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.
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.
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.
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.
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 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.
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.
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.
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.
Rather than one boss monster, Wind-Up assembles a toolbox of generic power cards. A common end board aims for multiple interruptions:
Provides a monster negate and cannot be destroyed by battle or card effects, making it incredibly difficult to remove.
A quick effect to prevent the opponent from activating any card effects in their GY for the turn.
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.
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.
UNLIMITED. The discard tool for the loop. While unlimited, it's unsearchable and less effective without multiple Zenmaity summons.
SIGNIFICANT IMPACT: The Wind-Up archetype faces significant restrictions on the TCG banlist with Wind-Up Carrier Zenmaity forbidden.
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
Core cards checked:
• Legendary Wind-Up Key
• Overwind
• Weights & Zenmaisures
• Wind-Up Arsenal Zenmaioh
• Wind-Up Bat
• Wind-Up Carrier Zenmaity
• Wind-Up Dog
• Wind-Up Factory
• Wind-Up Honeybee
• Wind-Up Hunter
• Wind-Up Juggler
• Wind-Up Kitten
• Wind-Up Knight
• Wind-Up Magician
• Wind-Up Rabbit
• Wind-Up Rat
• Wind-Up Shark
• Wind-Up Snail
• Wind-Up Soldier
• Wind-Up Warrior
• Wind-Up Zenmaines
• Wind-Up Zenmaintenance
• Wind-Up Zenmaister
• Zenmaiday
• Zenmailfunction
• Zenmailstrom
• Zenmairch
+ Related cards checked:
• Abyss Dweller
• Apollousa, Bow of the Goddess
• Ash Blossom & Joyous Spring
• Borreload Savage Dragon
• Called by the Grave
• Crossout Designator
• D.D. Crow
• Divine Arsenal AA-ZEUS - Sky Thunder
• Droll & Lock Bird
• Effect Veiler
• Infinite Impermanence
• Infinitrack Fortress Megaclops
• Nibiru, the Primal Being
• Number 60: Dugares the Timeless
• Number F0: Utopic Draco Future
• Pot of Extravagance
• Pot of Prosperity
• Rescue Cat
• Speedroid CarTurbo
• Speedroid Taketomborg
• Speedroid Terrortop
• Spright Elf
• Tornado Dragon
• Triple Tactics Talent
• Triple Tactics Thrust analyzed •
9 total restrictions found
• 1 archetype card
• 8 synergistic cards
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