1 A Dummy's Guide to Wind-Up Emeral Wed Jul 04, 2012 6:03 am
Tempest
Heaven's Guard
The Wind-Up Emeral loop focuses on doing the hunter loop, then recycling the cards needed to mill the rest of the hand. This guide will demonstrate how.
Required Opening hand: Wind-Up Magician, Wind-Up Shark
Normal summon Magi. Next spec Shark, triggering Magi's effect. Special summon another Magi. Use Shark's effect, to Level 3. The second Magi's effect triggers. Spec a Hunter. Overlay Hunter and Shark into a Zenmaighty. Detach Hunter (YOU MUST DETACH HUNTER OR THE POINT IS GONE), spec a Rat. Rat to defense, spec Hunter from the grave. Hunter's effect, tribute Zenmaighty to mill one card from your opponent's hand. Repeat once. Next, overlay the 2 Magi's into Emeral. Use it's effect, return 2 Zenmaighty and a Rat, or Zenmaighty and 2 Rat, then draw a card. Then detach Hunter from Zenmaighty and continue the loop.
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Required Opening hand: Wind-Up Magician, Wind-Up Shark
Normal summon Magi. Next spec Shark, triggering Magi's effect. Special summon another Magi. Use Shark's effect, to Level 3. The second Magi's effect triggers. Spec a Hunter. Overlay Hunter and Shark into a Zenmaighty. Detach Hunter (YOU MUST DETACH HUNTER OR THE POINT IS GONE), spec a Rat. Rat to defense, spec Hunter from the grave. Hunter's effect, tribute Zenmaighty to mill one card from your opponent's hand. Repeat once. Next, overlay the 2 Magi's into Emeral. Use it's effect, return 2 Zenmaighty and a Rat, or Zenmaighty and 2 Rat, then draw a card. Then detach Hunter from Zenmaighty and continue the loop.
If you found this article helpful hit the +rep button!