run Veiler you make certain matchups that are already shaky worse, such as Heroes and Dark World.[/font] [font=arial,helvetica,sans-serif]Tragoedia is an interesting hand trap, as he becomes more powerful as Factory adds cards to the hand, and is quite useful in tandem with Maxx. In addition, it can steal a range of targets as Factory can search both threes and fours. It's not necessary at all, but it's certainly an option.[/font] [font=arial,helvetica,sans-serif]Gorz is Gorz. Whether or not you run him RIGHT NOW is a legitimate query, but the power behind the card is unquestionable. With the fall of Inzektors and the weakening of Rabbit decks (and by extension, Dolkka) Gorz has regained some of his lost status.[/font] [font=arial,helvetica,sans-serif]OTHER OPTIONS:[/font] [font=arial,helvetica,sans-serif]Sangan (you're running this because you're running Tour Guide, you idiot)[/font] [font=arial,helvetica,sans-serif]Snowman Eater[/font] [font=arial,helvetica,sans-serif]Spirit Reaper[/font] [font=arial,helvetica,sans-serif]Thunder King Rai-oh[/font] [font=arial,helvetica,sans-serif]Wind-Up Kitten[/font] [font=arial,helvetica,sans-serif]----------------[001.1]------------------[/font] [font=arial,helvetica,sans-serif][size=7][b]WIND-UP FACTORY, THE PAYLOAD[/b][/size][/font] [font=arial,helvetica,sans-serif][img]http://images1.wikia.nocookie.net/__cb20120623102405/yugioh/images/thumb/5/5d/WindUpFactory-TU08-EN-C-UE.png/300px-WindUpFactory-TU08-EN-C-UE.png[/img][/font] [font=arial,helvetica,sans-serif]Wind-ups have a Black Whirlwind that's actually quite a bit better than Black Whirlwind, and it's at 3! (choke on it, blackwings)[/font] [font=arial,helvetica,sans-serif]This card searches any Wind-up for just passing 1-2 turns with Wind-up Rabbit or playing aggresively with Rat, or just for that necessary search with Shark in a pinch. Factory is also necessary for a few of the loops and OTKs. Unfortunately, Factory lacks any synergy with Magicians/Rats that are alone, but it is certainly worth the risk of the occasional dead draw.[/font] [font=arial,helvetica,sans-serif]2 at least is recommended, but 3 is definitely good as well.[/font] [font=arial,helvetica,sans-serif][size=7]OTHER MAINDECK SPELLS[/size][/font] [font=arial,helvetica,sans-serif]3 Mystical Space Typhoon[/font] [font=arial,helvetica,sans-serif]1 Heavy Storm[/font] [font=arial,helvetica,sans-serif]1 Monster Reborn[/font] [font=arial,helvetica,sans-serif]1 Dark Hole[/font] [font=arial,helvetica,sans-serif]1 Book of Moon[/font] [font=arial,helvetica,sans-serif]1 Pot of Avarice[/font] [font=arial,helvetica,sans-serif]1 Mind Control[/font] [font=arial,helvetica,sans-serif]Most of these are self-explanatory, really. Some people will tell you to run 2 MST, but run the ratios that you're comfortable with. 2 or 3 have merits, it just depends on the amount s/t hate you need.[/font] [font=arial,helvetica,sans-serif]Book of Moon/Mind Control are the only cards in that list that aren't 100% necessary, and arguments can be created against both, but for the most part, they're excellent picks and will serve you well.