Diamond Bell Burn: Windwitch Revisited! Windwitch has managed to get some nice support cards in Blazing Vortex, although we don’t hear from them much nowadays. Today, we’ll be looking over a

Windwitch has managed to get some nice support cards in Blazing Vortex, although we don't hear from them much nowadays. Today, we'll be looking over a deck that plays a little on the unconventional side. A non Mystic Mine-based burn deck? I present to you all, Diamond Bell Burn. As a disclaimer, it's worth noting that the archetype as a whole is still quite lacking, but this is a decent way to make the most out of the tools provided.
Special thanks to Stevie Blunder for providing insight and research in this article! Feel free to check out their channel here!

Bells of Beginning

The archetype itself is pretty small, only having 10 members to its name. Let's go over the crucial bells of the squad! In addition, we'll be discussing their functions and how they help the strategy. While it's not the next meta breaker, it's a good way to look at how pure Windwitch can operate and could be used as a proof of concept for later.

Ice Bell is one of the core cards for the strategy, as she's able to do everything for you! Without eating up your Normal Summon, you're able to field another WW from the deck. Not only that, you can field a variety of Synchro monsters depending on the situation. This includes Windwitch - Diamond Bell of course, but more on that later. The WIND lock is a little unfortunate, but it's well worth it considering you're getting so much value off a single card. Now, what does Ice Bell grab from the deck you may ask?

None other than Glass Bell of course! Glass is a strong archetypal tuner that even gets you another card to extend your plays! Originally, it didn't really do anything by itself. However, thanks to the new support you're able to make an instant Diamond Bell just on its own! Regardless of how you access Glass, it'll serve you quite well. The lock is yet again unfortunate but is a balancing factor.
No reason not to run 3 of both of them. Seeing more copies allows for follow-up on later turns if you already had access to Ice + Glass.

Bells of Extension

Both Snow Bell and Freeze Bell are pretty straightforward, allowing for some nice extension and flexibility in regards to your limited pool of Synchro options. They also give relevant protection effects to your main boss monsters, which is always a nice touch. Snow Bell protects from card effect destruction, while Freeze protects from battle destruction. Running 1-2 of each tends to work out quite well. Freeze is a lot easier to facilitate should something like Glass be hit with Infinite Impermanence or Effect Veiler!
It's also safer if your hand doesn't want to go to Crystal Wing. This is because Diamond Bell would be your 4th summon if you started with Ice, meaning Nibiru, the Primal Being wouldn't utterly ruin your day.

Bells of Accessory

Unlike the past incarnations of the deck, Winter Bell isn't 100% mandatory to go into nowadays, as you're able to go for either big setup with other cards. Wind Pegasus @Ignister for Crystal Wing shenanigans, or just the Main Deck bells in the case of Diamond Bell. Regardless, it's still a solid card that can help push for more burn, and having a Windwitch available at the ready is always a good idea.
Windwitch - Blizzard Bell looks fairly unassuming and mediocre at first glance but has some very nice utility in the deck that warrants running it. Ice Bell + Freeze openings often have a spare Ice Bell lying around on the field, to which you can NS this card and attempt to push for Halqifibrax + Selene plays. Alternatively, make a level 8 tuner depending on the situation. Lastly, its quick effect in the hand can come up as oftentimes you may find yourself short on burn cards that work on the opponent's turn, to which having a searchable one in a pinch is nice. Definitely run at least 1 copy.
Windwitch Chimes and Icy Breeze Refrain are interesting but not the most reliable options. You could try them out though! Just not the most consistent choices out of what's available. This is because they already need you to have seen the engine to get rolling.

