Wind-Up Combos

Hey everyone, I’m back this week after an exciting weekend at the Extravaganza. Over the weekend I played one of the hottest new decks from Order of Chaos, Wind-Ups! Playing it the entire weekend allowed me to figure out the ends and outs of the deck so today I’m going to explain some of the deck’s hand looping combos.

Tour Guide + Monster Reborn

The first combo is one Billy already talked about in one of his articles. This is one of the most powerful combos as it allows you to get rid of all five of your opponent’s cards. I won’t repeat what he’s already said, so if you haven’t read his article that explains this loop, check it out here!

Tour Guide + Wind-Up Shark – Combo #1

- Summon Tour Guide and special summon Tour Bus.
- XYZ into Wind-Up Carrier Zenmaity.
- Detach Tour Guide and special summon Wind-Up Magician from your deck.
- When Magician is summoned, Special summon Wind-Up Stark from your hand.
- This can trigger Magician’s effect which you can use to special summon another Magician from your deck.
- Decrease Wind-Up Shark’s level to level 3 and use the second Magician’s effect to special summon Wind-Up Hunter from your deck.

At this point you should have Zenmaity, 2 Wind-Up Magicians, Wind-Up Shark (level 3), and Wind-Up Hunter on the field. Remember this point, because the second combo using these two cards will have the exact same steps up until this point.

- Use Hunter’s effect to tribute one of your two Magicians and send one card from your opponent’s hand to the graveyard. (1 card total)
- Overlay Hunter and Shark for a second Zenmaity.
- Detach Hunter and Special Wind-Up Rat from your deck.
- Use Rat’s effect and special summon Hunter from your Graveyard.
- Use Hunter’s effect and tribute the other Magician to send a card from your opponent’s hand to the graveyard. (2 cards total)
- Overlay Rat and Hunter for a third Zenmaity.
- Detach Hunter and Special Summon a second Rat from your deck.
- Use Rat’s effect and special summon Hunter from your graveyard.
- Use Hunter’s effect and tribute the original Zenmaity to send another card from your opponent’s hand to the graveyard. (3 total)
- Tour Bus will activate in your Graveyard. Return the Zenmaity to your extra deck.
- Overlay Rat and Hunter to special the last Zenmaity.
- Detach Hunter to special summon the last Rat from your deck.
- Use Rat’s effect to revive Hunter.
- Use Hunter’s effect to tribute a Zenmaity and send another card from your opponent’s hand to the Graveyard. (4 total)
- XYZ Rat and Hunter into Wind-Up Zenmaines.

End Result
Your Field: 2 Wind-Up Carrier Zenmaity and 1 Wind-Up Zenmaines.
Your Hand: 4 in hand
Your Opponent’s hand: 4 cards discarded

As you can see this is an incredibly powerful play, especially first turn. Your opponent will be drawing to two cards in hand to your massive field and you will be at a +5 in card advantage. On top of that, it was only a two card combo and both of which you run 3 copies of each.

Tour Guide + Wind-Up Shark – Combo #2

Go ahead and use the same steps as you used in combo number one up until your field is Zenmaity, 2 Magicians, Shark (level 3), and Hunter. This is where we will start.

- Overlay the 2 Magicians into Steelswarm Roach.
- Overlay Hunter and Shark into Zenmaity.
- Detach Hunter and Special Rat.
- Use Rat to revive Hunter.
- Use Hunter to tribute the original Zenmaity. (1 card total)
- Use Tour Bus to return Zenmaity to the extra deck.
- Overlay Hunter and Rat to special the second Zenmaity.
- Detach Hunter to Special the second Rat from your deck.
- Use Rat to revive Hunter.
- Use Hunter to tribute a Zenmaity. (2 cards total)
- Overlay Hunter and Rat to special the last Zenmaity.
- Detach Hunter and special the last Rat.
- Use Rat to revive Hunter.
- Use Hunter to tribute a Zenmaity. (3 cards total).
- Overlay Hunter and Rat an make Zenmaines.

End Result:
Your Field: Wind-Up Zenmaity, Wind-Up Zenmaines, Steelswarm Roach.
Your Hand: 4 in hand
Your Opponent’s hand: 3 cards discarded

There is also one small change you can make to this combo to have a slightly different end result.  You can tribute the first Zenmaity during the first step after the combos split. This will allow you to get rid of a 4th card from your opponent’s hand and have a field of Roach and Zenmaines but no Zenmaity at the end of the combo.

There are some times that you might want to use this combo instead of the first Tour Guide and Shark combo. One of these places would be if you got the combo off game 2 or 3. The reason for this is your opponent will probably side in Cyber Dragon against you and if you did the first combo with Tour Guide and Shark, you are very susceptible to them special summoning Cyber Dragon and making a 4000 attack Chimeratech Fortress Dragon with your entire field and putting them right back in the game.

Other times that you may want to do this is when the matchup calls for it. One of the best decks to do this combo against is Agents. Since they have a lot of boss monsters like Master Hyperion and Archlord Kristya, Steelswarm Roach is very good against their deck, especially when they have very limited resources.

