Tuesday 19 June 2012

Magical Toys - A Fabled Wind-Up Deck Profile

So recently decided to use an idea I'd heard a friend talk about a few times, although only briefly. I can't really say much to introduce this deck, it essentially takes the rank 3 spam of Fableds and Wind-Ups and combines them into one to make an incredibly fast and consistent hand loop deck, which also has the versatility to use powerful Synchros.

As it stands, there are very few truly useful cards from both archetypes, making the deck build rather linear, however the big thing with the deck was trying to make it so that it's not entirely susceptible to Effect Veiler. Of course this is no easy task, and cannot be truly completed due to the very nature of the Wind-Up loop, naturally most hands can't immediately play out of Effect Veiler, but with the playstyle the deck brings and the sheer pressure it can put on the opponent fast it does a pretty good job of dealing with it, and what's even better is that there's never any guarantee they have Veiler, so quite a lot of the time your plays can go entirely uninterrupted.

DN image

Monsters (30):

3 Effect Veiler
3 Fabled Grimrow
3 The Fabled Ganashia
3 Tour Guide from the Underworld
3 Wind-Up Rabbit
3 Wind-Up Rat
3 Wind-Up Shark
2 Fabled Kushano
2 The Fabled Cerburrel
1 Black Luster Soldier - Envoy of the Beginning
1 Chaos Sorcerer
1 Sangan
1 The Fabled Chawwa
1 Wind-Up Hunter

Spells (10):

3 Mystical Space Typhoon
2 Instant Fusion
1 Book of Moon
1 Dark Hole
1 Foolish Burial
1 Heavy Storm
1 Monster Reborn

Extra (15):

3 Wind-Up Zenmaity
1 Leviair the Sea Dragon
1 Number 17: Leviathan Dragon
1 Number 20: Giga Brilliant
1 Tiras, Keeper of Genesis
1 Wind-Up Zenmaines
1 Ally of Justice Catastor
1 Ancient Sacred Wyvern
1 Brionac, Dragon of the Ice Barrier
1 Fabled Ragin
1 Stardust Dragon
2 Flame Ghost

Side (15):

3 Snowman Eater
2 D.D. Crow
2 Electric Virus
2 Maxx C
2 Spirit Reaper
2 Victoria
2 Dust Tornado

At a glance the deck does appear to be a weird mish-mash of two different deck-types. However, there is a method to the madness. However, the two engines do work mostly separate from eachother, making the playstyle a bit hectic and sometimes difficult for a player to get used to. The general aim of the deck is to naturally accumulate 3 Level 3 monsters on the field, to allow for a full Wind-Up Hunter loop, stripping the opponent of 3 cards in their hand. However, unlike Wind-Ups the deck also aims to follow that up with less unorthodox combos and can even bring powerful Synchro monsters to the field, such as Ancient Sacred Wyvern. Another thing one may notice is that the extra deck is incredibly tight for space, but it's necessary since the Instant Fusions just bring so much extra consistency to the deck. One could always lose both of the Instant Fusions to free up some extra space in the extra deck though, as it is in a sense moreso personal preference.

For the Wind-Up part of the deck, most of the combos are already well-known. Magician does not play a part in this deck as its utility would normally be making Rank 4s which the deck has absolutely no space to run. It's also a dead draw almost 100% of the time without Wind-Up Shark. The MVP of the Wind-Up engine, however, is easily Wind-Up Rabbit. It's the deck's big out to Effect Veiler, and also can be used early game to poke for small damage or figure out what the opponent has without running too much risk of wasting a monster, since it can always banish itself and not worry. (It also has extra combos with Leviair, such as banishing Hunter or Rat to net another discard.) It is the best way to work the deck out of a slow-roll hand too.

Wind-Up Rat and Shark are both very self-explanatory. Shark gives the deck a lot of its explosive plays but it should be noted that you have to play it smart. For example, if you manage to make a Zenmaity, you never want to drop the Shark until after you've got Hunter out on the field, or else you're just asking for your opponent to drop an Effect Veiler and strip you of way too many cards than it's worth. Before setting off the combos, one must be cautious of their opponent's responses, to put it simply. Rat is naturally one of the key cards to the infamous hand loop, and is rarely ever a dead draw with how easily it makes a Rank 3.