[/font] [font=arial,helvetica,sans-serif]----------------[000.7]------------------[/font] [font=arial,helvetica,sans-serif][b][size=7]MAINDECK TRAP CARDS[/size][/b][/font] [font=arial,helvetica,sans-serif]There isn't really anything special about the trap line-up in Wind-ups. Whatever space you have usually permits inclusion of a wide variety of generic traps. Outside of the Solemn brigade (2 Solemn Warning/1 Solemn Judgment) and 2 copies of Torrential Tribute, the rest is simply personal preference[/font] [font=arial,helvetica,sans-serif]Options include:[/font] [font=arial,helvetica,sans-serif]Dimensional Prison[/font] [font=arial,helvetica,sans-serif]Compulsory Evacuation Device[/font] [font=arial,helvetica,sans-serif]Mirror Force[/font] [font=arial,helvetica,sans-serif]Bottomless Trap Hole[/font] [font=arial,helvetica,sans-serif]Call of the Haunted[/font] [font=arial,helvetica,sans-serif]Xyz Reborn (if you're feeling crazy)[/font] [font=arial,helvetica,sans-serif]----------------[00X.1]------------------[/font] [font=arial,helvetica,sans-serif][size=7][b]WIND-UP CARRIER ZENMAITY, THE 2FORT[/b][/size][/font] [font=arial,helvetica,sans-serif][img]http://images2.wikia.nocookie.net/__cb20120414005222/yugioh/images/thumb/7/7c/WindUpCarrierZenmaity-ORCS-EN-UR-1E.jpg/300px-WindUpCarrierZenmaity-ORCS-EN-UR-1E.jpg[/img][/font] [font=arial,helvetica,sans-serif]Wind-Up Carrier Zenmaity, the little tugboat that could, can, and will kick you in the nuts.[/font] [font=arial,helvetica,sans-serif]Zenmaity gets any Wind-Up from the deck (or hand, don't forget!) and slaps it onto the field, in any desired position, which means it can get Rats to atk mode, which translates to another rank 3. Zenmaity is the boss monster of the deck, is involved in most of the OTKs and loops. He can be made with any 2 level 3s, whether it's a Rat and a Hunter, or 2 Guides, or Tragoedia, and a stolen Sangan.[/font] [font=arial,helvetica,sans-serif]Keep in mind, the tugboat is alone this time, so unfortunately once he's gone, outside of Avarice or Tour Bus, he's gone for the rest of the game. And with 1500 atk, not big enough to threaten too much, but just big enough to die to BTH before he does anything. Be smart with him and he'll reward you handsomely.[/font] [font=arial,helvetica,sans-serif]----------------[00X.2]------------------[/font] [font=arial,helvetica,sans-serif][img]http://images2.wikia.nocookie.net/__cb20120606202138/yugioh/images/thumb/4/4b/Number16ShockMaster-JUMP-EN-UR-LE.png/300px-Number16ShockMaster-JUMP-EN-UR-LE.png[/img][/font] [font=arial,helvetica,sans-serif]Wind-ups might not be Gadgets, but pumping this sucker out is no hard feat for the toys of Yu-Gi-Oh![/font] [font=arial,helvetica,sans-serif]Shock Master is relevant for several reasons; calling effects seals a game push while attacking an open field from things such as Gorz, Trag, Fader, or Scarecrow. As well, calling spells prevents your opponent from using destruction like Dark Hole, Storm, or MST, leaving your traps unhindered to protect your monsters or from stopping opposing monsters. Shock Master is made in many of the decks relevant otks.[/font] [font=arial,helvetica,sans-serif]Cold Wave with legs has a total of 3 uses for its effect, and while the duel usually won't last long after you drop him, is certainly a superb aspect of his design.[/font] [font=arial,helvetica,sans-serif]----------------[00X.3]------------------[/font] [font=arial,helvetica,sans-serif][img]http://images2.wikia.nocookie.net/__cb20120429212131/yugioh/images/thumb/1/1d/PhotonPapilloperative-GAOV-EN-R-1E.png/300px-PhotonPapilloperative-GAOV-EN-R-1E.png[/img][/font] [font=arial,helvetica,sans-serif]Photon Papilloperative works as a very powerful Reaper out, summonable by 2 Magicians/Sharks, but also has found a very viable niche in Wind-ups for turning Rats brought out by Magicians to atk so that they may activate their effects immediately.