Diamond in the Rough

I present to you, Windwitch - Diamond Bell! The pièce de résistance, the namesake of the deck, and quite frankly, one of your win conditions. Diamond Bell is a level 8 WIND Synchro monster with a couple of interesting effects. Upon being Synchro summoned, you get to burn the opponent for a bit based on a WW in the GY, neat and flavorful. That ties to its second effect, which is what makes it so good. Whenever your opponent takes battle OR effect damage, you can pop one of their cards on the field.
A mild once per turn pop doesn't seem all that great, but if Diamond is made by exclusively WW monsters, you can start mowing down your opponent twice per turn. Finally, a payoff to all your burn cards! Not only that, but the burn cards we're running also do much more than just burning, so you're double-dipping on both utility, reach, and removal here. Burn cards can feel a bit mediocre on their own, but this synchro makes sure they really get to sting. The fact that you can threaten a lot of burn damage while getting rid of the opponent's field presence is not something many burn decks can boast, aside from the occasional Timelord days of ye old.
It's no slouch either, as it has a decent body and often gets protection effects from Freeze or Snow Bell.
Ideally, Diamond Bell setups work great with 2 burn cards in your opener. If not, the fallback lies on Crystal Wing + Wind Pegasus to pick up the slack. All in all, it is the heart and soul of the deck and is thus built around.
Speaking of burn cards, let's go over the ones that are the most useful. These 4 are the cream of the crop for the deck, no questions asked.

Arsenal of Ignition

You're not mistaken, that is indeed post-errata Ring of Destruction! While it's a shell of its former self, it remains as one of the premier burn card options. This is because it doubles as both a decent removal tool alongside inflicting a solid chunk of damage. Coupled with your other burn cards, you can put the opponent in quite the fast clock. All the burn cards we're running aim to squeeze out as much value from it and Diamond Bell. Run 3 for sure.

Gravedigger's Trap Hole is possibly the strongest burn card we have available, as it's able to stop a ton of monster effects outside of on-field ones, and provides a nasty 2000 burn to go alongside with it. Coupled with a pop or two from Diamond Bell, that can be quite devastating. This is because you're able to pop on-field threats to compliment the trap. Not only that, it doesn't have a once-per-turn restriction either. Seeing as most, if not all decks have monster effects that can work outside of the field, there's a wide array of threats that GTH can answer. Max out on this one too.

Even though we mostly want burn cards that do other things aside from burning, sometimes you'd just want an on-demand burn card and Secret Blast can deliver! This lets you instantly trigger Diamond Bell without a hitch. Running 2 copies is solid. The bonus 1000 burn should it get popped can also come in clutch for closing out games.

The underrated and unpopular Ghost Mourner & Moonlight Chill finds a nice home here! It still provides a decent Veiler-like effect to stop threats from getting out of hand. Should the monster leave the field, they suffer a hefty burn penalty. This then lets you trigger Diamond Bell, which is another way to punish them using the negated monster as material. It's also a fairly decent hand trap on its own, one might even call it underrated. Run 3!

Sample List

Here's a sample list if you ever wanted to give the deck out a spin! Building it IRL can be a little expensive, but cards like Ghost Mourner, Gravediggers and Accesscode will be reprinted shortly in a few months. The actual WW core is cheap, and budget options are available for some of the other cards.

Diamond Bell Pure




Most of the deck choices are fairly self-explanatory! Reasoning, Pot of Prosperity, and Monster Reborn give you additional digging and extending power. The hand traps allow you to help slow the pace of the game down and since they're tuners, you can perform Halq / Selene into Accesscode cleanup for turn 3 and beyond.
Since the Windwitches are all Spellcasters, Selene can go quite the long way here. Just make sure not to lock yourself with the WW effects when Link climbing. As a bonus, your opponent's LP would've been battered to the point where a 5300 Accesscode Talker should be lethal!
Snow Bell can turn into Anima in a pinch, which has some cute synergy with Kaijus and Lava Golem.
Gamma helps protect Ice Bell and gives you a free Stardust Dragon or Cyber Slash Harpie Lady to boot! Lastly, Baroness de Fleur is something to consider once it comes out in 2022.

Conclusion

And that wraps up our article discussing Diamond Bell Burn! What do you think about the deck? Would you like Windwitch to see more support to make it more cohesive? In any case, until next time folks! Keep calm and start burning!

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