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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

El Shaddoll Winda
- #DUEA-EN048 

1 "Shaddoll" monster + 1 DARK monster Must first be Fusion Summoned. Cannot be destroyed by an opponent's card effects. Each player can only Special Summon monster(s) once per turn while this card is face-up on the field. If this card is sent to the Graveyard: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard; add it to your hand.

Card Ratings
Traditional: 3.15
Advanced: 3.75 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.


Date Reviewed:
Sep. 2, 2014

Back to the main COTD Page

 

Baneful

Formerly known as El Shaddoll Midrash.

 

El Shaddoll Winda

 

This card was initially hailed as a broken card that totally locked down certain decks, but people have since found ways to get rid of this without destroying it like Dimensional Prison and Memory of an Adversary.  2200 ATK is also really easy to run over.  This card is not quite on that golden pedestal that some put it on, but it's still really good.

 

It won't do much in a mirror match or against decks that can plop down a strong monster fast (rather than in tiny increments) like Monarchs, Fire Kings and such.  I would imagine Stellarknights, Evilswarms and the like having more trouble against this card, but I'm sure that most decks have some kind of out to this.

 

To be honest, I find this card useful moreso for how it interacts with the other cards in the deck than the card itself.  Shaddoll Fusion gives me a +2 and dumps 2 Shaddolls to the graveyard.  And it gets me back that Shaddoll Fusion card I used to summon it.

 

Construct is honestly a better Fusion due to its higher ATK and ignition effect, but Midrash is the card I choose when I don't have LIGHT targets in my hand/deck or I want to save my more powerful Construct when I need it.

 

Assessments

 

Power – 5/5 ; This is a your-mileage-will-vary thing.  It depends on what decks your facing.  Some decks don't have much non-destruction removal and/or rely on spamming several monsters in one turn in order to get advantage.  This will paralyze them.  But against other decks, this card will just be a 2200 floater that speeds up the engine.  Which is good too!

 

Versatility – 3/5 ; Stops two different kinds of plays (Special Summoning and destruction).  That's quite good.  It will dead in some matchups, but even when its dead, its still a +1.

 

Dependability – 4/5 ; It's self-sufficent and easily paid for.  It never minuses.

 

Card Advantage – 4/5 ; With the effects of other Shaddoll cards, its varies from nuetral to +2 to summon this card alone.  It searches Shaddoll Fusion (or Shaddoll Core) after it dies, so this card is always at least a +1.  If you manage to do more harm to your opponent

 

Speed – 3/5 ; Well, its certainly able to be brought out quickly.  Its search effect (from the graveyard) waits until its destroyed, so its not superfast.  But this card is in no way slow.

 

Ratings

 

Traditional – 3/5 ; It's a Special Summon heavy and destructive heavy format, so this may help.  It doesn't preclude FTK's though.


Advanced – 4/5 ; An essential part of the Shaddoll experience, though I'm including the company this card carries in my assessment.


Mechanic Design – 4/5 ; I'm personally partial to it.  This game has so long been addicted to basic destruction removal and Special Summoning.  It will make people rethink relying on those things.

 

Artwork – 4/5 ; Love the variety of different colors here.  It has a cartoony feel while still being dark and a bit serious.

Verdict

 

Use 2-3 of these in your Extra Deck for Shaddolls.  This will perform better in some matchups than others, but is still very good!

Leo
Kearon
El Shaddoll Winda
 
Today is a whooping Three Review Tuesday and we are still looking at Shaddolls and main some of their support cards. One of our three reviews is this; El Shaddoll Winda.
 
Statwise it is a Level 5 DARK/Spellcaster which is great with 2200 ATK, good for a level 5 and 800 DEF, just plain awful. It requires 1 “Shaddoll” Monster and 1 DARK monster as fusion material, which is perfect since all main deck Shaddolls are DARK monsters, so this card is easy to get out.
 
Effectwise, it has a condition that it must be Fusion Summoned first, thankfully that is it, El Shaddoll Winda doesn’t have that stupid “Must be Fusion Summoned and cannot be Special Summoned by other ways” that has ruined many a good fusion. It can’t be destroyed by your opponent’s card effects, which is great protection.
 
Also Each player can only Special Summon monster(s) once per turn. This can distrubt a lot of decks, by ruining their combos, and since you can only use a Shaddoll Fusion once per turn anyway you shouldn’t be too affected. The main thing to look out for are Pendulum Summons, since it summons monsters simultaneously.
 
Finally if this goes to the grave you can retrieve a “Shaddoll” Spell/Trap from your grave to your hand. This is a nice effect and it does allow you to recycle cards like “Shaddoll Fusion”.
 
Overall, a very good fusion monster, easy to get out, built in protection, retrieval effect and a very distributive effect in the right duel. The poor DEF is the main weakness.
 