Wind-Up Hunter is literally only useful for the hand loop, and in a perfect world you'd never draw it. The possibility is always there, however, and it's generally best to slow roll by setting it and scouting what your opponent is running.

The Fabled Engine is a little bit different in how it works, but commits to a similar goal. (I will be including Tour Guide in the Fabled engine.)

The most important cards to the engine are Garnashia and Kushano, along with Grimrow since it's a pseudo-Emergency Call for Fableds. Tour Guide from the Underworld's best play in the deck is essentially just tutoring Kushano. This can lead to huge plays, however, especially with the help of Grimrow. While Kushano isn't too useful by itself, you can discard Garnashia while Kushano is in the graveyard to add it back to your hand, this in turn summons Garnashia, which then opens up rank 3 and Brionac plays. Of course, Rank 3 is what we're aiming for since it allows for the fastest access to the Wind-Up loop.

Kushano is also useful for discard Cerburrel, which also has a big role in the deck, however not so much streamlined as the rest. Cerburrel is essentially used as a Synchro toolbox card, since it can synchro any monster from the extra deck with almost any given field. One of my personal favourite uses for our mythical friend here is depleting the opponent's resources, using Brionac to remove any extra deck threats, and by discarding this allowing me to make Stardust so even an unfortunate Dark Hole can't ruin my day. Cerburrel is also crucial in that it allows the use of Fabled Ragin. While this may not seem too spectacular, the deck can very, very quickly deplete its hand advantage, and so it's very useful to replenish it. Unlike regular Fableds, it's not so good to include Hyper Librarian since it's very rare you'll perform multiple synchro summons in the deck.

Lastly, Chawwa is by and large a tech choice, which is by no means necessary. It allows for very simplistic multiple synchro plays, but due to the extra deck space is relatively hard to pull off, since the deck has no space for Level 4s. Because of this, its general use is making Ancient Sacred Wyvern, or using Wind-Up Shark as a synchro material. However, with Cerburrel/Garnashia it can make a very big play from only a few cards, and thanks to Grimrow it's not very hard to set up.

The spell lineup is very plain and simple, the only real interesting part is the inclusion of Instant Fusion and the lack of Pot of Avarice. Instant Fusion allows the deck to toolbox Rank 3s faster and more consistently than any other deck. Simply put, it's that one out to Effect Veiler your opponent can't stop unless they've seriously commited to the field, or feel like dropping 2000 Life Points. Not that they generally have much choice, simply being able to loop your opponent for 3 cards is often game right there. However, the likelihood of someone having both Effect Veiler and another out to the loop isn't too high, and it really allows Instant Fusion to shine in the deck. Especially early on, if you play Tour Guide, your opponent won't have a clue you're playing Wind-Ups and will naturally Veiler right then and there, from which you can Instant Fusion and then loop all you want.

The lack of Avarice is more of a personal choice, however. I just don't like the card in this deck. I wanted to focus on maximising my big opening plays and minimising dead draws. Because of this I didn't see Avarice as a necessary card, since it can be dead a lot of the time, especially before you go off and even moreso if your opponent has numerous answers. However, I wouldn't discourage other players from using it, it is an incredibly powerful card, especially since it allows for you to send more of your opponent's hand to the graveyard with the right setup.

Of course, the deck is not a competitive masterpiece, especially right now with Chaos Dragons being a very dominant threat, which with a decent hand can shut the deck down very fast if played well. Dino Rabbit is naturally difficult to anything since they can just negate whatever you do, and Inzektors is just a race to 8000 damage. The deck also falls flat against Gravekeeper's. However, the deck has an amazing matchup against rogue decks and I would recommend it to anyone who wants to use a fun, fast deck with a significant amount of consistency.

Thanks for reading, if there is anything I have missed or haven't explained well enough please do not hesitate to say so.

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