Deck Doctor #4, Wind-up and Inzektor

tyler nolan

Hey readers, this week we’re going to start off by looking at Alfonso Romero’s Wind-Up list, already setup for the march format:

22
2 Grandsoil the Elemental Lord
2 Psychic Commander
2 T.G. Rush Rhino
1 T.G. Striker
3 T.G. Warwolf
1 Wind-up Magician
3 Wind-up Rabbit
3 Wind-up Rat
3 Wind-up Shark
2 Wind-up Warrior
16
1 Dark Hole
2 Emergency Teleport
2 Fire Formation - Tenki
1 Forbidden Lance
1 Heavy Storm
1 Mind Control
1 Monster Reborn
3 Mystical Space Typhoon
1 Pot of Avarice
3 Wind-up Factory
3
1 Horn of the Phantom Beast
2 Torrential Tribute

This is, of course everyone’s favorite wind-up deck, but with a (necessary) twist. Due to losing 2 Magicians, and the Zenmaighty, the deck was required to adapt, and Alfonso’s variation is an interesting one, as instead of just replacing the magicians in the main, he makes a completely different deck, opting to replace the consistency with pure aggression, in the form of T.G. Warwolf, Grandsoil, and Emergency Teleport.Emergency Teleport

The first thing that stood out to me was the Rush Rhino, it doesn’t seem like there is ever a window where you want to be playing Rhino, and with your monster count as high as it is, it seems like those slots could be better used for something else. The card is extremely powerful when you’re playing a game based around a slower grind, but that isn’t really what your goal is, and honestly, even when you’re on that plan, Wind-Up Rabbit is so good at it that you don’t really need Rhino.

I also don’t think you really need the 2nd Wind-Up Warrior, I’m going to cut it to make room for other stuff.

Grandsoil seems like it would be either a dead card a lot, or just a win-more card. I prefer running more consistent cards to help get through the early game, so that you have time to assemble a hand that can make a push.

Lastly for the cuts, I’m going to cut the 1-of Horn of the Phantom Beast. As much as I love this card, it doesn’t really help advance your gameplan at all. It’s better to just play traps like Dimensional Prison or Solemn Warning to help get you through the early game.

Cuts in summary (6 Total)
-2 T.G. Rush Rhino
-1 Wind-Up Warrior
-2 Grandsoil, the Elemental Lord
-1 Horn of the Phantom Beast

Now, our monster count was extremely high at the beginning of all this, so I’m not going to add any more. I’m going to start the additions by adding 2 pot of dualityPot of Duality. The deck lost a lot of consistency with Magician going to 1, and you aren’t really doing much special summoning on turn 1 without Tour Guide in your deck. Duality is great for this kind of deck, which is slow to start, but once it assembles its required pieces, just goes off.

The last 4 slots are just going to be traps, to help stay alive until you can assemble a hand that can go off. The first trap I’m adding is going to be 2 copies of Mirror Force, now, depending on what people at your local play, it might be correct to play Dimensional Prison over Mirror, but versus Mermail, Force is a much better card. If your local has a lot of Dark World, or Chaos Dragon though, Dimensional Prison is probably the better card for you to run.

I’m then going to add 1 Solemn Warning, and 1 Fiendish Chain. Not only do they help stay alive early on, but once you make your push they help protect you from counterpushes should your push not kill them. Warning helps protect you from Gorz/Trag ruining your combo turn, and both cards help protect your field from a Big Eye.

Also, I didn’t type up your extra deck (Type your decklists rather than submitting them via DN screenshot please  ) but you definitely want Abyss Dweller in your maindeck, the easy cut seems to be the Stardust Dragon stardust dragonyou have sitting in there. It’s one of the best hate cards versus Mermail, and makes your setups very hard to break.

Additions in summary:
+2 Pot of Duality
+2 Dimensional Prison/Mirror Force
+1 Solemn Warning
+1 Fiendish Chain

Additional Thoughts:
There are some cool combos the deck has with Summoner Monk, I’m not sure exactly what they are, or how good they are, but it definitely is something to check out, although monk is a very fragile card.

