[Skill] description | User |
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Bring It! Can be used each time your Life Points decrease by 1000. Return 1 card from your hand to the Deck; then, add 1 Level 8 Dark Warrior-Type monster from your deck. | Aster Phoenix |
[Skill] description | User |
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Overlay Gain Increase the ATK of 1 Xyz Monster you control until the end of the turn by the number of its Xyz Materials x 200. This Skill can only be used once per turn and twice per Duel. | Common |
Like most Xyz spam decks, Wind-Up Decks focus on spamming weak monsters to use as material for their Xyz summons. Fittingly, the monsters in this deck all have swarming effects.
Wind-Up Shark | WATER Fish ★4 ATK 1500 / DEF 1300 |
Voltage of the Metal [UR] | |
When a "Wind-Up" monster is Normal or Special Summoned to your side of the field: You can Special Summon this card from your hand. Once per turn: You can activate 1 of these effects. ● Increase this card's Level by 1, until the End Phase. ● Reduce this card's Level by 1, until the End Phase. |
The most important combo piece of your deck, Shark's inherent Special Summoning and level modulation effect make it an extremely versatile card for Xyz and Synchro plays. Your usual combo starts with Normal Summoning any Wind-Up monster, then Special Summoning Shark with its own effect or through another monster's effect.
You can modulate the level of multiple Sharks to make a Rank-5 Xyz such as Zenmaioh.
Wind-Up Rat | EARTH Beast ★3 ATK 600 / DEF |
Bronk Stone Lvl 10, 18, and 30 [UR] | |
During your Main Phase: You can target 1 "Wind-Up" monster in your Graveyard; change this face-up Attack Position card you control to face-up Defense Position, and Special Summon that target in face-up Defense Position. This effect can only be used once while this card is face-up on the field. |
Normal Summon Rat and activate its effect to revive Shark or Rabbit. Use your two monsters to make a Rank-3 Xyz.
Wind-Up Magician | FIRE Spellcaster ★3 ATK 600 / DEF 1800 |
Voltage of the Metal [SR] | |
If the effect of a "Wind-Up" monster is activated, except "Wind-Up Magician": You can Special Summon 1 Level 4 or lower "Wind-Up" monster from your Deck in face-up Defense Position. This effect can only be used once while this card is face-up on the field. |
Pair Magician with an unmodulated Shark to make a Rank-4 Xyz.
You also have the option of making Rank-3's and Rank-5's with only Magician and Shark onhand. Normal Summon Magician then Special Summon Shark. Change Shark's level which will also allow Magician to Special Summon Dog.
Wind-Up Dog | EARTH Beast ★3 ATK 1200 / DEF 900 |
Voltage of the Metal [N] Power of Bravery [N] | |
During your Main Phase: You can increase this card's Level by 2 and ATK by 600, until the End Phase. This effect can be used only once while this card is face-up on the field. |
Dog pairs well with Shark to make Rank-3's and 5's. This makes Dog the ideal early game Normal Summon before Special Summoning Shark.
Wind-Up Rabbit | EARTH Beast ★3 ATK 1400 / DEF 600 |
Voltage of the Metal [R] | |
During either player's turn: You can target 1 "Wind-Up" monster you control; banish it until your next Standby Phase. This effect can be used only once while this card is face-up on the field. |
Rabbit can be run as another level-3 option. Although it lacks the swarming or level modulation effects most Wind-Up monsters have, it's effect does allow you to unclog your field making it possible to have 3 Synchro/Xyz monsters onboard. This is more viable in a Synchro build because you can banish Synchro monsters without losing their effects when they come back.
Additionally, the effect can be used on your opponent's turn to dodge harmful effects.
Some key monsters in this deck such as Wind-Up Shark (WATER) and Magician (FIRE) are perfect materials for an Invoked engine. This lets you make Purgatrio and Cocytus, boosting the deck's offensive and defensive capabilities.
Most of the time you will be using this combo to make Purgatrio. You won't be recycling Magician much in this deck so feel free to banish him as fusion material. Purgatrio is an excellent beater, potentially OTK'ing the opponent especially after removing their backrow with Zenmaioh.
Aleister the Invoker | DARK Spellcaster ★4 ATK 1000 / DEF 1800 |
Dark Dimension [UR] | |
(Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand. |
Invocation | Normal Spell |
Dark Dimension [UR] | |
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Material. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's GY as Fusion Material. If this card is in your GY: You can target 1 of your banished "Aleister the Invoker"; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn. |
Destiny HERO - Plasma | DARK Warrior ★8 ATK 1900 / DEF 600 |
Aster Phoenix [UR] | |
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by Tributing 3 monsters you control, and cannot be Special Summoned by other ways. Negate the effects of all face-up monsters your opponent controls. Once per turn: You can target 1 monster your opponent controls; equip that target to this card, and this card gains ATK equal to half the ATK of that equipped monster (you can only equip 1 monster at a time to this card with this effect). |
Plasma is an excellent alternate boss monster for this deck or practically any deck that can swarm your field. His summoning cost can easily be fulfilled by the swarming ability of Wind-Up decks. The main reason why we run him is his ability to negate all enemy monster effects, effectively shutting down most decks and combos.
Absorbing the opponent's monster is a good form of non-destruction removal while also raising Plasma's ATK.