[/font] [font=arial,helvetica,sans-serif]Papillo also occasionally will turn Zenmaity to attack mode for a few specific OTKs.[/font] [font=arial,helvetica,sans-serif]----------------[00X.4]------------------[/font] [font=arial,helvetica,sans-serif][img]http://images2.wikia.nocookie.net/__cb20120530134738/yugioh/images/thumb/f/f9/WindUpZenmaister-BP01-EN-R-1E.png/300px-WindUpZenmaister-BP01-EN-R-1E.png[/img][/font] [font=arial,helvetica,sans-serif]Another Wind-Up Xyz, which occupies a few specific roles in certain OTKs (usually flipping Zenmaity/triggering Magician) but fulfills a unique role similar to Wind-Up Rabbit wherein Wind-ups can be reused.[/font] [font=arial,helvetica,sans-serif]A more elaborated account of Zenmaister's roles are explained in Loops/Otks.[/font] [font=arial,helvetica,sans-serif]OTHER EXTRA DECK MONSTERS:[/font] [font=arial,helvetica,sans-serif]Tiras, Keeper of Genesis[/font] [font=arial,helvetica,sans-serif]Leviair the Sea Dragon[/font] [font=arial,helvetica,sans-serif]Number 17: Leviathan Dragon[/font] [font=arial,helvetica,sans-serif]Number 20: Giga Brilliant[/font] [font=arial,helvetica,sans-serif]Number 30: Acid Golem of Destruction[/font] [font=arial,helvetica,sans-serif]Number 39: Utopia[/font] [font=arial,helvetica,sans-serif]Wind-Up Zenmaines[/font] [font=arial,helvetica,sans-serif]Wind-Up Arsenal Zenmaioh[/font] [font=arial,helvetica,sans-serif]Adreus, Keeper of Armageddon[/font] [font=arial,helvetica,sans-serif]Maestroke, the Symphony Djinn[/font] [font=arial,helvetica,sans-serif]Temtempo, the Percussion Djinn[/font] [font=arial,helvetica,sans-serif]----------------[003.1]------------------[/font] [font=arial,helvetica,sans-serif][size=7][b]LOOPS AND OTKS[/b][/size][/font] [font=arial,helvetica,sans-serif]Alright, so, this is my favorite part of the OP, because I get to copy paste stuff I've already written and I also get to steal stuff people have already posted. Of course, you get credit![/font] [font=arial,helvetica,sans-serif]Turn one Shock Master w/ Hunter[/font] [font=arial,helvetica,sans-serif][Spoiler]1. Summon Magician, Special Summon Shark.[/font] [font=arial,helvetica,sans-serif]2. Activate Magician, grab Magician from deck in defense.[/font] [font=arial,helvetica,sans-serif]3. Set Shark to 3, trigger the second Magician, Special Rat in defense.[/font] [font=arial,helvetica,sans-serif]4. Overlay the 2 Magicians for Photon Papilloperative, using its effect to swap Rat to attack mode.[/font] [font=arial,helvetica,sans-serif]5. Use Rat's effect, get Magician from grave.[/font] [font=arial,helvetica,sans-serif]6. Overlay Shark and Rat to make Zenmaity, using its effect, which will also trigger the Magician.[/font] [font=arial,helvetica,sans-serif]7. Grab Hunter with Zenmaity, and Magician with the Magician.[/font] [font=arial,helvetica,sans-serif]8. Tribute Zenmaity, then activate the last Magician, grabbing a Shark.[/font] [font=arial,helvetica,sans-serif]9. Overlay Magician, Magician, and Shark for Number 16: Shock Master.[/font] [font=arial,helvetica,sans-serif]10. Call Monsters/Spells/Traps depending on what is appropriate, though for t1, it's usually Spells.[/spoiler][/font] [font=arial,helvetica,sans-serif]Turn 1 Shock Master w/ Rabbit banished[/font] [font=arial,helvetica,sans-serif][Spoiler]1. Summon Magician, Special Summon Shark.[/font] [font=arial,helvetica,sans-serif]2. Activate Magician, grab Magician from deck in defense.