Anyway, today's card up for review is the recently revealed TCG Exclusive, Wind-Up Zenmaines
"Come at me bro!"
This xyz monster hits the field at 1500 attack (Meh!), and a decent 2100 defence. 2100 is not very high in all honesty, but if it was any higher, it's effect might not go off so much. It also requires 2 level 3 monsters to summon it, so that's very good. Now for the effect itself:
When this card would be destroyed, you can detach an xyz material from it instead. Once a turn, during the end phase, when that effect was used this turn: destroy a card on the field.
So yeah, it's a decent wall that punishes your opponent for attacking it, or trying to destroy it. Since it has 2 xyz materials, you can save it from destruction and get it's effect up to 2 times. For those who do not understand, if the card prevents destruction twice this turn, you only get to blow up one card. But who is complaining? Not me.
The best defensive cards have always been ones that can sit in defence and pick away at your opponent without needing to attack (Total Defence Shogun, Destiny Hero - Defender, Big Shield Gardna for examples, but this card is better). Its unable to be destroyed regardless of your opponent's monster's attack power, and it's effect prevents your opponent from making a second big push 2-3 turns later.
This card does have some weaknesses though. Cards like Compulsory Evacuation Device, Dark End Dragon and most likely, Brionac, can remove this card from the field without having to destroy it. Also, this card needs to be on the field for it to get it's destruction effect in the end phase, so if your opponent can make enough monsters over 2100 attack in one go, then your wall will not be able to do much. Oh also, It's destruction effect is Compulsory. Which means if it's the only card on the field when it activates it's effect, it must target itself.
I could compare this card to Gachi Gachi Gantetsu. They both sit on the field, but Zenmaines can be used offensively. Gantetsu's attack boosting effect is nothing to scoff at either though (Used together puts Zenmaines at 2500 def!).
But, does this card actually help Wind-Ups?
Short answer: It does not. Long answer: It triggers the effects of Wind-Up factory and Wind-Up Magician, but thats about it. The card is actually difficult to summon in Wind-Ups, since they prefer their rank 4 and 5s.
Judging by the picture, it will either be a Secret or Super rare. If it's a secret, it's synergy with Tour Guide from the Underworld could push it up to around $30 or more. If it's a super, I would say around $10. Either way, this card is a nice addition to anyone's extra deck, provided they run enough level 3s.
My next card review will be whatever Exclusive is revealed next. Simply because they are cards that Konami creates with the intention of screwing up the game or to sell more packs.