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Found 33 results

  1. KM 'S'

    Decklist: [spoiler] [/spoiler]   [spoiler] Monster(s): - 1 Machina Gearframe - 2 Karakuri Watchdog mdl 313 "Saizan" - 2 Speedroid Triy-Eyed Dice - 3 Machina Fortress - 3 Speedroid Double Yoyo - 3 Speedroid Red-Eyed Dice - 3 Speedroid Taketomborg - 3 Speedroid Terrortop   Spell(s): - 1 Book of Moon - 1 Foolish Burial - 1 Mind Control - 1 One for One - 1 Shock Surprise - 1 Soul Charge - 2 Iron Call - 3 Speed Recovery - 3 Upstart Goblin Trap(s): - 1 Bottomless Trap Hole - 1 Solemn Warning - 1 Vanity's Emptiness - 3 Fiendish Chain   Extra Deck: - 1 Old Entity Hastorr - 1 Hi-Speedroid Chanbara - 1 Hi-Speedroid Kendama - 1 Black Rose Dragon - 1 Clear Wing Synchro Dragon - 2 Karakuri Shogun mdl 00 "Burei" - 1 Karakuri Steel Shogun mdl 00X "Bureido" - 1 PSY-Framelord Omega - 1 Trishula, Dragon of the Ice Barrier - 1 Leviair the Sea Dragon - 1 Castel, the Skyblaster Musketeer - 1 Gear Gigant X - 1 Mecha Phantom Beast Dracossack - 1 Number 11: Big Eye [/spoiler]   People may know about the original KMP and this Speedroid variant builds somewhat on that idea. Come on guys, a Machine-archetype marrying another isn't something new, especially when it comes to Karakuri Machina.   Your goal is to quickly assemble an OTK with the Shoguns. You could go either for Bureido with Fortress + Red-Eyed Dice or use the countless ways, Speedroids have, to get out Burei. Either way, accumulating damage is your least problem, even if you use Upstart. That being said, unlike the Plant variant, your focus leans towards Burei, not Bureido. It is a lot harder to bring out Bureido, since the Speedroids aren't made to get out Level 8s efficient enough.     The Speedroid core should be pretty standard, even for regular builds.   - Playing any less Terrortop is a capital crime, since it gets you all kind of 1-card Synchro plays. You always want to hit it in some way, be it in your hand and graveyard. If you can make Gear Gigant and don't have it yet, you have your priority set.   - Double Yoyo is your Altair to Terrortop's Deneb. That's all, that needs to be said really.   - Taketomborg acts as free Level 3 fodder for Synchro or XYZ plays. The Lonefire effect should be used with caution, since the WIND restriction is pretty relevant as you are cut off from your Shogun plays from that point on. Still, a very vital card and gets the Tuners, in case, you don't have them.   - Red-Eyed Dice is your main Tuner. Level modulation comes in handy and being a Level 1 makes Bureido with Fortress. It sucks, to draw multiples of it, so cutting it to 2 and replace it with e.g. Jet Synchron could be a possible change.   - Tri-Eyed Dice may seem redundant, but it is a Level 3 target for Taketomborg and the additional protections comes quite handy several times. Not to mention, it isn't vulnerable to effect negation like its Red-Eyed brother.   Your Karakuri count should be kept low as possible. All of them are bad Normal Summons and you rather want to pitch Speedroids with Fortress than any of them. The lack of synergy between the main deck monsters is also an issue, as you can't summon Taketomborg besides them. 2 Watchdog are more than enough, as they provide the best Levels to get out another Shogun or Clear Wing alongside your countless Level 3s. Rank 4 plays into Castel or Gear Gigant are also a welcome addition. I am considering to play Strategist for the 2 draws from Bureido. While a Level 7 isn't possible from that point, you could overlay for Leviair and continue to spam from there, as the deck has several ways, to banish monsters.   The 1 Gearframe/3 Fortress ratio served me the best. You really need your Normal Summon for your Tuners, so playing multiple Gearframes did cause clogging and slowdowns to your OTK. The reason for not playing Jet Synchron alongside Fortress is the cost. It is incredibly taxing  and Jet hasn't any good interactions with the rest of the deck. With the same logic, Megaform is a really bad brick despite having that cool effect.   The Spell line-up is straight-forward. You really want the Upstarts to make your deck smaller, so hitting Terrortop becomes more likely. The additional LP isn't going to hinder your OTK that much.  Foolish Burial and One for One should be self-explainatory. 6 revival cards seems excessive and I bricked somewhat with that number, but they extend your combos and create much stronger field. I could see myself to cut Soul Charge, since that one doesn't really contribute to the OTK and this deck has no real protection, even in the Extra Deck.    The rest of the main deck are consists of a small Trap line-up and outs against common threats like Winda or Unicore. To be fair, I can see them replaced with more monsters, should I see the need of more Karakuri or potential Techs.   Is this the 'best' variant of Speedroids? Who knows? I only looked on the obvious synergy between Synchro-focused Machines. The explosive power they give to Speedroids are much appreciated, since outside of Burei, they aren't that good in expanding their field. Currently, a pure variant is hit Terrortop or die, which I really don't like about a deck. Whether new support through Yugo's presence helps this problem, is left to be seen, but for now, KMs are working pretty well.