Wind-Up Magician + Wind-Up Shark

- Summon Wind-Up Magician and Special Summon Wind-Up Shark
- Use Magician’s effect and special summon a second Magician from your deck
- Decrease Shark’s level to 3
- Activate the second Magician’s effect and special summon Wind-Up Hunter from your deck
- Tribute a Magician for Hunter’s effect (1 card total)
- Overlay Shark and Hunter for Zenmaity
- Detach Hunter and special Rat from your deck
- Use Rat to revive Hunter
- Use Hunter to tribute off the Magician (2 cards total)
- Overlay Rat and Hunter for the second Zenmaity
- Detach Hunter and special the second Rat from your deck
- Use Rat to revive Hunter
- Tribute a Zenmaity for Hunter’s effect (3 cards total)
- Overlay Rat and Hunter for the last Zenmaity
- Detach Hunter to special the last Rat
- Use Rat to revive Hunter.
- Tribute one of your Zenmaitys to send a card for Hunter’s effect (4 cards total)
- Overlay Rat and Hunter for Zenmaines

End Result:
Your Field: Wind-Up Zenmaity and Wind-Up Zenmaines
Your Hand: 4 in hand
Your Opponent’s hand: 4 cards sent to the graveyard

Wind-Up Hunter and Wind-Up Shark

- Normal summon Wind-Up Hunter
- Special Summon Wind-Up Shark
- Decrease Shark’s level to 3.
- Overlay for Zenmaity
- Cycle through all the Rat’s and tribute the Zenmaitys for Hunter’s effect each time
- Overlay Rat and Hunter for Zenmaines

End Result:
Your Field: Wind-Up Zenmaines
Your Hand: 4 in hand
Your Opponent’s Hand: 3 cards sent

This combo is one of the least powerful and generally I wouldn’t recommend it even if you had it. The reason is because you have used all of your power cards already and only have Zenmaines on the field. If your opponent can get rid of that, you’ll probably lose as you won’t have much of a follow up. A good time to do this play is either late game or first turn if you open these cards along with Pot of Avarice. This will allow you to hit your opponent’s entire and leave you with an extra card as well.

The Math

I want to touch on the math behind getting these combos off first turn. There is about a 41-42% chance of you opening with one of the loops. You can check out the math behind that here. The percent of successfully looping your opponent’s hand is lowered even further once you factor in hand traps your opponent may have to counter the loop. The point is that you’re not going to open the loop every game. This means that the deck is going to need something to fall back on in case you cannot loop. If this deck were a one trick pony, you wouldn’t be winning very many matches at those percentages.

The Alternative Strategies

Wind-Up Rabbit + Wind-Up Factory
These are easily the best two cards to open with if you do not have the combo. Wind-Up Rabbit is the ultimate floater and upon him being summoned successfully, he is almost impossible to kill. Wind-Up Factory can also generate a steady +1 every turn and it allows you to search for your combo pieces. You can also search for other Wind-Up Rabbits so that you can use one’s effect on your turn, get a search from Factory, and use the other’s effect on your opponent’s turn, and get a second search from Factory on their turn.

Adreus and Tiras
These cards can be made by using two Wind-Up Sharks or Wind-Up Soldier if you run him. They are the answer to many problem cards like Spirit Reaper or Wind-Up Zenmaines.

If your opponent plays Maxx “C”
If you attempt to loop and your opponent plays Maxx “C” you cannot continue the loop since it takes you special summoning three times to send one card from your opponent’s hand. If they Maxx “C” when you summon Tour Guide, simply get Sangan and end. If they Maxx “C” on Zenmaity’s effect, just get Rabbit and end. The Rabbit is almost guaranteed to survive and if you can protect Zenmaity for a turn, he’s a loop by himself.

Things to remember

Rabbit and Veiler

The first thing you need to remember is that Rabbit can remove any Wind-Up for a turn, not just himself. This means that if you have Zenmaity and Rabbit on the field and your opponent plays Veiler on Zenmaity, you can remove it with Rabbit’s effect and still get your Zenmaity’s effect. This will allow you to continue looping through Veiler.

Also remember that if Rabbit removes an XYZ monster, its materials are sent to the graveyard and do not return with the card.

Rabbit is Placed

When a monster returns after it was removed by Rabbit’s effect, it is placed back on the field, not special summoned. This has a two-fold meaning. Firstly it means that your opponent cannot Torrential whatever monster comes back. It also means that if your opponent plays Maxx “C” at the beginning of your turn before the monster comes back, they do not get to draw. The other meaning of this is that since it is not a summon, when a monster is returned to the field you cannot Special Summon Shark from your hand.

Shark Activates in Hand

As you can probably guess from some of the combos above, Shark activates in your hand and is not an inherent special summon. This means that when you special summon him through his effect, you can use Magician’s effect. It also means that your opponent cannot tribute Thunder King Rai-Oh to negate his summon, however they can chain Maxx “C” to it and draw for it.

Magician can’t Special from the Hand

Wind-Up Magician can only special summon from your deck and cannot do so from your hand. This means that if you draw Wind-Up Hunter, you cannot execute some of the above combos exactly as they are described, unless you run more than one Wind-Up Hunter.

Wind-Ups are certainly one of the most powerful decks from Order of Chaos. The combos are devastating and relatively easy to execute since many of them only require two cards. Atlanta is coming up in a few weeks and this will be a very popular deck. Until next time everyone, play hard or go home!

Patrick Hoban

Patrick Hoban

Patrick Hoban

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