NEXUS

Executive Summary

The Wind-Up archetype operates like an intricate clockwork mechanism. Introduced in 2011, its primary strength is swarming the field by exploiting monster effects that lack a "hard once per turn" clause. This allows for explosive, chain-reaction combos that facilitate a dizzying array of Xyz and Link Summons. Historically infamous for the "Hand Loop," the deck has evolved into a versatile toolbox strategy, capable of constructing powerful and adaptable end boards tailored to any situation.

The Clockwork Core

At the heart of every significant Wind-Up combo are three Main Deck monsters. Their power comes from effects that can be used multiple times per turn, creating chain reactions of summons that quickly build an overwhelming board.

Wind-Up Magician
Missing: 59297550

Wind-Up Magician

Role: The Catalyst

The primary catalyst for the deck's chain reactions. When another Wind-Up's effect is activated, Magician Special Summons another "Wind-Up" from the Deck. Because this isn't a hard once-per-turn, having multiple Magicians on the field creates an exponential swarming effect, pulling all the necessary gears from the deck directly onto the board.

Wind-Up Shark
Missing: 25484449

Wind-Up Shark

Role: The Starter & Extender

The best starter in the archetype. It Special Summons itself from the hand when a Wind-Up is summoned, immediately triggering Magician. Crucially, it can also modulate its own Level (from 3 to 5), which not only triggers any on-field Magicians but also opens up the entire Xyz toolbox, making it the most versatile gear in the machine.

Wind-Up Rat
Missing: 57962537

Wind-Up Rat

Role: The Recycler

The recursion engine. While Magician and Shark pull from the deck and hand, Rat brings back key pieces from the Graveyard. This effect is vital for extending combos, recycling used Magicians, and providing the Level 3 bodies needed to summon key Xyz Monsters.

The Grand Unwinding: Core Combo

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The deck's power is best seen in action. The classic "Magician + Shark" two-card combo demonstrates how quickly the archetype can build a dominant board.

1

The Opening Act

Normal Summon Wind-Up Magician. With a Wind-Up now on the field, activate the effect of Wind-Up Shark in your hand to Special Summon it.

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2

Chain Reaction

Shark's summon triggers Magician's effect. Magician Special Summons another Wind-Up Magician from the Deck. The board is now Magician, Magician #2, and Shark.

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3

The Toolbox Opens

Activate Shark's effect to change its Level. This triggers the second Magician, which summons Wind-Up Rat. From here, you have access to Rank 3, 4, and 5 Xyz monsters and Link plays to build your end board.

Typical End Board

Rather than one boss monster, Wind-Up assembles a toolbox of generic power cards. A common end board aims for multiple interruptions:

Number F0: Utopic Draco Future
Missing: 26973555

Number F0: Utopic Draco Future

Provides a monster negate and cannot be destroyed by battle or card effects, making it incredibly difficult to remove.

Abyss Dweller
Missing: 21044178

Abyss Dweller

A quick effect to prevent the opponent from activating any card effects in their GY for the turn.

TCG Banlist Impact

The archetype's history is defined by the banlist. The infamous "Hand Loop" led to key restrictions, but recent changes have brought some power back.

Wind-Up Carrier Zenmaity
Missing: 81122844

Wind-Up Carrier Zenmaity

FORBIDDEN. The heart of the historical hand loop. Its ability to summon any Wind-Up from the deck without a hard once-per-turn clause was deemed too powerful.

Wind-Up Hunter
Missing: 16923472

Wind-Up Hunter

UNLIMITED. The discard tool for the loop. While unlimited, it's unsearchable and less effective without multiple Zenmaity summons.

Competitive Analysis

Strengths

  • Explosive Swarming: Can generate a massive board from just one or two cards.
  • Toolbox Flexibility: Easy access to Rank 3, 4, and 5 Xyz monsters allows it to adapt to various threats.
  • High Ceiling: Can create oppressive end boards with multiple negates and floodgate effects.

Weaknesses

  • Fragile Choke Points: Highly vulnerable to hand traps. Negating the first Xyz summon or Wind-Up Magician's effect can end the turn.
  • Graveyard Reliant: Dependent on Wind-Up Rat for recursion, making it weak to cards like D.D. Crow or Abyss Dweller.
  • Linear Combos: The primary combo lines are predictable, making them easy to disrupt for experienced opponents.

Banlist Impact

SIGNIFICANT IMPACT: The Wind-Up archetype faces significant restrictions on the TCG banlist with Wind-Up Carrier Zenmaity forbidden.

Archetype Cards

Forbidden

  • • Wind-Up Carrier Zenmaity

Synergistic Cards

Forbidden

  • • Apollousa, Bow of the Goddess
  • • Borreload Savage Dragon
  • • Spright Elf
  • • Abyss Dweller

Limited

  • • Called by the Grave
  • • Crossout Designator
  • • Triple Tactics Talent
  • • Pot of Prosperity

Meta Implications: While the loss of key cards is significant, Wind-Up players can adapt by focusing on modern Link plays with Wind-Up Zenmaintenance and Rank 3/4 Xyz toolbox strategies.

Banlist Status Summary

+ analyzed • 9 total restrictions found • 1 archetype card8 synergistic cards

Find Wind-up Decks

Explore deck lists from the YGOProDeck community featuring Wind-up. Find inspiration for your next build!