  2. Castle in the Sky

    https://www.youtube.com/watch?feature=player_detailpage&v=229K5n_PRJA     Monsters: 20   3 Karakuri Barrel MDL 96 "Shinkuro" 3 Karakuri Komachi MDL 224 "Ninishi" 3 Karakuri  Ninja MDL 919 "Kuick" 2 Karakuri Soldier MDL 236 "Nisamu" 2 Karakuri Strategist MDL 248 "Nishipachi" 2 Krebons 1 Psychic Commander 1 Redox, Dragon Ruler of Boulders 3 Solar WInd Jammer   Spells: 20   3 Emergency Teleport 2 Forbidden Lance 3 Instant Fusion 3 Iron Call 3 Karakuri Cash Cache 3 Soul Charge 3 Upstart Goblin   Extra Deck   1 Phantom Fortress Enterblathnir 1 Number 42: Galaxy Tomahawk 1 Coach King Giantrainer   1 XX-Saber Gottoms 1 Naturia Landoise 3 Karakuri Steel Shogun 00X "Bureido" 2 Karakuri Shogun MDL 00 "Burei" 2 Cloudcastle 1 Black Rose Dragon   2 Panzer Dragon ________________________________________________________________________________________________________________________________________   This deck is a significant rouge deck to look out for because it has two incredibly explosive first turn (of the game) plays.   Combo 1 : "Alien Invasion"   [spoiler]Required Cards: Any of these sets below (and hoping you don't draw into Barrel)   [spoiler]Ninishi + Level 4 Karakuri + Emergency Teleport Ninishi + Level 4 Karakuri + Iron Call Ninishi + Level 4 Karakuri + Redox Ninishi + Cash Cache + Emergency Teleport Ninishi + Cash Cache + Iron Call Ninishi + Cash Cache + Redox Level 4 Karakuri + Emergency Teleport (Psychic Commander) + Another Level 4 Karakuri Level 4 Karakuri + Emergency Teleport (Psychic Commander) + Iron Call Level 4 Karakuri + Emergency Teleport (Psychic Commander) + Another Emergency Teleport (Psychic Commander) Level 4 Karakuri + Emergency Teleport + Redox Solar Wind Jammer + Krebons + Level 4 Karakuri Solar Wind Jammer + Krebons + Cash Cache Solar Wind Jammer + Krebons + Redox Solar Wind Jammer + Emergency Teleport + Level 4 Karakuri Solar Wind Jammer + Emergency Teleport + Cash Cache Solar Wind Jammer + Emergency Teleport + Redox Instant Fusion + Krebons + Level 4 Karakuri Instant Fusion + Krebons + Cash Cache Instant Fusion + Krebons + Redox Instant Fusion + Emergency Teleport + Level 4 Karakuri Instant Fusion + Emergency Teleport + Cash Cache Instant Fusion + Emergency Teleport + Redox[/spoiler]   Combo Sequence:   [Spoiler](I'm only going to be taking one example, I'm sure you can extrapolate from there and figure the other variants from the listed cards. The materials I'm going to be using are Ninishi, Kuick ("Level 4 Karakuri") and Emergency Teleport). 1) Summon Ninishi 2) Summon Kuick 3) Synchro for Burei 4) Special Nisamu 5) Emergency Teleport out Psychic Commander 6) Synchro Nisamu + Psychic Commander into Burei #2 7) Special Barrel 8) Overlay both Burei's to make Number 42 9) Detach for 42 & Summon three Tokens 10) Synchro Token + Barrel into Bureido 11) Special Barrel 12) Synchro Barrel + Token #2 into Bureido #2 13) Special your last Barrel 14) Synchro Barrel + Token #3 into Bureido #3 15) Special Nishipachi in Defense Mode 16) Target Nishipachi for his own effect and turn him to attack 17) Draw 3 from the triple Bureido[/spoiler]   Your field should end up with a field looking something like this: [spoiler]   18) Optionally, you may choose to overlay the three Bureido into Coach King Giantrainer and use him up three times. It can allow you to do crazy things if you draw into soul charge as well. I personally like to make a Naturia Landoise from the soul charge.   Note: If you do draw a Barrel while having the Materials to perform this combo, you are not completely lost because you can still use Iron Call, a second Emergency Teleport and if needs be, a Soul Charge to potentially draw and fix any issues.[/spoiler]   [/spoiler]   Combo 2: "Falling Skies"   [spoiler]   Required Cards: Any of the following combinations below   [Spoiler] Ninishi + Level 4 Karakuri Ninishi + Cash Cache Level 4 Karakuri + Emergency Teleport Solar WInd Jammer + Krebons Solar Wind Jammer + Barrel Solar Wind Jammer + Emergency Teleport Instant Fusion + Krebons Instant Fusion + Barrel Instant Fusion + Emergency Teleport   + Soul Charge[/spoiler]   Combo Sequence   [spoiler]   (As with the last combo, I will be using a single example, and again just extrapolate. I will be using Ninishi and Kuick again.)   1) Summon Ninishi 2) Summon Kuick 3) Synchro for Burei 4) Special Barrel 5) Synchro for Gottoms 6) Tribute Gottoms 7) Soul Charge - Gottoms, Burei, Kuick, Ninishi, Barrel) 8) Tribute Gottoms 9) Synchro Kuick + Ninishi into Burei #2 10) Special Barrel #2 11) Synchro Barrel + Burei into Cloudcastle 12) Cloudcastle revives Gottoms 13) Tribute Gottoms 14) Synchro Burei #2 + Barrel #2 into Cloudcastle #2 15) Clouldcastle #2 revives Gottoms 16) Tribute Gottoms 17) Overlay Cloudcastle #1 & #2 into Phantom Fortress Enterblathnir 18) Detach a Material and banish a card in your Opponent's hand. [/spoiler] If completed successfully, the game-state should look like this:   [spoiler]   Note: Sometimes, you can make a Bureido instead of a Burei or make a Bureido and Burei, in this case all is not lost but you will still need additional help from cards such as Iron Call or Emergency Teleport. Situation depending, just don't get too frustrated too fast if it looks like you just missed it.   [/spoiler]   The Alien Invasion combo has actually been around for a relatively long time and considered good but the issue that was stopping people from using it in standard Karakuri Decks is that it required three Barrels and it was the only thing in the Deck that required them. However with the new Falling Skies combo, now being possible due to the TCG release of Cloudcastle in DUEA, there is another very very good Combo that makes extensive use of Barrel causing it to be far less deadweight than it used to be.   And now I'll be explaining some of my card choices here:   Why no Trap Stun? Well because it is too slow, this deck is rogue for a reason and that's mainly because it really needs to get that combo in the first turns, besides the fact that setting a Trap Stun in a deck with almost nil backrow is asking to getting MST'ed etc, it requires at least one turn of waiting, one turn this deck never has. So instead of trap stun, it either aims to go first and hit the ground running or failing that go second backed up by a Lance before any large quantity and or threatening backrow that the opponent has presented you with.   If they do set a major amount of back-row, the general idea is to go for that Black Rose Dragon asap (ideally backed by Lance), many incompetent players have fallen to a board wipe from Black Rose Dragon, who in those cases essentially did what Gottoms does.   I would play 2 Bureido and 3 Burei if only it weren't for the fact that 3 Bureido are absolutely essential to the Alien Invasion Combo. 3 Burei would be very useful in going first because it is a lot easier to chain summon 3 Burei than 3 Bureido outside of the Alien Invasion combo and could help score some early games.   Naturia Landoise is my last card, well because I draw shit loads and Majesty's Fiend is pretty fucking awesome. So why not have an Extra Deck Monsters that I can summon easily that does the same thing? It does a great deal with helping me to protect a field after Alien Invasion since most major removal comes in the forms of Monster (Black Rose Dragon and Excition Knight being the major offenders of the current era).   So I've posted this and why have I posted this? Well I haven't posted this to show off, I've posted this because as a aforementioned it is a rogue deck with a number of weaknesses I'd like some help in addressing. The major weakness being of a deck that relies greatly on the first turn play of the game and gets quite more difficult to sustain as turns pass.   I honestly think it would be worth more to focus on the side for Games 2 and/or 3 if you lose the die roll in Game 1 rather than changing the deck so its sacrifice some of its first turn consistency for the safety of a less disrupted second turn. I'm not entirely sure what to side though, I do think the focus should be a lot more on defense rather than necessarily harming the other deck (It likely wouldn't be able to sustain major floodgates for a long time without the use of other backrow to say the least, unless of course the players decide to side out their MSTs/Stuns because I showed no backrow in the first game)   As an additional thought, Felgrand and Dracosack are some cards I would like to try to integrate into the Deck since they're also relatively piss easy to summon.   There is one more card I've been considering, the new psychic type Re-Cover from DUEA.     It is a level one Earth Tuner that can turn Bureis/Landoise into Bureidos, Bureidos into Gottoms and Cloud Castle, can be searched by Emergency Teleport and probably make extensive use of its revival effect in a Deck like this that eats through at least half of its extra deck consistently on the first or second turn.   Anyway, really enjoying this deck, relatively cheap, explosive and easy to play that could possibly lead to a few local wins (I haven't had a proper deck in a long time)
