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.
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - Nov. 9, 2011
Wind-Up Zenmaines continues our week, a Wind-Up
Monster, who actually IS a Machine, and this one is
a Rank 3 XYZ Monster, of the Fire attribute, with
1500 attack and 2100 defense, who is XYZ Summoned
with two Level 3 Monsters. While the other
Wind-Up XYZ Monster, Zenmaister, flips Monsters
face-down, to use abilities again, like with cards
being reviewed this week, Zenmaines destroys.
The 1500 attack won't get you too far but the 2100
defense is very nice. When this card would be
destroyed while face-up on the Field, you can
discard an XYZ Material Monster from this card, to
negate the destruction. I like this, but the
BIG downside here, is that the effect only works
when the card itself is going to be destroyed, not
any Wind-Up. At least for more positive news,
when you discard an XYZ Material from this card, for
its own effect, you can destroy one card on the
Today, we are going to look at the only Wind-Up
Xyz to come out in Photon Shockwave. Wind-Up
Zenmaines has a non-chainable effect to protect
itself from being destroyed. That is pretty good in
and of itself, but now let’s add in the ability to
destroy a card at the end of the turn. Not too
shabby for this defensive card. Just make sure your
opponent has a card on the field to destroy or you
will be destroying one of your own. The other nice
caveat of this card is that it will trigger Wind-Up
Magician and Factory’s effects.
Zenmaines is easy to bring out. Tour Guide and
Wind-Up Rat are your best bets. It is not just for
defense ether as its card destruction effect gives
it the ability to get past big monsters. You can
just crash into a monster and destroy it during the
End Phase. Because Zenmaines is a Machine, you can
use it with Limiter Removal, destroy you opponent’s
monster by battle, and then destroy one of your
opponent’s cards during the End Phase. We will get a
card in the future called Number 19: Freezerdon that
can use one of its materials instead of Zenmaines to
give it more destruction power and protection. You
just have to keep it from being bounced or banished.
That is where Safe Zone comes in.
As you can see, Wind-Up Zenmaines is not just for
Zenmaines. If you are running Tour Guides in your
deck, this card may be a good extra deck choice. You
can even use it in a Scrap Deck with Scrap Dragon to
destroy 2 of your opponent’s cards.
It's Wednesday on Wind-Up Week.(Try saying that 5
times real fast) And we're looking at the Xyz
monster, Wind-Up Zenmaines. Zenmaines is a Rank 3
Xyz, needing two level 3 monsters, and is a
Fire/Machine type with 1500 ATK and 2100 DEF.
Zenmaines's effect is it is going to be destroyed,
you can detach 1 Xyz material instead, and during
the end phase of the turn this effect was used, you
can target 1 card on the field and destroy it.
Overall, Zenmaines is a pretty good card and can be
played in and out of a Wind-Up deck. Zenmaines stats
are decent and its ability to save itself from
destruction is pretty good and can save you when you
need it the most. Most players might have wanted it
to save ANY monster from destruction, but hey, deal
with it. Limiter Removal works well with this as
well. Zenmaines is a very good card and can be
played in almost any deck. But beware of cards that
negate effects like Effect Veiler and Forbidden
Lance that can stop Zenmaines from saving itself.
Overall, you have it, play it.
Advanced: 2.5 In or out of a WInd-Up deck
Tomorrow: Soft kitty, warm kitty, little ball of
The Wind-Ups continue to invade
this week and they’re packing explosives! Wind-Up
Pronounced as Zen-Mines, this
Wind-Up is a Rank 3, Fire-attribute, Machine-type
Xyz monster with 1500 ATK and 2100 DEF. For a
monster with ho hum stats, this monster has a very
good effect(s): a protection effect and a
destruction effect. When Zenmaines would be
destroyed, you can remove one Xyz material instead.
Then, in the end phase of that turn, you destroy one
card on the field. This makes Zenmaines interesting
to deal with. If you want to get rid of it, you’ll
have to destroy it multiple times in one turn. You
also can’t just leave your monsters in attack mode
because Zenmaines might ram into your monster to try
and destroy itself in the battle.
Since this card is generic, you
can make it with any two Level 3’s. Tour Guide is an
easy (if you have the money) combo. I’ll be using
Charmers as both material and as a counter. To stop
Zenmaines, your best bet will be either tributing it
or sending it to the graveyard. You can also bounce
it Compulsory Evacuation Device or by using the Ice
Overall, this is a very good
card and will cause an unprepared duelist to hit a
Traditional: 3/5 (there are
cards, such as CED-EotE, that send instead of
Advanced: 5/5 (a very good card and staple worthy)
Art: 5/5 (this is a very beautiful card in my
opinion; it has a very nice pallet)
Too Much Time on Your Hands
The time seems to be flying by this week, and with
that precious time so has two card reviews...but
hey, at least I have two good reasons: I was
watching "In Time" starring Timberlake and by
writing a kick butt review for Wind-Up Zenmaines.
Yugioh has been turning out some interesting card
ideas over the years...introducing the ban list,
creating new types and strategies, not to mention
getting used to synchros. Reflecting over the past I
like to compare the functionality of XYZ cards and I
must say...I'm impressed! The very idea that two
level three cards could reach new potential from
seemingly nothing (pending on the two creatures) is
quite unique. The Wind-Up theme is riding this new
concept all the way to the bank, but for some of you
maybe its all the way to the trade binder; its
doubtful that everyone will like the concept of the
Wind-Up cards and even less likely that they
appreciate WU Zenmaines unique ability.
Checking the stats for a level three Zenmaines isn't
half bad, especially that 2100 defense...that is
something to appreciate. I do agree with DP (his
review is ^ that way) about the whole "Wind-Ups"
should be machines and finally things end up making
sense with Zenmaines, but the fire attribute brings
us right back to all that awesome and wonderful
confusion that makes up Wind-Ups. Nothing else left
but the effect,
From the worst point of view you could see Zenmaines
as scrap-metal, but flip that view point and you
could see Zenmaines as a great wall in the early
game and serve a decent blocker till bigger bots hit
the field. I mean he's no Optimus Prime, having a
situational effect and the grievance of targeting to
destroy cards, but he definitely is a Rock'em
Sock'em robot! While this card might not have an
effect that fits an aggressive play style, more
defensive duelist could give him a go.
Traditional: 2.0/5 ( I see limited progress)
Advanced: 2.5/5 ( He's not junk...just not great)
P.S. "He's no Optimus Prime.....actually he kind of
is, or maybe just the head of Prime!
Rk (Rank) 3/FIRE/Machine-XYZ/1500A/2100D
"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."
The first XYZ of the Wind-Ups has a fairly solid
defense and a rather useful effect. Sadly it's a
conditional effect, but still it's rather useful and
he doesn't get axed once he runs out of material to
use for his effect, making sure he'll last quite
awhile. But still, having higher attack power
would've been nice. this guy will only be usefull as
a defense, what with a pitiful 1500A.
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