Pojo's Yu-Gi-Oh! news, tips, strategies and more!


Card Game
Card of the Day
TCG Fan Tips
Top 10 Lists
Banned/Restricted List
Yu-Gi-Oh News
Tourney Reports
Duelist Interviews

Featured Writers
Baneful's Column
Anteaus on YGO
General Zorpa
Dark Paladin's Dimension
Retired Writers

Releases + Spoilers
Booster Sets (Original Series)
LOB | MRD | MRL | PSV
LON | LOD | PGD | MFC
DCR | IOC | AST | SOD
RDS | FET
Booster Sets (GX Series)
TLM | CRV | EEN | SOI
EOJ | POTD | CDIP | STON
FOTB | TAEV | GLAS | PTDN
LODT
Booster Sets (5D Series)
TDGS | CSOC | CRMS | RBGT
ANPR | SOVR | ABPF | TSHD
STBL | STOR | EXVC
Booster Sets (Zexal Series)
GENF | PHSW | ORCS | GAOV
REDU | ABYR | CBLZ | LTGY
NUMH | JOTL | SHSP | LVAL
PRIO

Starter Decks
Yugi | Kaiba
Joey | Pegasus
Yugi 2004 | Kaiba 2004
GX: 2006 | Jaden | Syrus
5D: 1 | 2 | Toolbox
Zexal: 2011 | 2012 | 2013
Yugi 2013 | Kaiba 2013

Structure Decks
Dragons Roar &
Zombie Madness
Blaze of Destruction &
Fury from the Deep
Warrior's Triumph
Spellcaster's Judgment
Lord of the Storm
Invincible Fortress
Dinosaurs Rage
Machine Revolt
Rise of Dragon Lords
Dark Emperor
Zombie World
Spellcaster Command
Warrior Strike
Machina Mayhem
Marik
Dragunity Legion
Lost Sanctuary
Underworld Gates
Samurai Warlord
Sea Emperor
Fire Kings
Saga of Blue-Eyes
Cyber Dragon

Promo Cards:
Promos Spoiler
Coll. Tins Spoiler
MP1 Spoiler
EP1 Spoiler

Tournament Packs:
TP1 / TP2 / TP3 / TP4
TP5 / TP6 / TP7 / TP8
Duelist Packs
Jaden | Chazz
Jaden #2 | Zane
Aster | Jaden #3
Jesse | Yusei
Yugi | Yusei #2
Kaiba | Yusei #3
Crow

Reprint Sets
Dark Beginnings
1 | 2
Dark Revelations
1 | 2 | 3 | 4
Gold Series
1 | 2 | 3 | 4 | 5
Dark Legends
DLG1
Retro Pack
1 | 2
Champion Pack
1 | 2 | 3 | 4
5 | 6 | 7 | 8
Turbo Pack
1 | 2 | 3 | 4
5 | 6 | 7

Hidden Arsenal:
1 | 2 | 3 | 4
5 | 6 | 7

Checklists
Brawlermatrix 08
Evan T 08
X-Ref List
X-Ref List w/ Passcodes

Anime
Episode Guide
Character Bios
GX Character Bios

Video Games
Millennium Duels (2014)
Nighmare Troubadour (2005)
Destiny Board Traveler (2004)
Power of Chaos (2004)
Worldwide Edition (2003)
Dungeon Dice Monsters (2003)
Falsebound Kingdom (2003)
Eternal Duelist Soul (2002)
Forbidden Memories (2002)
Dark Duel Stories (2002)

Other
About Yu-Gi-Oh
Yu-Gi-Oh! Timeline
Pojo's YuGiOh Books
Apprentice Stuff
Life Point Calculators
DDM Starter Spoiler
DDM Dragonflame Spoiler
The DungeonMaster
Millennium Board Game

Magic
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman

This Space
For Rent

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

Wind-Up Carrier Zenmaity
#ORCS-EN044 

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.

Card Ratings
Traditional: 3.16
Advanced: 4.25 

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


Date Reviewed - March 7, 2012

Back to the main COTD Page

 

Dark

Paladin

Wednesday brings us Wind-Up Carrier Zenmaity, 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.  That adds some much needed speed to the Wind-Up Deck 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, cause that won't last you very long, although you can spin it back to the Hand via its own effect.
 
Ratings:

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


John Rocha

Our card today is Wind-Up Carrier Zenmaity. In a Wind-Up deck, this card is played in three’s. We talked about the hand destruction combo the other day. Wind-Up Zenmaity is the key element in making the combo work.
 
There are 3 fast ways to Xyz summon this card. You can use Tour Guide to bring it out. All you need is a level 3 Wind-Up in the graveyard to bring out 3 Zenmaity’s and a strong Rank 3 Xyz monster. Just detach a material from your first Zenmaity to summon Wind-Up Rat and use Rat’s effect to summon the Wind-Up in the graveyard. Rinse and repeat.
 
The second way to summon a Wind-Up Carrier Zenmaity fast is to simply summon Wind-Up Rat and use its effect to special summon a Wind-Up from the graveyard. The third way to summon Zenmaity is to summon a level 3 Wind-Up monster and then special summon Wind-Up Shark from your hand and use Sharks effect to make itself a level 3 monster.
 