  3.   -[ Introduction ]-   Geargias were released in Return of the Duelist (August 2012) giving further support to it's lone card, Geargiano (released in GenForce) and received later support in Lord of the Tachyon Galaxy. They are a machine-swarming based archetype, all level 3 and 4, and are mainly used to support the already existing machine decks such as Machina and Karakuri. Having a very aggressive playstyle, they excel in OTKing in the Karakuri variant and having an excellent grind and control game in the Machina variant.     After their debut in YCS Toronto 2012 with an exceptional showing, they did not manage to get their win despite being very hyped and represented. They eventually got their win during YCS Providence (karakuri variant) and eventually fell of the radar once Mermails came around as marksman would make resolving armor almost impossible. With the addition of Geargiagear and all it's previous competitors getting weakened, Geargias are looking like a promising choice leading up to LVAL where they will receive another piece of support in the form of Geargiauger. Geargiauger is thought to break Geargias with it's amazing applications with Machine Duplication and accelerator.    -[ The Monsters ]-   The Geargias     Geargiarmor Earth/4/Machine 1100 ATK 1900 DEF    Once per turn: You can change this card to face-down Defense Position. When this card is flipped face-up: You can add 1 "Geargia" monster from your Deck to your hand, except "Geargiarmor"  - Arguably the heart and soul of the deck. Armor is what gets the deck rolling, and if it manages to stay on the field for a few turns, it'll be a very one sided duel. The ability to reset himself is huge and what makes armor so unique, along with his massive 1900 ass.        Geargiarsenal Earth/4/Machine 1500 ATK 500 DEF    This card gains 200 ATK for each face-up "Geargia" monster you control. You can Tribute this card; Special Summon 1 "Geargia" monster from your Deck, except "Geargiarsenal", in face-up Defense Position.  - The main job of this guy is to get to Geargiarmor while also having a decent body. He gains 200 for each Geargia monster you control (including himself) and can get really big if you need to ram him into Thunder King or any problem card. He also does really cute plays to getting tuners, which will be discussed later.        Geargiaccelerator Earth/4/Machine 1400 ATK 800 DEF   If you control a "Geargia" monster, you can Special Summon this card (from your hand) in face-up Defense Position. When this card is sent from the field to the Graveyard: You can target 1 "Geargia" monster in your Graveyard, except "Geargiaccelerator"; add that target to your hand. - The themed Kizan of the deck. His ability to special summon himself instantly is what allows for the insane XYZ and Synchro plays. His second effect is also nothing to look past, the ability to bluff Armor mid/late game to bait dark holes and grab a Geargia back is amazing.         Geargiano Earth/3/Machine 500 ATK 1000 DEF   You can Tribute this card, then target 1 Level 4 Machine-Type monster in your Graveyard; Special Summon it, but its effects are negated. - Originally the underdog of the archetype, his effect to bring out a level 4 machine-type monster wasn't very good but with the release of Geargiagear, this card must be run. He also helps with great comeback plays, and is vital for the combos.       Geargiano MK-II Earth/3/Machine 1000 ATK 500 DEF   When this card is Normal or Flip Summoned: You can Special Summon 1 "Geargia" monster from your hand or Graveyard in face-up Defense Position. - The "Tour Guide" of the deck, he's used to further extend the karakuri combos, and is used for Geargiagear. His ability to revive arsenal/himself/Geargiano for rank 3 plays is great, and his ability to revive Armor is clutch. Using this card mid game with a Geargiano and Watchdog in grave can lead to 1 card level 7 synchro plays, including the game changing Black Rose Dragon.       The Tuners        Genex Ally Birdman Dark/3/Machine 1400 ATK 400 DEF   You can return 1 face-up monster you control to the hand to Special Summon this card from your hand, and this card gains 500 ATK if it was a WIND monster you returned. If this card is Special Summoned this way, remove it from play when it is removed from the field. - Almost as if it was made for Geargias, Birdman works amazingly well with Accellerator, being able to go off faster and without the use of your normal summon is fantastic. He is dark, so be weary if you aim to side Gozen Match.         Karakuri Strategist mdl 248 "Nishipachi" Earth/3/Machine 500 ATK 1600 DEF   This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is Normal or Special Summoned, select 1 monster on the field and change its battle position. - The level 3 Karakuri Tuner, used primarily for comboing and his interaction with flipping Geargiamor face up for free searches.          Karakuri Watchdog mdl 313 "Saizan" Earth/4/Machine 600 ATK 1800 DEF    This card must attack if able. When this face-up card on the field is selected as an attack target, change its Battle Position. When you take Battle Damage from a battle involving this card, all face-up "Karakuri" monsters you control gain 800 ATK and DEF until the End Phase. While this card is in face-up Attack Position, it cannot be destroyed by battle. - The level 4 Karakuri Tuner, drawing multiples is the worst feeling ever but bluffing it as armor is very crucial at times. Can obviously be used to XYZ rather than Synchro if needed, and has a cute interaction with Geargiano.         The Machinas       Machina Gearframe Earth/4/Machine 1800 ATK 0 DEF   When this card is Normal Summoned, you can add 1 "Machina" monster, except "Machina Gearframe", from your Deck to your hand. Once per turn, during your Main Phase, you can equip this card to a Machine-Type monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.) - Stratos of the Machina build, used in order to search for your boss monster Fortress, and searchable off Gear Gigant X.       Machina Fortress Earth/7/Machine 2500 ATK 1600 DEF   You can discard Machine-Type monster(s) whose total Levels equal 8 or more, then Special Summon this card (from your hand or Graveyard). When this card is destroyed by battle and sent to the Graveyard: Target 1 card your opponent controls; destroy that target. Before resolving an opponent's monster effect that targets this face-up card, look at your opponent's hand and discard 1 card from their hand. - Probably one of the most annoying cards to get rid of, putting him on board almost gaurentees that your opponent will minus trying to get over him. With a solid 2500 attack and being level 7, Fortress is an amazing card.       Miscellaneous       Redox, Dragon Ruler of Boulders Earth/7/Dragon 1600 ATK 3000 DEF   If this card is in your hand or Graveyard: You can banish a total of 2 EARTH and/or Dragon-Type monsters from your hand and/or Graveyard, except this card; Special Summon this card. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand. You can discard this card and 1 EARTH monster to the Graveyard, then target 1 monster in your Graveyard; Special Summon that target. If this card is banished: You can add 1 EARTH Dragon-Type monster from your Deck to your hand. You can only use 1 "Redox, Dragon Ruler of Boulders" effect per turn, and only once that turn. - This is to Geargias as Tidal is to Mermails. Having this card at the right time can just take you so far ahead of your opponent in the grind game with the ability to use the 1 card MK-II plays with him to make quick rank 7s. His 3000 ass is incredibly difficult to get over, and can stall mid to late game to draw some outs.           -[ The Spells ]-   As of now there is no direct Geargia spell support. None the less we have plenty of options that we can utilise where other decks cannot.       Limiter Removal Quick Play   Double the ATK of all Machine-Type monsters you controlled at both the activation and resolution of this card, until the End Phase. During the End Phase, destroy those monsters - The most obvious choice in machine decks, this card sees more play in the Machina build considering it's very easy to steal a game with Gearframe and Fortress backed with this card. It's considered winmore in the Karakuri version since all your monsters are already huge and once you combo off, it's usually game anyways.         Iron Call Normal    If you control a Machine-Type monster: Target 1 Level 4 or lower Machine-Type monster in your Graveyard; Special Summon that target. Its effects are negated. Destroy it during the End Phase. - Good tech that is used to reborn a combo piece to keep comboing off, or just to get a monster for an XYZ.   Other Spell cards to think about   Consistency Pot of Duality Upstart Goblin   Disruption Book of Moon Mind Control   Destruction Mystical Space Typhoon Dark Hole   Protection Forbidden Lance   - [ The Traps ]-       GeargiaGear Normal   Special Summon 2 "Geargiano" monsters from your Deck and increase their Levels by 1. You can only activate 1 "Geargiagear" per turn. - This card is what takes Geargia over the top; an instant XYZ card, you're gaurenteed to gain some sort of advantage off of it, either from your GGX or through GGX's second effect when it leaves the field. Can be dead sometimes, but can be easily made live with the use of Daigusto Emeral.        Call of the Haunted Continuous    Activate this card by targeting 1 monster in your Graveyard; Special Summon that target in face-up Attack Position. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card. - Being able to revive a lost Armor during the end phase and then continuing off with your plays is huge. Can also be used defensively, and if chained to MST targetting Accelerator can net you a free plus.      Other Trap cards to think about   Against Summons Bottomless Trap Hole Torrential Tribute Solemn Warning Black Horn of Heaven   Against Attacks Mirror Force Dimensional Prison   Against Spell/Traps Trap Stun Seven Tools of the Bandit Dust Tornado   Other Compulsory Evacuation Device Fiendish Chain     -[ The Extra Deck ]-   Rank 4s     Gear Gigant X Earth/4/Machine 2300 ATK 1500 DEF   2 Level 4 Machine Type Monsters Once per turn: You can detach 1 Xyz Material from this card; add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. When this card leaves the field: You can target 1 Level 3 or lower "Geargia" monster in your Graveyard; Special Summon that target. - The themed XYZ for this archetype, searches ANY machine (level 4 and lower) from your deck or graveyard. This is critical in the Machina variant and is used in the Karakuri variant to search for a tuner to go off or to recycle Accelerators and MK-IIs. When he leaves the field, he floats for a level 3 geargia monster which is usually Geargiano for his ability to recruit into a level 4 geargia/tuner.        Daigusto Emeral Wind/4/Rock 1800 ATK 800 DEF   2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects. ● Target 3 monsters in your Graveyard; shuffle all 3 into the Deck, then draw 1 card. ● Target 1 non-Effect Monster in your Graveyard; Special Summon that target. - Amazing mid to late game since Geargias can load up the graveyard with ease. Being able to put Geargianos into the deck to make Geargiagears live is incredible.   Other Rank 4s to think about                       Rank 3s       Wind-Up Zenmaines Fire/3/Machine 1500 ATK 2100 DEF   2 Level 3 monsters If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. Once per turn, during the End Phase, if this effect was used this turn: Target 1 card on the field; destroy it. - Staple rank 3 to sit behind if you need to stall. Goes nice with scrap dragon.       Soul of Silver Mountain Earth/3/Rock 1800 ATK 2200 DEF   2 Level 3 EARTH monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 Set card in your opponent's Spell & Trap Card Zone; it cannot be activated while this card is face-up on the field. If this card destroys an opponent's monster by battle while it has Xyz Material: You can target 1 EARTH monster in your Graveyard; Special Summon that target in face-up Defense Position. - Its first effect is useful in locking down backrow allowing you to push a play through. Its second effect is helpful to bring back fallen armors and allows to gain momentum in a simplified game state.    Other Rank 3s to think about Mecha Quipped Angineer Giga Brilliant Temtempo Leviair the Sea Dragon Rank 7s   Being able to make multiple level 7 synchros a turn paired with redox and call of the haunted leads to the ability to make rank 7s consistently. Geargia can churn out a rank 7 pretty much every game if you need to.       Mecha Phantom Beast Dracossack Wind/7/Machine 2600 ATK 2200 DEF   2 Level 7 monsters Once per turn: You can detach 1 Xyz Material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 "Mecha Phantom Beast" monster, then target 1 card on the field; destroy that target. This card cannot attack during the turn you activate this effect. - We all know how good this is. When you combo off with birdman you can end with this and scrap dragon for free scrap dragon food and 2 pops a turn.       Number 11: Big Eye Dark/7/Spellcaster 2600 ATK 2000 DEF   2 Level 7 monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 monster your opponent controls; take control of that monster. This card cannot attack the turn you activate this effect. - Used to steal threats or to limit your opponents plays. If you synchro'd burei and went into this card you could potentially synchro with the tuner you brought out and the monster you steal.       The Synchros       Karakuri Shogun mdl 00 "Burei" Earth/7/Machine 2600 ATK 1900 DEF   1 Tuner + 1 or more non-Tuner Machine-Type monsters When this card is Synchro Summoned: You can Special Summon 1 "Karakuri" monster from your Deck. Once per turn: You can target 1 monster on the field; change its battle position. - The most used Extra deck monster, he is what enables the combos and his ability to change battle positions can steal games. Being level 7 leads to Rank 7 plays with either another copy of itself or Redox.        Karakuri Steel Shogun mdl 00X "Bureido" Earth/8/Machine 2800 ATK 1700 DEF   1 Tuner + 1 or more non-Tuner Machine-Type monsters When this card is Synchro Summoned: You can Special Summon 1 "Karakuri" monster from your Deck. Once per turn, when the battle position of a face-up "Karakuri" monster you control is changed (and remains face-up): Draw 1 card. - A huge body with a great effect that can lead you to draw many cards in a stalled gamestate.    Other Synchros to think about            -[ The Side Deck ]-   One of the best thing about Geargia is the fact that it has the versatility to side into many hate cards without hurting it's engine, and even main the hate cards if needed to win a YCS! It isn't very graveyard oriented, and they are all the same type/attribute which is perfect for side decking.     Dimensional Fissure Macro Cosmos Imperial Iron Wall Gozen Match Rivalry of the Warlords DNA Surgery Light-Imprisoning Mirror Shadow-Imprisoning Mirror Overworked     -[ Combos and OTKs ]-     Now the best part about Geargias is it's ability to OTK with almost any hand including Geargiarmor/Geargiarsenal. Here are some of the most basic combos, which develop into more combos that aren't as obvious with the use of Geargiagear/COTH.   