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Pojo's Yu-Gi-Oh Card of the Day

Wind-Up Zenmaines
#PHSW-EN087 

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.

Card Ratings
Traditional: 2.50
Advanced: 3.67 

Ratings are based on a 1 to 5 scale
1 being the worst. 3 is average. 5 is the highest rating.


Date Reviewed - Nov. 9, 2011

Back to the main COTD Page

 

Dark

Paladin
Wednesday

Wind-Up Zenmaines continues our week, a Wind-Up Monster, who actually IS a Machine, and this one is a Rank 3 XYZ Monster, of the Fire attribute, with 1500 attack and 2100 defense, who is XYZ Summoned with two Level 3 Monsters.  While the other Wind-Up XYZ Monster, Zenmaister, flips Monsters face-down, to use abilities again, like with cards being reviewed this week, Zenmaines destroys.  The 1500 attack won't get you too far but the 2100 defense is very nice.  When this card would be destroyed while face-up on the Field, you can discard an XYZ Material Monster from this card, to negate the destruction.  I like this, but the BIG downside here, is that the effect only works when the card itself is going to be destroyed, not any Wind-Up.  At least for more positive news, when you discard an XYZ Material from this card, for its own effect, you can destroy one card on the Field.

Ratings:

Traditional:  2.75/5
Advanced:  3.75/5
Art:  4/5

John Rocha

Today, we are going to look at the only Wind-Up Xyz to come out in Photon Shockwave. Wind-Up Zenmaines has a non-chainable effect to protect itself from being destroyed. That is pretty good in and of itself, but now let’s add in the ability to destroy a card at the end of the turn. Not too shabby for this defensive card. Just make sure your opponent has a card on the field to destroy or you will be destroying one of your own. The other nice caveat of this card is that it will trigger Wind-Up Magician and Factory’s effects.
 
Zenmaines is easy to bring out. Tour Guide and Wind-Up Rat are your best bets. It is not just for defense ether as its card destruction effect gives it the ability to get past big monsters. You can just crash into a monster and destroy it during the End Phase. Because Zenmaines is a Machine, you can use it with Limiter Removal, destroy you opponent’s monster by battle, and then destroy one of your opponent’s cards during the End Phase. We will get a card in the future called Number 19: Freezerdon that can use one of its materials instead of Zenmaines to give it more destruction power and protection. You just have to keep it from being bounced or banished. That is where Safe Zone comes in.
 
As you can see, Wind-Up Zenmaines is not just for Zenmaines. If you are running Tour Guides in your deck, this card may be a good extra deck choice. You can even use it in a Scrap Deck with Scrap Dragon to destroy 2 of your opponent’s cards.
 
Traditional: 2/5
Advanced: 3/5

Miguel

It's Wednesday on Wind-Up Week.(Try saying that 5 times real fast) And we're looking at the Xyz monster, Wind-Up Zenmaines. Zenmaines is a Rank 3 Xyz, needing two level 3 monsters, and is a Fire/Machine type with 1500 ATK and 2100 DEF. Zenmaines's effect is it is going to be destroyed, you can detach 1 Xyz material instead, and during the end phase of the turn this effect was used, you can target 1 card on the field and destroy it. Overall, Zenmaines is a pretty good card and can be played in and out of a Wind-Up deck. Zenmaines stats are decent and its ability to save itself from destruction is pretty good and can save you when you need it the most. Most players might have wanted it to save ANY monster from destruction, but hey, deal with it. Limiter Removal works well with this as well. Zenmaines is a very good card and can be played in almost any deck. But beware of cards that negate effects like Effect Veiler and Forbidden Lance that can stop Zenmaines from saving itself. Overall, you have it, play it.
 
Traditional: 1
Advanced: 2.5 In or out of a WInd-Up deck
Tomorrow: Soft kitty, warm kitty, little ball of fur.


Ninja
Goemon

The Wind-Ups continue to invade this week and they’re packing explosives! Wind-Up Zenmaines!

Pronounced as Zen-Mines, this Wind-Up is a Rank 3, Fire-attribute, Machine-type Xyz monster with 1500 ATK and 2100 DEF. For a monster with ho hum stats, this monster has a very good effect(s): a protection effect and a destruction effect. When Zenmaines would be destroyed, you can remove one Xyz material instead. Then, in the end phase of that turn, you destroy one card on the field. This makes Zenmaines interesting to deal with. If you want to get rid of it, you’ll have to destroy it multiple times in one turn. You also can’t just leave your monsters in attack mode because Zenmaines might ram into your monster to try and destroy itself in the battle.

Since this card is generic, you can make it with any two Level 3’s. Tour Guide is an easy (if you have the money) combo. I’ll be using Charmers as both material and as a counter. To stop Zenmaines, your best bet will be either tributing it or sending it to the graveyard. You can also bounce it Compulsory Evacuation Device or by using the Ice Barrier synchros.

Overall, this is a very good card and will cause an unprepared duelist to hit a brick wall.

Traditional: 3/5 (there are cards, such as CED-EotE, that send instead of destroy)
Advanced: 5/5 (a very good card and staple worthy)
Art: 5/5 (this is a very beautiful card in my opinion; it has a very nice pallet)

That Guy

Too Much Time on Your Hands
 
The time seems to be flying by this week, and with that precious time so has two card reviews...but hey, at least I have two good reasons: I was watching "In Time" starring Timberlake and by writing a kick butt review for Wind-Up Zenmaines.
 
Yugioh has been turning out some interesting card ideas over the years...introducing the ban list, creating new types and strategies, not to mention getting used to synchros. Reflecting over the past I like to compare the functionality of XYZ cards and I must say...I'm impressed! The very idea that two level three cards could reach new potential from seemingly nothing (pending on the two creatures) is quite unique. The Wind-Up theme is riding this new concept all the way to the bank, but for some of you maybe its all the way to the trade binder; its doubtful that everyone will like the concept of the Wind-Up cards and even less likely that they appreciate WU Zenmaines unique ability.
 
Checking the stats for a level three Zenmaines isn't half bad, especially that 2100 defense...that is something to appreciate. I do agree with DP (his review is ^ that way) about the whole "Wind-Ups" should be machines and finally things end up making sense with Zenmaines, but the fire attribute brings us right back to all that awesome and wonderful confusion that makes up Wind-Ups. Nothing else left but the effect, analyzing....analyzing...analyzing....analyze complete: Playable.
 
From the worst point of view you could see Zenmaines as scrap-metal, but flip that view point and you could see Zenmaines as a great wall in the early game and serve a decent blocker till bigger bots hit the field. I mean he's no Optimus Prime, having a situational effect and the grievance of targeting to destroy cards, but he definitely is a Rock'em Sock'em robot! While this card might not have an effect that fits an aggressive play style, more defensive duelist could give him a go.
 
Traditional: 2.0/5 ( I see limited progress)
Advanced: 2.5/5 ( He's not junk...just not great)
 
P.S. "He's no Optimus Prime.....actually he kind of is, or maybe just the head of Prime!


Argouru

Wednesday:

Wind-Up Zenmaines
Rk (Rank) 3/FIRE/Machine-XYZ/1500A/2100D
"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."

The first XYZ of the Wind-Ups has a fairly solid defense and a rather useful effect. Sadly it's a conditional effect, but still it's rather useful and he doesn't get axed once he runs out of material to use for his effect, making sure he'll last quite awhile. But still, having higher attack power would've been nice. this guy will only be usefull as a defense, what with a pitiful 1500A.

Traditional: 3.5
Advanced: 4.5


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