Traditional: 3.5/5
Advanced: 3.5/5

Kingof
Lullaby

Hello Pojo Fans,
 
The DARK fusion and easiest fusion monster for the Shaddoll archetype to summon, El Shaddoll Winda needs a “Shaddoll” monster and a DARK monster (another Shaddoll). Protected from destruction effects from your opponent more than makes up for its lack of attack and defense power. The limitation of each playing only being able to Special Summon one monster per turn while El Shaddoll Winda is face-up on the field can work against its owner, but this is easily managed by Special Summoning all your monsters before Fusion Summoning this monster. Winda is also able to be Special Summoned by using Instant Fusion. To avoid the restrictions of Instant Fusion, summon Winda with Instant Fusion, then play Shaddoll Fusion with another Shaddoll, gaining both monsters effects and bringing out another Winda. Winda will get you a “Shaddoll” spell/trap back from the graveyard, which usually means the Shaddoll Fusion you used to bring it to the field.
 
The only thing going against this fusion is its low attack and defense. An opponent can overpower it, or target it with something that doesn't destroy it (Dimensional Prison). Other than that, El Shaddoll Winda is a tremendous monster for the archetype, and, with some tweaking to a deck, could be run elsewhere.
 
 
Traditional-3.5/5- Magical Scientist
Advanced-4/5- Prevents more than one Special Summon, protects itself from destruction
Art-4/5
 
Until Next Time
KingofLullaby

That
Guy
With
The
Hat
Winda is the centerpiece of the shaddoll deck. 2200 attack isn't the greatest but it isn't horrible considering Winda's other effects. One, it cannot be destroyed by opponents card effects. No Fire hand, no Moraltach, no torrential, no dark hole. The only commonly played cards that can get rid of it are dimensional prison, compulsory, and if they have it, time-space trap hole(though decks like burning abyss do run things like phoenix wing wind blast and karma cut). It can be destroyed via battle but you have to be smart and set things up properly because of its special summoning restriction to once per turn and the fact no common normal summonable monster can match the attack strength.

Traditional 3.5/5
Advanced 4.5/5

Rikothe
FoxKid
YouTube

If you hear people complaining about a Shaddoll Fusion Monster, they’re probably talking about El Shaddoll Winda. Between her and the other one we currently have, El Shaddoll Construct, Winda is certainly quite the early game nuisance. Being the Fusion of a Shaddoll and a DARK monster (which can also mean any two Shaddolls) makes her the easier one to summon. The ability to lock down Special Summons to once per turn for each player is a thorn in the side of many Decks. In addition, Winda’s immunity to opposing destruction (note: but not your own) is another massive buff to her usefulness. And finally, if your opponent does manage to kill off Winda, she puts Shaddoll Fusion back in your hand!

 

Some Decks have been completely phased out simply because of their inability to deal with Winda. However, I would argue that of the two Shaddoll Fusion Monsters, Winda is the less useful one due to many glaring flaws. For one, because Winda can only prevent Special Summons from happening, she cannot do anything to an already established board. Additionally, she has no way of dealing with any monster with more ATK than her. This means that any Deck that can put a 2300+ monster on the board with only one Special Summon (ex. Mermail, Sylvan, Dragon Ruler, Spellbook, Bujin, Mirror Match), is generally unthreatened by her presence, and she’s for the most part ineffective in those matchups. While she does float a Shaddoll Fusion back to your hand upon her death, the fact that each of the three major Decks right now float when their cards are sent to the Graveyard (except for Satellarknight, which only does it with Delteros) means that cards that remove threats without actually sending them to the Graveyard are more popular than ones that do; Winda is more likely to get bounced or banished than she is to get sent to the Graveyard.

 

Despite this, she is an important part of the Shaddoll Deck mainly because she serves as a major threat against Decks that actually don’t have an easy answer to her. She’s not amazing, but she is still good.

 

Traditional: 3/5

Advanced: 3/5

Miguel

Up next is El Shaddoll Winda. A level 5 DARK/Spellcaster Fusion monster with 2200/800 for ATK/DEF. First off, this card has to be fusion summoned first. It cannot be destroyed by your opponent's card effects, and each player can only special summon once per turn. while this card is face up. If this card is sent to the grave, you can target and add one Shaddoll Spell/Trap in your grave and add it to your hand. Winda has a pretty good ATK stat that can hold its own with 2200, but with only 800 DEF, I just hope you never have to put this card in defense position. It can shut down a lot of strategies, as both players can only special summon once per turn. And if it is sent to the grave, you can get any Shaddoll Spell/Trap, including Shadoll fusion. This card, if on the field along side Contruct, can really give your opponent a huge mountain to climb.
 
Traditional: 2
Advanced: 3.5


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