NOTE: These are all 2 turn OTKS, meaning it's assuming Geargiarmor survived a turn.   1)Geargiarmor + Watchdog   Flip armor to search and special summon accelerator Normal summon the watchdog Flip armor facedown Synchro accel+watchdog into Bureido Bureido's effect to special summon the strategist Strategist flips armor up to search and special accel#2 Synchro accel#2 and the strategist into Burei Burei's effect to get watchdog#2  Synchro the watchdog + armor into either:   Bureido#2 to draw 2 Scrap Dragon to pop a card Stardust Dragon if you're worried about backrow   (2800 + 2600 + 2600 = 8000)     2)Geargiarmor + Strategist   Flip armor to search and special summon accelerator Flip armor facedown Normal summon the strategist to flip armor up to search and special summon accel#2 Synchro strategist+ accel into Burei and keep using your tuners to end up like the previous combo     3)Geargiarmor + Accelerator OR MK-II (Karakuri)   Flip armor to search for either accel/MK-II (the one you DON'T have in hand) Special summon the accel  XYZ into GGX, detach ACCELERATOR to search birdman Normal summon MK-II to special summon accel Return accel to hand to special birdman Special summon accel again Synchro birdman + accelerator into Burei Burei's effect to special summon watchdog Synchro Watchdog and MK-II into Burei#2 Burei's effect to special summon either watchdog or strategist and attack for game   (2300 + 2600 + 2600 + 500 = 8000)     4)Geargiarmor + Genex Ally Birdman   Flip armor to search accel and special summon it Return accel to hand to special birdman Special accel again and flip armor facedown Synchro birdman and accel into Burei Burei's effect to special summon the strategist Strategist flip armor face up and search accel Special accel, synchro strategist and accel into Burei#2 Burei #2's effect to special summon watchdog Synchro watchdog and armor into Scrap/Buriedo/Stardust for game      *you do not use your normal summon for this combo, so you can continute the play with a 4th synchro if needed. 5)Geargiagear + Accelerator Flip Geargiagear to summon 2 targets Special accel and XYZ Gear Gigant X (MAKE SURE YOU LEAVE AN MK-II OUT) Detach accelerator to search for Birdman Return MK-II to hand to special Birdman Normal summon MK-II to special accel from grave Synchro Birdman + accel into Burei, special level 4 tuner Synchro level 4 tuner + MK-II for Burei#2 getting the level 4 tuner#2 (2600 + 2600 + 2300 + 800 = 8300)      6)Geargiarmor + Accelerator + any machine monster (Machina)   Flip armor to search accelerator, special summon both accelerators XYZ both accels into GGX, search Machina Gearframe Normal summon Gearframe to search for Fortress Discard a machine type mosnter to special summon Fortress Attack with all monster, MP2 Cowboy for game   (2300 + 1800 + 1100 + 2500 + 800 = 8500)   -[ Deck Examples + Tips ]-     Karakuri Geargia http://i.imgur.com/UBNAll8.png   Machina Geargia http://i.imgur.com/f8ZatZZ.png   Machina/Karakuri Hybrid http://i.imgur.com/U2b40nt.png       - If you have both armor and arsenal in hand, use armor rather than arsenal to hide what you're playing + arsenal can be versatile mid-late game - When GGX dies, you can get geargiano to get accelerator to float into a possible MK-II/Armor/Arsenal to continue your plays - Mk-II can become an instant level 7 synchro if you have watchdog in grave + arsenal/geargiano - Flipping Geargiagear during your opponent's end phase is better to play around possible Maxx C's / fresh traps - Typically you want to bring out 1 Mk-II and 1 Geargiano through Geargigear in order to avoid drawing Geargiano + Geargiano is best in the graveyard - Playing 3 accelerators can clog, however it leads to a better late/mid game and can open up plays you normally wouldn't be able to do   Credit to Saiko for the formatting, and Candela for combo#5
  4. Mage Power

    http://ocg.xpg.jp/deck/deck.fcgi?ListNo=124990 So this Karakuri deck made top 8 in a 128-person tourney. Nothing huge, but fairly surprising given the dominance of Dragons and Prophecy (and Evils to some degree). The deck itself is pretty standard but with a few interesting choices. One of those was Grand Mole which should be self explanatory, and then 3 copies of Mage Power. This seems like a pretty smart choice, actually - not only does it give extra use to Anatomy, but the fact that one Mage Power can boost up to 2500 means a lot. Against Dragons, you can use it to make sure you won't get run over, use it on a monster like Haipa or Kuick to take down any Bladers or Big Eyes, and possibly punch for game through a token with Burei. Against Evilswarm, you can use it much like you would against Blader - if your opponent thinks they can sit on Ophion and win, this can cause quite the upset. Against Prophecy...it's OK. Beefing up NatBeast is never bad. One other thing that makes this cool is the ease in which Karakuri make Level 7s - in other words, if you can grab Power Tool, you can grab one of these. I do like Transturn Karakuri as well, but Mage Power seems like a better option currently, thanks to the number of decks designed to directly counter/prevent high-level summoning.
  5. Karakuri

              Monsters: 19   x3 Karakuri Komachi mdl 224 " Ninishi " x3 Karakuri Merchant mdl 177 " Inashichi " x2 Karakuri Ninja mdl 919 " Kuick " x2 Karakuri Soldier mdl 236 " Nisamu " x3 Karakuri Strategist mdl 248 " Nishipachi " x3 Psychic Commander x3 Solar Wind Jammer   Sells: 16   x2 De- Synchro x3 Emergency Teleport x2 Karakuri Anatomy x1 Karakuri Cash Cashe x1 Monster Reborn x1 Dark Hole x1 Heavy Storm x2 Mystical Space Typhoon x3 Instant Fusions   Traps: 5   x3 Royal Decree x1 Solemn Judgment x1 Solemn Warning   Extra: 15   x3 Karakuri Steel Shogun mdl 00X" Bureido " x2 karakuri Shogun mdl 00 " Burei " x1 Ally of Justice Catastor x1 Black Rose Dragon x2 Naturia Beast x1 Naturia Landoise x1 Stardust Dragon x1 Scrap Dragon x1 Wind-Up Zenamines   Side: 15   x1 Maxx C x2 Effect Veiler x2 Thunder King Rai-Oh x2 Gozen Match x2 Droll & Lock Bird x1 Mind Control x1 Mystical Space Typhoon x2 Gozen Match x1 Light-Imprisoning Mirror x2 Dark-Imprisoning Mirror x1 Return From a Different Dimension   I have always loved Karakuri's never really had a love for another deck. This specific build can just spam out level 8 synchro monsters like it's being paid for it. I never really had a issue where I encountered a dead draw or, Drawing all 3 Royal Decrees in first hand. This deck can Stun or OTK whichever I deem to be necessary at the time, though, the side deck was just something I threw together out of time consuming factors. Yes I know Spellbooks won't really be a thing until Jugement Day is released though it does not hurt to prepare which is my Droll & Lock Bird is in there. For Return From a Different Dimension I just put that in there in case I ran into Macro Rabbit or something that removes my cards out of annoyance. Other than that I would love to hear what you guys have to say about see what your thoughts are. Thanks!! :)  
  6. Karakuri (Pure)

      I have no clue where that Mole came from.   Monsters: 18   3x Karakuri Merchant mdl 177 "Inashichi" 2x Karakuri Soldier mdl 236 "Nisamu" 2x Karakuri Ninja mdl 919 "Kuick" 1x Karakuri Muso mdl 818 "Haipa" 1x Karakuri Ninja mdl 339 "Sazank" 3x Karakuri Komachi mdl 224 "Ninishi" 1x Karakuri Watchdog mdl 313 "Saizan" 1x Solar Wind Jammer 1x Machina Gearframe 1x Machina Fortress   Spells: 13   1x Heavy Storm 2x Mystical Space Typhoon 2x Forbidden Lance 1x Monster Reborn 1x Pot of Avarice 3x Instant Fusion 3x Karakuri Cash Cache   Traps: 9   3x Fiendish Chain 2x Call of the Haunted 1x Solemn Judgment 1x Solemn Warning 1x Compulsory Evacuation Device 1x Dimensional Prison   Extra: 15   2x Cyber Saurus 1x Ally of Justice Catastor 1x Naturia Beast 1x Black Rose Dragon 2x Karakuri Shogun mdl 00 "Burei" 2x Karakuri Steel Shogun mdl 00X "Bureido" 1x Stardust Dragon 1x Scrap Dragon 1x Maestroke the Symphony Djinn 1x Number 50: Blackship of Corn 1x Number 30: Acid Golem of Destruction 1x Temtempo the Percussion Djinn   Side: 15   2x Photon Thrasher 2x Banisher of the Radience 1x System Down 1x Mystical Space Typhoon 2x Soul Taker 3x Royal Decree 2x Macro Cosmos 2x Bottomless Trap Hole   The side deck is kinda silly. Triple Decree is probably overkill, but I was planning to use this amongst my friends, who like running a bunch of silly decks sometimes...   Things I have considered:   - Machina stuff - Jammer - Avarice - Some number of traps   + Hand Traps + Additional spell/trap protection + Psychic Engine? It is kinda clunky imo.   In any case, this deck is far from perfect. Please list your suggestions below, I really would appreciate your help.  
