Target 2 face-up “Wind-Up” monsters you control with different Levels; your opponent chooses 1 of them, and the Level of the other monster becomes the same as the chosen monster’s, until the End Phase. Then, if your opponent chose the monster with a lower Level, you can draw 1 card.
Card Ratings
Traditional: 1.80
Advanced:
2.50
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - March 9, 2012
Weights & Zenmaisures closes the week, certainly
one of the more interesting Magic cards out there.
Obviously this is a combo card, here you target two
Wind-Ups you control of different Levels, and then
your opponent selects one. The other Monster
becomes the same level as the one selected, until
the End Phase. This is theoretically to make your
XYZ Summoning easier, although it depends on which
your opponent chooses, you're sure to choose two
Monsters that regardless of the choice, you end up
with whatever your desired Level total is. For an
added bonus, if your opponent chooses the Monster
with the lower Level of the two, you get to Draw one
card. That's good too (although I'm thinking not
likely) as that makes this a 1-for-1.
Ratings:
3/5 I honestly think your Wind-Up Deck can function
without this, but it's not like it hurts it either.
Art: 4/5
John Rocha
Let’s face it folks, this is March Madness. In
fact, I am typing this article as I watch my beloved
Louisville Cardinals play Marquette. So in keeping
with the season I am going to rate our Card of the
Day “Weights & Zenmaisures”, in the same way the
ESPN crew rates the basketball teams, with the eye
test.
First, does Weights & Zenmaisures do something that
Wind-Ups can’t do by themselves? Fail! Does Weights
& Zenmaisures give us a card advantage? Fail! Does
Weights & Zenmaisures give us any advantage? Fail!
Sorry folks, but I can usually find something nice
to say about a card, but in this case I can’t. Even
the last effect of Weights & Zenmaisures which
grants you an extra card is probably never going to
happen because rank 3 monsters are Wind-Ups most
favorite friends.
Traditional: 1/5
Advanced: 1/5
Miguel
Our last day on Wind-Up week Pt.2 and we're
looking at Weights and Zenmaisures. A rare normal
spell card. You target 2 Wind-Up monsters with
different levels and your opponent chooses one of
them, and the other monster becomes the same level
as the monster your opponent chooses, until the end
phase. And if your opponent chose the monster with
the lower level, you can draw 1 card. An interesting
spell card, as your opponent gets to pick their
poison in a way. Especially after the level changing
effects that Wind-Ups Soldier, Dog and Warrior can
do to themselves and other Wind-Ups. W&Z puts your
opponent in a place where they are kinda choosing
what Xyz monster may be dropped after choosing.
Either deal with the high attack, face down clearer
Zenmaioh or deal the ever popular Zenmaity and his
ability to get another Wind-Up from the hand or
deck. Some might shun this card, and I could see
why, as it predicts what you may be up to.
Traditional: 2
Advanced: 3.5
Friday Fact: Mass Effect 3 > Street Fighter X Tekken
fanservice.
Argouru
Friday:
Weights & Zenmaisures
Normal Spell
"Target 2 face-up “Wind-Up” monsters you control
with different Levels; your opponent chooses 1 of
them, and the Level of the other monster becomes the
same as the chosen monster’s, until the End Phase.
Then, if your opponent chose the monster with a
lower Level, you can draw 1 card."
*Groan* That's not punny...
Well, I'm not really a fan of cards that give the
opponent the choice as to the target of the card's
effect, but at least you get a little payback if
they try to hose you over. This clearly only works
for Synchro and XYZ summoning. It's an alright card
effect, but I'd want something less situational,
personally speaking.
In the right situation, this card could be what
makes or breaks the game, but I still don't think
that it will see a lot of play, based on the amount
of control the opponent is given when the effect
triggers. Also, since the card effect is W-U
exclusive, that hurts it's overall usability as
well.
Traditional: 2
Advanced: 2.25
Philosophical
Psycho
I want to take the opportunity now to say that,
in my first review on Monday, February 26, 2012, I
neglected to include Otaku in my list of influential
reviewers. I pay tribute to Otaku for inspiring me
to be so creative in my deckbuilding, my gameplay,
and now, my review style. Any questions or
complaints, my email is
abc_at_123.com@hotmail.com ^^
Now on with the show. We turn our sights upon a
Spell Card. Wind-Ups function potently all on their
own with Wind-Up Factory being a good boost
(should've been a Field card), but let's see:
We need to assume you already have two unlike
Leveled Wind-Ups ready to go on the field. In most
cases, you have Level 4 and Level 3, and depending
on what your opponent picks you'll likely be
throwing out Zenmaighty/Zenmaines or Zenmaster/Utopia
as your next move. In a given scenario...and also to
just block the extra draw, I'm willing to battle
Utopia rather than Zenmaines. If you're trying to
boost something like Bee or Snail up to 3 or 4, I'm
content with letting you just get the draw. Best
case scenario I would say is to use Rat to summon
have a Level 5 Shark or Warrior for a good chance to
play Zenmaioh. Generally, though, Zenmaioh and
Zenmaighty are two different paths to take of the
same Deck (not saying they shouldn't be used in the
same build, but they're distinct strategies).
Zenmaisures is better if you want to focus on
Zenmaioh more than Zemaighty, I'd use this only if
Zenmaioh were your focus.
If it provided a draw for increasing a monster's
Level, I'd be more impressed with its importance,
but it currently lacks a punch with its main effect
enough to justify how the secondary effect currently
is.
Traditional: 1/5
Advanced: 2.5/5
Aesthetics: 2.5/5 "Zenmai" means "spring" in
Japanese, and the Wind-Ups original archetype name
is the Springs. The "Zenmai" puns for the Xyz
monsters are actually original to the Japanese, but
seeing how this card's original name is "Swinging
Spring Scale," I think the dubbing industry took the
punning a bit too far. Oh yeah, and both Bee and Bat
are Level 1; how can Bee be heavier than Bat?? It
looks interesting that the little window on the
corner there looks like Zenmaighty's launching pad.
Philosophy Corner: Life is a game. You play to win.
And you play because there’s nothing better to do.