Next up we have Ygor Mischiatti’s Inzektor list:
Main Deck (40)
Monsters (18)
1 Inzektor Dragonfly
1 Inzektor Hornet
1 Inzektor Giga-Mantis
3 Inzektor Centipede
3 Inzektor Ladybug
1 Dark Armed Dragon
2 Mystic Tomato
2 Card Trooper
2 Effect Veiler
2 Maxx "C"

Spells (10)
2 Inzektor Sword - Zektkaliber
1 Forbidden Lance
1 Foolish Burial
1 Monster Reborn
1 Dark Hole
1 Heavy Storm
3 Mystical Space Typhoon

Traps (12)
1 Solemn Judgment
1 Solemn Warning
2 Compulsory Evacuation Device
2 Bottomless Trap Hole
3 Threatening Roar
3 Call of the Haunted

Extra Deck (15)
1 Gachi Gachi Gantetsu
1 Leviair the Sea Dragon
2 Wind-Up Zenmaines
2 Number 17: Leviathan Dragon
1 Temtempo the Percussion Djinn
1 Number 30: Acid Golem of Destruction
1 Gagaga Cowboy
1 Maestroke the Symphony Djinn
1 Number 39: Utopia
1 Number 16: Shock Master
1 Inzektor Exa-Stag
1 Adreus, Keeper of Armageddon
1 Tiras, Keeper of Genesis

Ok, most of us know what Inzektors do; they’ve been around for a while. For those newer players though, the Inzektor deck is a deck that revolves largely around the card Inzektor Hornetinzektor hornet, who, along with Dragonfly and Centipede, forms what is probably the most powerful removal engine the game has ever seen.

To better explain the fixes I’m making for this deck, it’s probably best to explain what my view of the upcoming format is. I feel that, at least for the first few months, that Rabbit, Water, and Fire Fist are the obvious decks to beat, and as such my goal is to make this deck have the best matchups it can versus those three decks. Rabbit is historically a bad matchup for Inzektor, not only is Dolkka a huge issue, but Rabbit mains Macro Cosmos, which puts a complete stop on the Inzektor player’s gameplan.

Water is going to be an interesting matchup for the deck. With how easy that deck can make Abyssgaios, I’m concerned at how they might just be able to lock you out of the game should you not have one of your few answers to it. The water deck is extremely fast, however if you can take down the initial push you should be fine.

After two sub-par matchups, it seems like there isn’t much room for Inzektor in the format. However, Fire Fist should prove to be a great matchup for you. The deck relies very heavily on the battle phase to get back field control, and develop. The Inzektor deck is very good at beating these kinds of slow grindy decks that aim to get a grip on the field and hold it.

But I digress from that tangent; we should probably get to the changes:

I’m going to begin by cutting the 4 hand traps. I wasn’t a big fan of them mained back when wind-ups were a dominating force in the game, now with them out of the picture I like them even less. They all have their moments in matchups, but overall I just find them to be very underwhelming.

I’m also going to cut the 1-of Forbidden Lance, lance is really best served in decks either trying to protect big monsters (like gaios in Mermail), or in decks like Rabbit, which have advantage to be gained through Guiaba. Your monsters are small enough that they are often going to die in battle even if you try to protect them with Lance, and really a lot of the things that are going to threaten your setups this format are going to be monster effects, which Lance does nothing to defend against.

Aside from those 5 though, the list looks solid.

The cuts in summary:
-2 Effect Veiler
-2 Maxx “C”
-1 Forbidden Lance
Moving onto the additions, I’m going to start by adding 2 copies of Soul Taker to the main. While this card isn’t often seen in main decks, I feel like it would put a lot of work in for this deck. It helps deal with two of the big threats this deck faces game 1 right now: Gaios and Dolkka. The card isn’t bad in any matchups, and it makes some of your harder matchups easier.

Personally, ever since Hornet went to 1, I’ve been a big fan of Armageddon Knight in this deck. When milled off Trooper, you can use Call of the Haunted to get it back, and put Hornet in your yard. When you draw it early, it serves the same role Mystic Tomato does, in getting hornet to the yard, except you don’t need to hope that your opponent doesn’t destroy it with a card effect. I’m going to add 1.

Also, this deck definitely wants Pot of Duality. It is extremely important that you get to your Hornet, or a way to search for you Hornet early on, and the best way to do that is to play Duality. During the first few turns you don’t really special summon, so there isn’t really a cost to running them. I’m going to add 2 to round off the additions.

Additions in summary:
+2 Soul Taker
+1 Armageddon Knight
+2 Pot of Duality

Additional Thoughts:
Tomato might actually be so bad versus Mermail and Fire Fist that it’s correct to play Armageddon Knight over it, though I’m not sure.
As far as the side deck goes, you definitely want to be siding Dimensional Fissure, and possibly Soul Drain as well. Dust Tornados, or maybe even Wild Tornado if you feel like going really deep versus Fire Fist, Wild Tornado is notable because of how you can completely blow out a gorilla play they try to make, while still being able to get rid of Tenki on the chain. Both cards are also good for countering opposing Macro Cosmoses.

Anyway, that’s all for this week, if you have a deck you’d like to have featured in either my, or Johnny’s column, be sure to submit it on our Facebook page: https://www.facebook.com/ArgDeckDoctor
You can either post the deck to the page, or send it to us in a message.
Until next time readers, remember to play hard or go home!

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