  7. [img]http://i.imgur.com/vYY6C.png[/img] [3] accelerator [3] armor [3] arsenal [1] MK-II [1] Nishipachi [2] Saizan [1] Birdman [1] Veiler [2] Maxx C [1] Gorz [2] Tour Guide [1] Sangan [3] MST [1] Heavy Storm [1] Dark Hole [1] Monster Reborn [1] Book of Moon [1] Pot of Avarice [1] Mind Control [2] BTH [2] Fiendish Chain [2] Mirror Force [2] Solemn Warning [1] Solemn Judgment [1] Trap Stun Side deck: 3x macro Cosmos 3x Gozen Match 1x Fiendish Chain 1x Light Imprisoning Mirror 1x Night Beam 1x Compulsory Evacuation Device 2x Soul Taker 1x Soul Drain 1x Effect Veilrr 1x Maxx C This is the build I am using currently. [size=2]Couple of things need to be cleared before you start helping me/fixing deck/commenting. I am pretty stubborn on some of the card choices in my main deck. I have learned to play with these choices and I do not wish to change that. I am obviously talking about Gorz with Fiendish, hand traps, Avarice and some other combinations players might avoid.[/size] Birdman works wonderfully, I am not taking him out any time soon. Trap stun replaced Starlight Road only recently and one of decks limbs quite yet. The newest addition is Compuls. I am not sure about that yet, there are so many other possible main deck choices that could replace it. And I would not mind taking out Book of Moon. Most help I need is with my side deck. I would like you to help me prepare it for the following matchups. [size=3]30/100 Windup[/size] [size=3]20/100 Dino Rabbit[/size] [size=3]15/100 Agent[/size] [size=3]10/100 Gadget[/size] [size=3]10/100 Dark World[/size] [size=3]10/100 Chaos Dragon[/size] [size=3]10/100 Samurai[/size] [size=3]10/100 Hero[/size] [size=3]6/100 Inzektor[/size] [size=3]5/100 Gravekeeper[/size] [size=3]4/100 Mermail[/size] [size=3]40/100 Random randomness[/size] pretty standard, except for the low numbers on Mermail and GK being in the equasion. This is what I have so far: 3x Macro Cosmos (obviously) 1-2x Night Beam (tested it, it is a great tool) 2-3x Gozen Match (obvious reasons) 1x Veiler (I like it against some matchups, I take out C entirely and go with veilers alone) EDIT: out with compuls, in with Mind Control (how could I miss this card when building the deck ) EDIT2: out withacid golem for Leviathan EDIT3: added the side deck in it's final form
  8. GGia - First Draft

    [img]http://i.imgur.com/bqqk3.png[/img] So I've been testing out the build a bit and it's been doing fine thusfar. I'm just curious as to if I missed anything or not. What I pretty much did was look over certain variants of the deck that have been topping, working with their techs, and then going from there.
  9. Morphing Geargias

    [color=#00ff00][size=4]My deck is designed to morph to karakuri if need be.[/size][/color] [color=#00ff00][size=4][font=tahoma, helvetica, arial, sans-serif]17[/font] [font=tahoma, helvetica, arial, sans-serif]3 Geargiarmor[/font] [font=tahoma, helvetica, arial, sans-serif]3 Geargiaccelerator[/font] [font=tahoma, helvetica, arial, sans-serif]3 Geargiarsenal[/font] [font=tahoma, helvetica, arial, sans-serif]3 Machina Gearframe[/font] [font=tahoma, helvetica, arial, sans-serif]2 Effect Veiler[/font] [font=tahoma, helvetica, arial, sans-serif]2 Machina Fortress[/font] [font=tahoma, helvetica, arial, sans-serif]1 Machina Cannon[/font] [font=tahoma, helvetica, arial, sans-serif]11[/font] [font=tahoma, helvetica, arial, sans-serif]2 Pot of Duality[/font][/size][/color] [color=#00ff00][size=4][font=tahoma, helvetica, arial, sans-serif]2 Soul Taker[/font][/size][/color] [color=#00ff00][size=4][font=tahoma, helvetica, arial, sans-serif]2 Mystical Space Typhoon[/font][/size][/color] [color=#00ff00][size=4][font=tahoma, helvetica, arial, sans-serif]1 Dark Hole[/font] [font=tahoma, helvetica, arial, sans-serif]1 Heavy Storm[/font] [font=tahoma, helvetica, arial, sans-serif]1 Monster Reborn[/font] [font=tahoma, helvetica, arial, sans-serif]1 Book of Moon[/font] [font=tahoma, helvetica, arial, sans-serif]1 Pot of Avarice[/font] [font=tahoma, helvetica, arial, sans-serif]12[/font] [font=tahoma, helvetica, arial, sans-serif]3 Dimensional Prison[/font] [font=tahoma, helvetica, arial, sans-serif]2 Solemn Warning[/font] [font=tahoma, helvetica, arial, sans-serif]2 Torrential Tribute[/font] [font=tahoma, helvetica, arial, sans-serif]2 Bottomless Trap Hole[/font] [font=tahoma, helvetica, arial, sans-serif]1 Compulsory Evacuation Device[/font] [font=tahoma, helvetica, arial, sans-serif]1 Solemn Judgment[/font] [font=tahoma, helvetica, arial, sans-serif]1 Starlight Road[/font][/size][/color] [color=#00ff00][size=4]15[/size][/color] [color=#00ff00][size=4]3 Gear Gigant X[/size][/color] [color=#00ff00][size=4]3 Karakuri Shogun mdl 00 "Burei"[/size][/color] [color=#00ff00][size=4]1 Chimeratech Fortress Dragon[/size][/color] [color=#00ff00][size=4]1 Karakuri Steel Shogub mdl 00X "Bureido"[/size][/color] [color=#00ff00][size=4]1 Stardust Dragon[/size][/color] [color=#00ff00][size=4]1 Photon Papilloperative[/size][/color] [color=#00ff00][size=4]1 Number 39: Utopia[/size][/color] [color=#00ff00][size=4]1 Steelswarm Roach[/size][/color] [color=#00ff00][size=4]1 Number 17: Leviathan Dragon[/size][/color] [color=#00ff00][size=4]1 Number 20: Giga-Brilliant[/size][/color] [color=#00ff00][size=4]1 Number 30: Acid Golem of Destruction[/size][/color] [color=#00ff00][size=4]15[/size][/color] [color=#00ff00][size=4]3 Genex Ally Birdman[/size][/color] [color=#00ff00][size=4]2 Karakuri Watchdog mdl 313 "Saizan"[/size][/color] [color=#00ff00][size=4]2 Karakuri Strategist mdl 248 "Nishipachi"[/size][/color] [color=#00ff00][size=4]2 Cyber Dragon[/size][/color] [color=#00ff00][size=4]2 Prohibition[/size][/color] [color=#00ff00][size=4]2 Snowman Eater[/size][/color] [color=#00ff00][size=4]1 Chimeratech Fortress Dragon[/size][/color] [color=#00ff00][size=4]1 Spirit Reaper[/size][/color]
  10. Karakuri - Discussion

    ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ Karakuri - Discussion ------------------------------------------------------------------------------------------------------------ Introduction ------------------------------------------------------------------------------------------------------------ Karakuris are an extremely explosive decktype based on synchro-summoning and swarming the field using their themed monsters and Synchro monsters. They have a multitude of good, solid effects but all Karakuri non-synchro monsters have two drawbacks, their need to attack every turn, and their need to switch battle positions when being attacked. There are several solid variants of Karakuri, but two main ones will be discussed; Karakuri Machina Plants, and Pure Karakuri. ------------------------------------------------------------------------------------------------------------ Monsters ------------------------------------------------------------------------------------------------------------ Komachi 224 "Ninishi", the centerpiece of basically all Karakuri decks. It is essentially a Karakuri themed "XX-Saber Boggart Knight" tuner, helping you set up an immediate Synchro of Shogun 00 "Burei". 3 is run in almost all variants because she is the bread and butter of the Karakuri swarm engine. Strategist 248 "Nishipachi" was the tuner of choice for Karakuri decks preNinishi, but is now relegated to a one off card for its nifty position changing effect, often activating Steel Shogun 00X "Bureido or getting over pesky low defense monsters. Watchdog 313 "Saizan" is another tuner for the deck, allowing for easy synchros of Steel Shogun 00X "Bureido" with our level 4 non-tuners. Usually an one-off card for have the ability to summon him with Burei/Bureido. Beware his effect though, for his second effect has another unwanted side effect; when it is attacked in defense, it will switch to attack. Ninja 919 "Kuick" is the deck's main non-tuner usually due to her extraordinary effect. She is the "XX-Saber Fulhelmknight" of the deck, "Hydrogeddoning" from the graveyard to make nasty synchros. Will allow you huge comebacks on the virtue of her effect. Kuick, like Saizan, also switches to attack when in defense position. Soldier 236 "Nisamu" is another non-tuner, one that can easily recruit a Karakuri monster from the deck to the field. Can be useful to pull that missing piece from the Karakuri comboes. Muso 818 "Haipa" is a big motherfucker. Basically this, combined with its non-tunerness can warrant using it. Merchant 177 "Inashichi" is an "Elemental HERO Stratos" for the deck, helping search pieces directly to the hand. This, combined with Komachi, easily creates a one card commitment "Naturia Beast". A huge negative of this card is the Karakuri "attack if able" clause, forcing it to ram into bigger monsters with a pitiful 500 attack in certain situations. Genex Neutron is the deck's OTHER "Elemental HERO Stratos", albeit a time-delayed and more specific one. Has a major advantage of being a bigger body than "Inashichi". Will search the most important monster of your deck, Komachi, for you, or a Watchdog so you can make Bureido with this, if it stays until the end phase (and isn't veilered). Ahhh, Cyber Dragon, the classic light beatstick of years past features promptly in this deck! He is a Level 5 body, allowing the deck to access Bureido with one of your level 3 tuners, and can help you get over the bane of this deck... Thunder King Rai-Oh. Another Level 5 body! Ahh, Ninja 7749 "Nanashick" you are great... except for your subpar effect... But oh well, will still be a good summon with Burei/Bureido so you can synchro away for Bureido! Your effect might even get some use in some Dupe variants! Other Options Barrel 96 "Shinkuro" Bushi 6318 "Muzanichiha" Ninja 339 "Sazank" Thunder King Rai-Oh Effect Veiler Maxx "C" ------------------------------------------------------------------------------------------------------------ Spell/Trap Support ------------------------------------------------------------------------------------------------------------ Why the fuck does this deck have like a million possible searchers? Karakuri Cash Cache allows for you to search a level 4 or lower Karakuri monster and might help you avoid the need to attack or add counters to Karakuri Anatomy by switching the battle position of your Karakuri monster. Karakuri Unite- I mean Anatomy, a draw two card for Karakuris. Karakuri is a deck which thrives with cards in hand, and Anatomy allows them to hoard cards. The addition of Heavy Storm to almost all decks in the meta weakens this card, but it can still be a strong choice for slower options running Starlight Road. Karakuri Showdown Castle is the field spell of choice for Karakuri. It replaces itself upon its destruction, and allows your Karakuri to run over stronger enemy monsters with ease. A Machine theme with abundant targets loves Machine Duplication, and Karakuri definitely has abundant targets. From Komachi to Strategist to Inashichi, this deck can spam ridiculously with Machine Duplication and the nature of the Karakuri synchros. Many Machine decks benefit from Limiter Removal's inclusion, and Karakuri is no exception. However, due to the nature of current pure Karakuri decks that involve bringing out Naturia Beast or Landoise to control the game, Limiter Removal has been shunted to the side by many. Instant Fusion is a great spell for Karakuris to help bring out Bureido. Due to the existence of Cyber-Saurus, the role of the non-tuner Machine-type for Bureido is fulfilled, helping Karakuris spam monsters. It also does not cost your normal summon, helping Karakuris achieve amazing fields. Pot of Avarice is a great in a deck that loads the grave so fast, can either help you make enormous comebacks or ridiculous fields. Fiendish Chain is very good in this deck helping protect the easily brought out Naturia Beast. It also helps extremely to protect your Genex Neutron after searching Saizan, helping you achieve a quick and efficient Bureido. Other Options/Cards Machina Armored Unit Overload Fusion Karakuri Trick House Karakuri Cash Shed ------------------------------------------------------------------------------------------------------------ Extra Deck Support ------------------------------------------------------------------------------------------------------------ Shogun 00 "Burei" is the deck's primary Level 7 Synchro monster. He brings out another Karakuri monster to help swarm the field and can switch ANY monster's battle position. This can be handy to manipulate your monsters for Anatomy or Bureido. Steel Shogun 00X "Burrito" is the deck's primary Level 8 Synchro Monster. He can also bring out another Karakuri monster to join the battle, and has an addtional effect to help you draw when your Karakuri do what they do best... switch battle positions. Karakuri has perhaps the easiest time bringing out the fearsome Naturia Beast, with Komachi and Inashichi. A deck packing heavy Spells will fear this card due to its amazing negation effect. Naturia Landoise is not as amazing as Naturia Beast, but warrants