The combo of Wind-Up Rat and Wind-Up Hunter along with Wind-Up Carrier Zenmaity is a powerful combination and one that has many people main decking 3 Maxx “C” and 3 Effect Veiler’s in order to prevent your opponent from gaining card advantage and field presence on the first turn.
 
Traditional: 3/5
Advanced: 4/5

Miguel

The middle of the week brings us to the Wind-Up of Wind-Ups. Wind-Up Zenmaity. Zenmaity is a Rank 3 WATER/Machine type with 1500 for both ATK and DEF, and needs 2 level 3 monsters to Xyz summon. Zenmaity's effect are this. Once per turn you can detach one Xyz material form this card to special summon 1 Wind-Up monster from your hand or deck. When a face up Wind-Up monster you control is destroyed and sent to the grave *Except during the damage step* you can detach 1 material to target that monster and return it to your hand. This card is a major part of the reason why most hate Wind-Ups. The stats aren't the best as most monsters running around these days can overrun this,but its ability to get ANY Wind-Up your hand or deck is very powerful/useful/almost broken.  I don't have to tell you this is a key card in the Wind-Up deck.  Nor why Wind-Up Rat is his card's best friend. You're playing Wind-Ups, then I hope you have this.
 
Traditional: 3
Advanced: 5 *Wind-Ups only*
Tomorrow: I dunno....Mass Effect 3 came out.....and what is a Zenmaioh?


Angelic Nightmare

Wind-Up Carrier Zenmaighty

Machine/ Water/ Rank 3/ 1500 ATK/ 1500 DEF

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.

Behold the card that brings the infamous Wind-Up deck together, Zenmiaty! The basic bread and butter combo once you XYZ into this bad boy is detach to special summon a Wind-Up Rat, activate Rat’s effect to special summon another level 3, xyz into another Zenmaity, rinse wash repeat. Now depending on what deck you’re running you can end up with 3 Zenmaity and another rank 3 XYZ on your side of the field waiting to rush your opponent or you have a Wind-Up Hunter with your opponent’s hand in the grave. Typically, the latter is usually seen left and right at all big events and some locals.

Keep those Effect Veiler, Neko Mane King, and D.D. Crows handy because there isn’t much that can stop this deck once it gets the loop going unless you are really lucky with top decks.

Pros: Swarming combo capabilities and deck thinning.

Cons: Weak  Stats.

Traditional: 2/5
Advanced: 4/5


Argouru

Wednesday:

Wind-Up Zenmaity
Rk 3/WATER/Machine/1500A/1500D
"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."

Serving as the ultimate in recursion for W-U decks, Zenmaity is rather easy to get out with cards like Monday's W-U Rat or Wind-Up Magician combined with a Level , 3 or 4 W-U (a Lv 4 that can reduce it's Level by 1, such as W-U Shark).

Since W-Us can only use their effects once, recursion is an invaluable part of any W-U deck, so I'd highly recomend using a few of him in your Extra deck. Sadly, his effects are too restrictive to splash him into other decks, like virtually all W-Us. Also, his stats are laughable for an XYZ monster, so he won't be around very long, so make the most of him while you can.

Traditional: 3.5
Advanced: 4

Philosophical
Psycho

Mainspring Aircraft Carrier Zenmighty!
 
Out of all the Wind-Ups, it's the Xyzs that resemble the least like little kids' toys, yet they're the only ones that are actually Machines (except Wind-Up Bat, which should've just been Winged Beast).

This card is the reason Wind-Up monsters will swarm continuously. Consistently transisting between multiple copies of this and Wind-Up Rat can easily use fish Wind-Up Hunter out of your deck, then consistently using it as Xyz Material and then reviving it again and again to gain a massive advantage. Of course, being a Rank 3 Xyz, it works with Tour Guide and Rescue Rabbit as normal...if you think having a deck over $1000 is normal.

The second effect probably won't be used often, as Zenmaighty tends to have already served its purpose or is going to be the target of death anyway. It doesn't protect by battle, but like I said, you're not gonna be using it much anyway. But hey, an effect's an effect.

It's even possible splash this Machine into any Extra Deck, provided you splashed a few other Wind-Ups in your Main. A prime example would be a mix of this card, Shark, and Snail in a generic Water Deck.

Traditional: 4/5
Advanced: 5/5
Aesthetics: 3/5 I'm not entirely sure how an aircraft carrier works into the Wind-Up theme, but it IS a big, bad machine worthy of a powerful support Xyz (at least 1800 DEF would've been nice though). The Wind-Up theme is quite an interesting concept, but it's flawed in the sense not a single Wind-Up monster is going to live long enough to use its effect more than once anyway unless you plan to do crazy flip action with Ceasefire, Spell Absorbing Life, and Book of Taiyou. I don't know how important it is to make them Machines or their own individual Types, but I have a feeling had they all had a common Attribute or Type, they'd be that much more deadly.

Philosophy Corner: Sometimes, disorganization is indeed more fun than organization.
abc_at_123.com@hotmail.com


Copyright© 1998-2012 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.