Psychic Wheeleder | EARTH Psychic ★3 ATK 600 / DEF 0 |
Dimension of the Wizards [UR] | |
If you control a Level 3 monster other than "Psychic Wheeleder", you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Psychic Wheeleder" once per turn this way. If this card is sent to the GY as Synchro Material: You can target 1 monster on the field with less ATK than the Synchro Monster that used this card as material; destroy it. You can only use this effect of "Psychic Wheeleder" once per turn. |
For the Synchro version of this deck, we can tech in Psychic Wheeleder to synergize with the many level-3 monsters. This gives you the flexibility to use Wheeleder along with the other level-3 to make a level-6 Synchro or a Rank-3 Xyz. Preferably you make a level-6 Synchro to utilize Wheeleder's removal effect.
Wind-Up Factory | Continuous Spell |
Voltage of the Metal [R] | |
Once per turn, if an effect of a "Wind-Up" monster is activated (except during the Damage Step): You can add 1 Level 4 or lower "Wind-Up" monster from your Deck to your hand. |
Since most of your Wind-Up monsters have easy-to-activate ignition effects, Wind-Up Factory staying on the field acts as a constant source of resources. Search Shark to prepare a field extender for later combos. Or you can search Rat if you want to revive something.
Brionac, Dragon of the Ice Barrier | WATER Sea Serpent ★6 ATK 2300 / DEF 1400 |
Aerial Assault [UR] | |
1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn. |
A staple in any level-6 Synchro toolbox. With enough resources onhand, Brionac is able to clear the opponent's field, opening them up to an OTK.
Naturia Barkion | EARTH Dragon ★6 ATK 2500 / DEF 1800 |
Infernity Destruction [SR] Selection Box Vol. 03 [SR] | |
1 EARTH Tuner + 1 or more non-Tuner EARTH monsters During either player's turn, when a Trap Card is activated: You can banish 2 cards from your Graveyard; negate the activation, and if you do, destroy it. This card must be face-up on the field to activate and to resolve this effect. |
Because Wind-Up Rat and Dog are EARTH attribute, the deck gets access to Barkion which protects you from enemy traps. Also, aside from Rat there isn't any grave recycling so you are free to use any card for Barkion's cost.
Hyper Psychic Riser | EARTH Psychic ★6 ATK 2000 / DEF 600 |
Ranked Rewards [SR] | |
1 Tuner + 1+ non-Tuner monsters Monsters with less ATK than this card cannot attack, also neither player can activate the effects of face-up monsters on the field with more ATK than this card. If this card in your possession is destroyed by your opponent's card and sent to your GY: You can target 1 Tuner and 1 non-Tuner monster in your GY with the same Type and Attribute as each other; add them to your hand. You can only use this effect of "Hyper Psychic Riser" once per turn. |
Useful for floodgating effects that activate upon summon and ignition effects on the opponent's Main Phase, such as Karakuri Shogun mdl 00 "Burei" and Assault Blackwing - Raikiri the Rain Shower. However, Hyper Psychic Riser's ATK makes him extremely vulnerable during the opponent's Battle Phase.
Gagaga Cowboy | EARTH Warrior ★4 ATK 1500 / DEF 2400 |
Gagaga XYZ | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card; apply this effect, depending on this card's current battle position. ● Attack Position: If this card attacks an opponent's monster this turn, it gains 1000 ATK, also the opponent's monster loses 500 ATK, during the Damage Step only. ● Defense Position: Inflict 800 damage to your opponent. |
Cowboy is a staple in any Rank-4 toolbox. He can occasionally steal wins with his burn damage. And the attack position effect can also be useful for attacking over your opponent.
Diamond Dire Wolf | EARTH Beast ★4 ATK 2000 / DEF 1200 |
Voltage of the Metal [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them. |
Not a very cost effective removal option, but without better options Diamond Dire Wolf can temporarily fill the roll of removal option in your Extra Deck toolbox.
Wind-Up Carrier Zenmaity | WATER Machine ★3 ATK 1500 / DEF 1500 |
Voltage of the Metal [R] | |
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. |
If you can make a Rank-3 monster, make Zenmaity first. Use Zenmaity's effect to Special Summon Rat from the deck. Rat will then revive the Xyz material you detached so you can make another Rank-3.
Wind-Up Zenmaines | FIRE Machine ★3 ATK 1500 / DEF 2100 |
Voltage of the Metal [SR] | |
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. |
Zenmaines is an annoying wall to get over since your opponent also risks triggering its removal effect. Also, being protected from destruction effects is very helpful. So you're field is relatively secure unless your opponent has non-destruction removal.
Wind-Up Arsenal Zenmaioh | WIND Machine ★5 ATK 2600 / DEF 1900 |
Voltage of the Metal [R] | |
2 Level 5 monsters Once per turn: You can detach 1 Xyz Material from this card to target 2 Set cards on the field; destroy them. |
The Wind-Up boss monster, summon him with two Sharks or Shark with Dog. The removal effect can only target set cards so it will mostly be used to get rid of enemy backrow, but can also be used to destroy monsters put face-down by cards such as Floodgate Trap Hole.
[Skill] description | User |
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Bring It! Can be used each time your Life Points decrease by 1000. Return 1 card from your hand to the Deck; then, add 1 Level 8 Dark Warrior-Type monster from your deck. | Aster Phoenix |
Overlay Gain Increase the ATK of 1 Xyz Monster you control until the end of the turn by the number of its Xyz Materials x 200. This Skill can only be used once per turn and twice per Duel. | Common |
Coral Dragon | WATER Dragon ★6 ATK 2400 / DEF 500 |
Chronicle of Glory [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the Graveyard: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn. |
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