[/font] [font=arial,helvetica,sans-serif]3. Set Shark to 3, trigger the second Magician, Special Rat in defense.[/font] [font=arial,helvetica,sans-serif]4. Overlay the 2 Magicians for Photon Papilloperative, using its effect to swap Rat to attack mode.[/font] [font=arial,helvetica,sans-serif]5. Use Rat's effect, get Magician from grave.[/font] [font=arial,helvetica,sans-serif]6. Overlay Shark and Rat to make Zenmaity, using its effect, which will also trigger the Magician.[/font] [font=arial,helvetica,sans-serif]7. Grab Rabbit with Zenmaity, and Magician with the Magician.[/font] [font=arial,helvetica,sans-serif]8. Banish Rabbit from play, and trigger the final Magician, getting a Shark[/font] [font=arial,helvetica,sans-serif]9. Overlay the 3 for Shock Master[/font] [font=arial,helvetica,sans-serif]10. Declare what is appropriate.[/spoiler][/font] [font=arial,helvetica,sans-serif]OTK with Magician + Shark[/font] [font=arial,helvetica,sans-serif][Spoiler]1. Summon Magician, Special Summon Shark.[/font] [font=arial,helvetica,sans-serif]2. Activate Magician, grab Magician from deck in defense.[/font] [font=arial,helvetica,sans-serif]3. Set Shark to 3, trigger the second Magician, Special Rat in defense.[/font] [font=arial,helvetica,sans-serif]4. Overlay the 2 Magicians for Photon Papilloperative, using its effect to swap Rat to attack mode.[/font] [font=arial,helvetica,sans-serif]5. Use Rat's effect, get Magician from grave.[/font] [font=arial,helvetica,sans-serif]6. Overlay Shark and Rat to make Zenmaity, using its effect, which will also trigger the Magician.[/font] [font=arial,helvetica,sans-serif]7. Get Rat in attack mode, and a Shark in defense mode.[/font] [font=arial,helvetica,sans-serif]8. Overlay Shark + Magician for Number 39: Utopia.[/font] [font=arial,helvetica,sans-serif]9. Use Rat to grab Shark/Rat from grave, making EITHER Number 30: Acid Golem of Destruction or Number 20: Giga Brilliant. The total comes out to be 9100 either way. (realistically, this can actually be most any Rank 3, because Utopia, Papillo, and Zenmaity make up 6100 damage by themselves, and cards like Leviair will usually bring another monster out)[/spoiler][/font] [font=arial,helvetica,sans-serif]To loop 2 cards and end with Zenmaity + Rank 3[/font] [font=arial,helvetica,sans-serif][Spoiler]1. Summon Magician, Special Shark.[/font] [font=arial,helvetica,sans-serif]2. Trigger Magician, get Magician.[/font] [font=arial,helvetica,sans-serif]3. Set Shark to 3, trigger the second Magician, get Hunter.[/font] [font=arial,helvetica,sans-serif]4. Tribute Magician for Hunter (1)[/font] [font=arial,helvetica,sans-serif]5. Overlay Hunter/Shark for Zenmaity.[/font] [font=arial,helvetica,sans-serif]6. Detach Hunter, search Rat in ATK.[/font] [font=arial,helvetica,sans-serif]7. Rat grab Hunter, tribute the other Magician.[/font] [font=arial,helvetica,sans-serif]8. Overlay for another Rank 3. (Brilliant or Zenmaines is recommended)[/spoiler][/font] [font=arial,helvetica,sans-serif]---[/font] [font=arial,helvetica,sans-serif]From [url="http://duelistgroundz.com/index.php?showuser=29185"]βyakk[/url], we have a Hunter loop that discards FOUR cards. However, it requires opening Dimensional Fissure, Wind-Up Magician, Wind-Up Shark, and either Shark or Wind-Up Factory. In addition, it requires the maining of 2 copies of Leviair, but if you are so inclined:[/font] [font=arial,helvetica,sans-serif][Spoiler][i]Activate Dimensional Fissure[/i][/font] [font=arial,helvetica,sans-serif][i]Normal summon Wind-Up Magician and special summon Wind-Up Shark from your hand.