I have posted there http://www.worldduelingacademy.com/t2193-plz-help-with-my-wind-up so I will not post the same thing again, check my post there, it will help, the below is written on the assumption you have at least checked that much.
Just to summarize, wind-up core = rat, hunter, zenmaighty. then tech is from wind-ups rabbits and 1 kitten, goal is to have either a hunter in the grave with a rat/tour guide in hand, or hunter on field with another lv3, or 3 lv3s on the field (tour guide + sangan + random lv3 for example). From there you just plus 3. No more in the basic core, from that point onward everything is dead weight, and I am not talking just about monsters but s/t too, add control instead of themed s/t. There is no reason to go for lv5s, there is no reason for attack/level increasing wind-ups like soldier, warrior, dog. Rat + hunter gives you the option for massive plusses so mixing massive plusses with useless attack increasing or xyz summons at -1 tier 3 remenants is nonsensical. If you want to go pure, use magician and loop the crap out of them for otk. If you want to go consistent use the compact core + perhaps T.G.
Tour Guide wins games, and I mean that when you open and see tour guide in your hand you know you will probably be winning that game if you don't get veilered or warning'd. If you don't get why, practice with them more. 3 tour guides and a sangan are obligatory, you may just run 5 wind-ups in your deck (those being 3 rat and 2 hunters) and it would be ok, but running less than 3 tour guides and a sangan is not, I haven't seen that loli being as useful in any other deck as it is in wind-ups.
And some basics for s/t
- ness0002 wrote:
- 1 Book of Eclipse
Don't let your opponent draw cards, there is no point in focusing how to re-use a wind-up effect next turn, just use them once in 1 turn and forget them if it means keeping them on the field for more than the turn they were summoned in.
- ness0002 wrote:
- 1 Star Changer
No, bad minus -1, that is a bad -1, if they just can't go to certain xyz then don't go at them, there are others.
- ness0002 wrote:
- 1 Swords of Concealing Light (for Zenmao)
and to add a -1 on the + of zenmaio why? If they don't have face downs just don't bring zenmaio, I'm sure Ardeus or Volcansaurus would be more than happy to help. Actually, don't run it at all, leave the lv5s.
- ness0002 wrote:
- 2 Wind-Up Factory
If you manage to do this correctly consider dropping it, it's not an auto-include.
- ness0002 wrote:
- Metal Reflect Slime (last defence resort)
dimensional prison or something like that, it will both aid in a last defense resort and in regular gameplay instead of just going -1 and hoping for the best. Not to mention you don't run gorz which is a much better last defense resort.
- ness0002 wrote:
- 1 Scrap-Iron Scarecrow (its just brilliant defence)
It may be annoying but not brilliant, when playing against a decent player they won't give a f*** about it, if you are defending and you leave their monsters alone they will either swarm you making this pointless, set up to kill you the second they get over it or just sync into something that destroys the card with the time you give them. If you find yourself often in situations where you need to stall several turns you are doing this wrong, try to win. Again, use dimensional prison instead.
Run 40 cards, wind-up has a compact core so it's weird, counterproductive and inconsistent to have more than 40 card decks, keep what you need, drop dead weight.