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 Wind Up Zenmaines

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Kaiza
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PostSubject: Wind Up Zenmaines   Fri Dec 16, 2011 9:52 pm



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.

So basically chaos agent guide has 2 ways of blocking attacks, and now, this, black luster soldier - envoy of the beginning, giga ant brilli-ant and sea serpent leviair is now mandatory for decks using tour guide from the underworld.

But outside of those decks, how useful has this card been ? to me, very

thoughts ?








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Scorpion67
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PostSubject: Re: Wind Up Zenmaines   Sat Dec 17, 2011 1:55 am

Its a must in karakuri cuz sometimes ur stuck with a komachi and a strategist in hand and your only move sometimes is a rank 3 exceed


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Harper7000
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PostSubject: Re: Wind Up Zenmaines   Sat Dec 17, 2011 11:49 pm

it's a must in pretty much anything...it's not like you can't get rid of it without minusing, but it's hard. it lets you plus stupidly or at least stall. better than 17 or leviair imo


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coolchemist2001
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PostSubject: Re: Wind Up Zenmaines   Wed Dec 21, 2011 3:08 pm

It's one of the 5 xyz's that I field in all my decks (utopia, roach, leviair, leviathan, zenmaines). Besides the tour-guide summoning Sangan and waiting for opponent to ram that sangan, tour-guide to zenmaines is the best opening moves (and one of the most annoying ones to opponents)you can pull off. I still laugh at people who open tour and summon leviathan; yes, a 2500 beater, but full with holes (no effect, 0 defense, can't direct attack once it lost it's 2nd material).

Question is would i run it in a deck that doesn't run tour guide? I probably would try, but not 100% sure. I just ran a quick brain scan of my decks, and i realized that i have tour guide in all my decks. The tour is that good. Let's start the vote if it should be semi-limited or plainly limited next format.


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Harper7000
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PostSubject: Re: Wind Up Zenmaines   Fri Dec 23, 2011 6:28 am

it probably should. honestly it isn't that broken since it only does one specific thing, but it literally is in everything and something that abuseable always gets hit


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! Alestorm !
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PostSubject: Re: Wind Up Zenmaines   Sun Jan 08, 2012 12:48 am

I am tired of seeing it in every single duel xD and when i say every duel..i mean every duel..
I am also tired of seeing tour guide everywhere lol my deck doesnt run either and it does fine


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bakura normal
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PostSubject: Re: Wind Up Zenmaines   Sun Jan 08, 2012 2:47 pm

Well zenmaines IMO is a staple in any deck that runs tour guide Or goes rank3 xyz. Good staller + it's destruction effect is a great plus. With you opponent wasting resources well you build up your combos and defense , you have a great advantage over your opponent.

I run it in 80% of my decks


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! Alestorm !
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PostSubject: Re: Wind Up Zenmaines   Sun Jan 08, 2012 4:35 pm

i dont run it at all cause i do not need it to win Smile


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Harper7000
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PostSubject: Re: Wind Up Zenmaines   Sun Jan 08, 2012 4:38 pm

I'm sure if I decided not to run Reborn I could win too but that's no reason not to run it


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VioletSk227
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PostSubject: Re: Wind Up Zenmaines   Wed Jan 11, 2012 1:02 pm

This card, for me at least, is the new best Rank 3 Xyz. I tested someone today that was playing a Sacred deck, and he managed to get out 3 of these during the duel. Luckily, I was using Glad Beasts, and I had a Zenmaines of my own on the field, so I was safe. I still hate minusing myself for the sake for getting rid of it. The OCG is currently a control format, and cards like this are only slowing down our game even more. I don't mind that, though.


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PostSubject: Re: Wind Up Zenmaines   Wed Jan 11, 2012 7:22 pm

this card says: One Turn Kill? over my dead body, a Two Turn Kill Atleast and esspecially if you also run a trag, fader or gorz. i sometimes am stuck with a all monster hand in the first turn, and i want to play conservative untill i can swing for game, so i start of with a zenmaines, and watch what they will do. it has 2100 defense, so (most) of the lvl 4 beaters dont overrun it. together with stun cards they are forced to waste their spell and traps on it, which is good for your (possible) otk. in general its hard to get rid of so this tour guide heavy format its kinda a staple












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Gunnybear
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PostSubject: Re: Wind Up Zenmaines   Tue Jan 17, 2012 8:48 am

Cyber Dragon + This into Chimeratech = umad bro?

But in all seriousness, one of the best walls out there, really hard to kill without leaving yourself open, and when it's out of materials you can always hunter it.


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Suibon
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PostSubject: Re: Wind Up Zenmaines   Wed Oct 17, 2012 8:31 am


One of the better Rank 3 Exceeds out there, but it gets over-rated. I mean, how hard is it to not attack it before you're ready to dispose of it altogether? It's a friggin' defensive wall!


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blossomswilt
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PostSubject: Re: Wind Up Zenmaines   Wed Oct 17, 2012 8:38 am

It may be well for defense, but it still has its defaults, since you have to destroy a card in the end phase, and sometimes your opponent can play around it.


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Koolkid
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PostSubject: Re: Wind Up Zenmaines   Wed Oct 17, 2012 6:58 pm

Warrior lady, sorc,bls, caius,tempto, nuff said lol


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iNubz
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PostSubject: Re: Wind Up Zenmaines   Wed Oct 17, 2012 7:21 pm

also gem knight citrine, dark core, different dimension gate, skill drain, forbidden chalice, double tool c and d, junk archer. DAD, nuff sed :3


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blossomswilt
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PostSubject: Re: Wind Up Zenmaines   Thu Oct 18, 2012 3:17 am

^^ Exactly, but opposing that, it is still useful when used properly, and everything is about timing. Razz


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