[/i][/font] [font=arial,helvetica,sans-serif][i]Special summon another Magician with the one on the field (and add another Shark to your hand if you have Factory instead of the second Shark)[/i][/font] [font=arial,helvetica,sans-serif][i]Reduce Shark's level by one and special summon Wind-Up Hunter with the second Magician's effect.[/i][/font] [font=arial,helvetica,sans-serif][i]Tribute one of the Magicians for Hunter's effect, thus removing it (first card discarded)[/i][/font] [font=arial,helvetica,sans-serif][i]Overlay Shark and Hunter for Leviair, detaching Hunter to special summon the Magician you just removed.[/i][/font] [font=arial,helvetica,sans-serif][i]Special summon the second Shark in response to Magician's summon, then special summon Wind-Up Rat with Magician's effect.[/i][/font] [font=arial,helvetica,sans-serif][i]Overlay the two Magicians you now have on the field for Photon Papilloperative, detaching one and switching Rat to attack position.[/i][/font] [font=arial,helvetica,sans-serif][i]Activate Rat's effect, special summoning Hunter.[/i][/font] [font=arial,helvetica,sans-serif][i]Tribute Rat for Hunter's effect so Rat is removed (second card discarded)[/i][/font] [font=arial,helvetica,sans-serif][i]Reduce the second Shark's level by one and overlay it with Hunter for Wind-Up Carrier Zenmaity.[/i][/font] [font=arial,helvetica,sans-serif][i]Detach Hunter for Zenmaity's effect and special summon the second Rat.[/i][/font] [font=arial,helvetica,sans-serif][i]Use Rat to special summon Hunter, then tribute Zenmaity (third card discarded)[/i][/font] [font=arial,helvetica,sans-serif][i]Overlay Rat and Hunter for the second Leviair, detaching Hunter to special summon your removed Rat.[/i][/font] [font=arial,helvetica,sans-serif][i]Use Rat's effect to special summon Hunter, and use Hunter to tribute Rat for the fourth card.[/i][/font] [font=arial,helvetica,sans-serif][i]Your field should be two Leviairs, Photon Pap, and a Wind-Up Hunter in defense position.[/i][/spoiler][/font] [font=arial,helvetica,sans-serif]From [url="http://duelistgroundz.com/index.php?showuser=30671"]LILBTHEBASEDGOD[/url], we have the TGU + Shark OTK combo that involves Zenmaister and results in an 8100 damage board.[/font] [font=arial,helvetica,sans-serif][Spoiler][i]TGU into TGU[/i][/font] [font=arial,helvetica,sans-serif][i]overlay for zenmaity[/i][/font] [font=arial,helvetica,sans-serif][i]detach for a Magician in attack[/i][/font] [font=arial,helvetica,sans-serif][i]special shark[/i][/font] [font=arial,helvetica,sans-serif][i]trigger magician summon magician[/i][/font] [font=arial,helvetica,sans-serif][i]overlay with the used magician and shark[/i][/font] [font=arial,helvetica,sans-serif][i]Make zenmaister[/i][/font] [font=arial,helvetica,sans-serif][i]detach a material[/i][/font] [font=arial,helvetica,sans-serif][i]flip zenmaity facedown[/i][/font] [font=arial,helvetica,sans-serif][i]magician summon shark[/i][/font] [font=arial,helvetica,sans-serif][i]overlay shark and magician for Papilloperative[/i][/font] [font=arial,helvetica,sans-serif][i]detach shark, and flip Zenmaity face up[/i][/font] [font=arial,helvetica,sans-serif][i]detach last material on zenmaity to summon rat[/i][/font] [font=arial,helvetica,sans-serif][i]change rat to defence, summon shark[/i][/font] [font=arial,helvetica,sans-serif][i]lower level, overlay for Giga-Brilliant, detach, attack for game.