Monday, March 5, 2012

Winding-Up for Victory

This title is very corny...

Anyway, today I'm going to write about Wind-Ups, since a few people have asked me to write about it. This is probably my favourite Tier 1 deck right now, because it is so explosive, kinda like Plants... The deck is not really skill-based if you open with a hand able to hand-loop your opponent. However, if you do not open with such a hand then the deck becomes very skill-based, since you have to play the right cards until you can explode. This is the deck I used on Saturday (Maybe not exactly, since I did change the deck since the tournament, but I think this is it, or pretty close).

3 Tour Guide
1 Tour Bus
1 Sangan
3 Wind-Up Rat
2 Wind-Up Hunter
3 Wind-Up Shark
3 Wind-Up Magician
2 Wind-Up Rabbit
2 Gilasaurus
2 Spell Striker
1 Veiler
2 Maxx "C"

3 MST
1 Storm
1 Reborn
1 Dark Hole
2 Wind-Up Factory
1 Foolish Burial
1 Pot of Avarice
1 Reinforcements of the Army
1 Prohibition

3 Royal Decree

3 Carrier Zenmaity
1 Zenmaines
2 Leviair
1 Giga-Brilliant
2 Leviathan Dragon
1 Utopia
1 Tirus
1 Adreus
1 Arsenal Zenmaioh
1 Armory Arm
1 Chimeratech Fortress Dragon

Now the explanations for my odd cards for the deck:

Firstly, I play 2 Wind-Up Hunter when over half of the top YCS decks in the past weeks have only played 1 Hunter. I like to use 2 because, depending on the hand, you can send an extra card in your opponent's hand to the grave if a second Hunter is in the deck or hand. I had a few moments on the weekend where that second hunter came in handy. Also, 2 Hunters is better games 2 and 3 because opponents will try and banish Hunters with Crows. Hvaing a second Hunter ready to go if you can't afford to make Leviair is really strong.

Secondly, I play 2 Gilasaurus and 2 Spell Striker. These cards help make Zenmaity a lot easier. I also run the one random ROTA to search Spell Striker (then I can special summon it...)

Thirdly, I play a random Prohibition to prevent Veiler of Maxx "C" from wrecking my plays, by declaring either Veiler of Maxx "C". I barely saw it on the weekend, though. Prohibtion seems to be much better suited for a Regionals...

Fourthly, I main 3 Royal Decrees. This card did help me in quite a few match-ups, especially against Chain Burn... Originally, I was playing an additional Veiler, Maxx "C" and Factory over the Decrees. However, I decided Royal Decree was better against the majority of my local meta, so I played them.

Fifthly, In my extra deck I play 2 Leviairs. I did this just in case I would be playing Macro, or in case people would start banishing my cards game 2 and 3. I did get out 1, but I never felt the need for 2. Again, 2 of them seems more like a Regionals pick over a local pick.

Finally, I played Armory Arm. I can make it because I play Veiler, and Armory Arm did won me an actual match recently, because I needed the extra 1000 attack points.

Now I will go over some of the cards you want to see in your hand that work really well in the deck, and do some pretty retarded moves.

Tour Guide + another summonable lv 3 monster - Open with this and you can automatically send 4 cards from your opponents hand to the grave if they don't have a response, and if you play Tour Bus.
Tour Guide + Monster Reborn - All 5 cards will be discarded if you play 2 Hunters.
Magician + Shark - 4 cards can be sent to the graveyard.
Rabbit + Factory - You caa search a lot of Wind-Up monsters this way, preferably Magician and Shark
Avarice - If you start going off, and you have Avarice in hand, you win.

Those are the most retarded moves. There are a lot more things you can do with the deck. On a final note, for those who are actually looking to make Wind-Ups, the deck doesn't need Tour Guide. The Tour Guide engine definitely does make the deck a lot more consistent, but it isn't necessary, and the deck is already expensive enough. That's all for Wind-Ups. It's a deck that I will keep going back to over the next 3 months. If you have any questions, let me know.

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