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 on the field is destroyed and sent to your Graveyard (except during the Damage Step): You can detach 1 Xyz Material from this card to target that monster; return that target to the hand.
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - Dec. 19, 2012
I think I mentioned, and may continue to do so, how
incredibly fast Wind-Ups are...hella fast, that much
is for sure, but they are a whole lot slower with
Wind-Up Carrier Zenmaity down to one. It's a Rank 3
XYZ Monster, who is XYZ Summoned with two Level 3
Monsters. This is a Water attributed Machine with
1500 attack and defense. Once per turn, you can
detach an XYZ Material from this Monster to Special
Summon a Wind-Up Monster from your Hand OR Deck.
Simply incredible right there. The speed this
added to Wind-Ups was crazy, and lets you accomplish
or at least set up about whatever you want.
Furthermore, when a face-up Wind-Up Monster is on
the Field and destroyed and sent to the Graveyard
(save the Damage Step) you can detach an XYZ
Material from this Monster to return that Monster to
your Hand. I really like this effect too, being
able to replay a Wind-Up although returning your own
cards to your Hand isn't usually the best way to go
about things. Here it could be awesome. The only
real downside to the Carrier is the 1500 attack, but
this card shows how powerful a card can be without
having a large attack score. A key cog in the
Wind-Up arsenal, and once the Deck gets going, its
hard to play against, let alone win.
Today’s discussion on Wind-Up Carrier Zenmaity is
a continuation from yesterday’s Card of the Day:
Wind-Up Rat. To get the full flavor of our Card of
the Day today, first review yesterday’s card and
The importance of Wind-Up Carrier Zenmaity is in its
ability to search for the Wind-Up that you need. It
is one of three searchers. Wind-Up Magician and
Wind-Up Factory are the others. The best thing about
Zenmaity is that it can be easily summoned with
Wind-Up Rat or Tour Guide.
Here is a big example of one of the plays you can
make with Wind-Up Carrier Zenmaity. Summon Tour
Guide, Xyz summon Zenmaity, use Zenmaity to special
summon Magician, special summon Shark, special
summon another Magician off of the fist Magician,
make Shark a level 5, special summon a second Shark
from your deck off of the second Magician’s effect,
make it a level 5, then Xyz summon Tiras Keeper of
Genesis and a rank 4 monster. You just turned 2 weak
monsters into 3 Xyz monsters with about 6500 attack.
Can you say broken?
Although Wind-Up Carrier Zenmaity being limited to
one has hurt the deck, it is still top tier and
winning tournaments. Zenmaity, while being the key
ingredient to the hand loop, is still a key card in
Wind-Ups ability to swarm the field.
Just when you thought you were out of the Wind-Up
Woods, our number 8 card comes out of nowhere.
Wind-Up Zenmaity is one of the work horses of the
Wind-Up deck, as once per turn you can detach a Xyz
material from it to special summon a Wind-Up from
your hand or deck, which begins the
Wind-Up shenanigans that they are famous for. Rat +
Shark = headache for the other guy. There's also
that other effect that lets you detach a Xyz
material to return a Wind-Up monster to the hand if
it gets destroyed, but you don't really see that one
to often. There is a reason why this card went to
one, and also why it's number 9 on our list of the
Top Ten cards released in 2012.
Tomorrow: Number 7 is its own form of
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