[/i][/spoiler][/font] [font=arial,helvetica,sans-serif]From [url="http://duelistgroundz.com/index.php?showuser=3590"]benthegreat[/url] is how to OTK using Magician, Shark, and Factory, while still dropping Shock Master.[/font] [font=arial,helvetica,sans-serif][Spoiler][i]1) Activate Factory[/i][/font] [font=arial,helvetica,sans-serif][i]2) NS Magician1, SS Shark1[/i][/font] [font=arial,helvetica,sans-serif][i]3) Factory and Magician1 on chain to SS Magician2 and add Shark2[/i][/font] [font=arial,helvetica,sans-serif][i]- Magician1(used), Shark1, Magician2[/i][/font] [font=arial,helvetica,sans-serif][i]4) Shark1 to Level 3, Magician2 effect to get Rat in def[/i][/font] [font=arial,helvetica,sans-serif][i]- Magician1(used), Magician2(used), Shark1(level 3), Rat in def[/i][/font] [font=arial,helvetica,sans-serif][i]5) Overlay both Magicians for Papilloperative, Detach Magician to turn Rat to atk[/i][/font] [font=arial,helvetica,sans-serif][i]- Papilloperative, Shark1 (level 3) Rat in atk[/i][/font] [font=arial,helvetica,sans-serif][i]6) Rat effect to SS Magician1 from GY[/i][/font] [font=arial,helvetica,sans-serif][i]- Paipilloperative, Shark1 (level 3), Rat in def, Magician1 in def[/i][/font] [font=arial,helvetica,sans-serif][i]7) Overlay Shark1 and Rat for Zenmaity. SS Shark2 from Hand. Magician1 effect to get Magician3.[/i][/font] [font=arial,helvetica,sans-serif][i]- Papilloperative, Shark2, Zenmaity, Magician1, Magician3.[/i][/font] [font=arial,helvetica,sans-serif][i]8) Overlay Shark2, Magician1, and Magician3 for Shock Master[/i][/font] [font=arial,helvetica,sans-serif][i]- Papilloperative, Shock Master, Zenmaity[/i][/font] [font=arial,helvetica,sans-serif][i]9) Zenmaity effect to SS Rat. Rat effect to SS shark1.[/i][/font] [font=arial,helvetica,sans-serif][i]- Papilloperative, Zenmaity, Shock Master, Shark, Rat[/i][/font] [font=arial,helvetica,sans-serif][i]10) Overlay Shark and Rat for Giga-Brilliant/Acid Golem[/i][/font] [font=arial,helvetica,sans-serif][i]- Papilloperative, Zenmaity, Shock Master, Giga-Brilliant/Acid Golem[/i][/spoiler][/font] [font=arial,helvetica,sans-serif]From [url="http://duelistgroundz.com/index.php?showuser=6279"]DRaMa[/url], how to discard 3 cards from your opponent and still have 6600 points worth of damage; requiring Magician and Shark in the hand as well as a pre-existing Rabbit on the field.[/font] [font=arial,helvetica,sans-serif][Spoiler][i]Magician+Shark get Magician. Make 3 Mag get Rat[/i][/font] [font=arial,helvetica,sans-serif][i]Make Pap with 2 Mags turn the Rat then use Rat eff to grab Magician[/i][/font] [font=arial,helvetica,sans-serif][i]Rabbit eff remove Rat. Mag effect get Hunter[/i][/font] [font=arial,helvetica,sans-serif][i]Pop Magician hit a card. Make Zenmaity with Hunter+Rabbit detach Hunter get Rat[/i][/font] [font=arial,helvetica,sans-serif][i]Rat get Hunter pop Shark hit a card. make Leviair[/i][/font] [font=arial,helvetica,sans-serif][i]leviair rat. rat eff get hunter pop zenmaity then make brilliant[/i][/font] [font=arial,helvetica,sans-serif][i]Pap Brilliant and Leviair for 6600 after discarding 3[/i][/spoiler][/font] [b][size=8]FOOTNOTES[/size][/b] [font=arial,helvetica,sans-serif]----------------[003.2]------------------[/font] [quote name='G Λ r Ω N' timestamp='1357364096' post='3363506'] Someone really needs to put in the OP: STOP FUCKING PLAYING SOUL DRAIN AND DFISSURE. [/quote] tour bus fucking sucks
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