consideration, because it's easy to access in this deck, to negate pesky Effect Monsters, such as Gorz. However, you need to discard a Spell Card, which reduces its usefulness. However, Karakuri easily packs an upward of ten spells, aiding Landoise's usage. With the upcoming release of the fearsome Wind-Up Zenmaines, this card is making a comeback. Chimeratech Fortress Dragon, in any deck that runs Cyber Dragon, counts as removal for any annoying Machine-type monster, such as Catastor and Zenmaines. CFD is one of the reasons that Machines have lost much of their power, and will help you against rival machine decks. But beware, for your opponent might run this as well, and destroy your carefully contructed Machine-type fields. Ally of Justice Catastor is obviously a staple card in any deck that can make Level 5s, and Karakuri is no exception. However, it is important for another reason in Karakuris, because of the fact that its a Machine-type non-tuner! This helps you bring out Bureido or Burei, and can really help in a pinch. Armory Arm is also Machine, which helps its cause in decks like Karakuri Machina Plants that can make it. Pure Karakuri will not run it, but in KMP it is invaluable. Other Non-Obvious Options Number 17 - Leviathan Dragon Number 39 - Utopia ------------------------------------------------------------------------------------------------------------ Karakuri Machina Plants Offshoot ------------------------------------------------------------------------------------------------------------ KMP is a decktype that focuses on the extreme of the Karakuri's swarm aspect. It focuses on special summoning Bureido with Machina Fortress + one of the Level 1 Plant Tuners to start the loop and then add to the swarm with Instant Fusions or whatnot, and at the end regain advantage using Bureido's effect. It was a formidable force last format, but now with the increased maindecking of Maxx "C", Effect Veiler, and Archlord Kristya, its extreme reliance on Special Summoning might render it a thing of the past. The core of the Machina part of the KMP, Machina Fortress allows for a level 7 body for Bureido while also being a great beatstick with a great effect. Machina Gearframe searches the above. Machina Force acts as a Monster Reborn for the above. I don't really need to expand on the Plant engine, do I? More plant stuff. One for One particularly gives you some nutty plays with Machina Fortress, helping to create a Bureido without your normal summon, helping you swarm even more. Foolish helps in dumping Fortress or any of the plant Tuners to help make more synchros. ------------------------------------------------------------------------------------------------------------ Achievements This Format ------------------------------------------------------------------------------------------------------------ 2 Top 32s @ YCS Toronto Top 32 - Dale Bellido AND Anthony Alvarado Monsters: 20 3 Genex Neutron 3 Karakuri Komachi mdl 224 "Ninishi" 3 Karakuri Merchant mdl 117 "Inashichi" 3 Karakuri Ninja mdl 919 "Kuick" 2 Cyber Dragon 2 Effect Veiler 2 Thunder King Rai-Oh 1 Karakuri Strategist mdl 248 "Nishipachi" 1 Karakuri Watchdog mdl 313 "Saizan" Spells: 12 3 Mystical Space Typhoon 3 Pot of Duality 1 Book of Moon 1 Dark Hole 1 Heavy Storm 1 Mind Control 1 Monster Reborn 1 Pot of Avarice Traps: 8 3 Fiendish Chain 2 Solemn Warning 1 Mirror Force 1 Solemn Judgment 1 Trap Dustshoot[/CODE] ------------------------------------------------------------------------------------------------------------ [size=4][b][u]Conclusion[/u][/b][/size] ------------------------------------------------------------------------------------------------------------ Karakuri is a fearsome deck, capable or many fearsome setups and plays that help it become Tier 1/2. Its ability to make Naturia Beast so easily suggest that it will still be a contender come Dark World, due to Naturia Beast locking down Dark World, and its explosiveness matches that of the current top decks (Agents and Plants). However, the threat of Maxx "C" and Effect Veiler always looms, for those cards can really damage Karakuri. It also seems that Karakuri has stopped receiving support from Konami, as GENF contained no specific support for Karakuris, so after time, Karakuri might be a dead theme. However, only time will tell and currently, it is still a contender.
  11. Rank 3 Machine XYZ

    Monsters: 21 Cyber Valley x3 Karakuri Strategist MDL 248 "Nishipachi" x3 Tour Guide from the Underworld x3 Maxx "C" x3 Snowman Eater x2 Card Trooper x2 Black Luster Soldier - Envoy of the Beginning Gorz the Emissary of Darkness Tragoedia Sangan Effect Veiler Spells: 11 Machine Duplication x2 Instant Fusion x2 Mystical Space Typhoon x2 Dark Hole Mind Control Heavy Storm Monster Reborn Scapegoat Traps: 9 Solemn Warning x2 Bottomless Trap Hole x2 Dimensional Prison x2 Call of the Haunted x2 Solemn Judgment Extra Deck: Darkfire Dragon Flame Ghost/Zombie Warrior Musician King Stardust Dragon Black Rose Dragon Brionac, Dragon of the Ice Barrier Formula Synchron Leaviair the Sea Dragon x2 Number 17: Leviathan Dragon Number 20: Giga-Brilliant Number 30: Acid Golem of Destruction Number 39: Utopia Temtempo the Percussion Djinn Wind-Up Zenmaines     Basically this deck tries to slow the deck down to where I can combo and make my +1's while slowing down your plays with my hand traps and traps. So far only tested at 1 locals and played against 2 Wind-Ups, 2 Dragons and 1 Dragunity, went 5-0. This deck is just a nice break away from the terrible format. I actually had fun playing in a tourney with this deck in comparison to playing Dragons or Wind-Ups or Dino Rabbit. At my locals Inzektors are not a real deck so that is also why I can play rogue. Anyone got any suggestions to make this more fun/competitive?  
  12. Karakuri Geargia

    I am under no delusion that this is somehow a perfect build. There's work to be done in all aspects. Updated deck below. Thanks for the suggestions thus far! Monsters (21) 3 Effect Veiler 3 Geargiaccelerator 3 Geargiarmor 3 Geargiarsenal 3 Genex Ally Birdman 3 Karakuri Watchdog MDL 313 "Saizan" 2 Geargiano Mk-II 1 Karakuri Ninja MDL 919 "Kuick" Spell (10) 1 Book of Moon 1 Dark Hole 1 Monster Reborn 1 Heavy Storm 3 Forbidden Lance 3 Mystical Space Typhoon Traps (9) 1 Solemn Judgment 1 Compulsory Evacuation Device 1 Starlight Road 2 Solemn Warning 2 Bottomless Trap Hole 2 Torrential Tribute Extra (Skeleton): 2 Gear Gigant X 2 Karakuri Steel Shogun 00X "Bureido" 3 Karakuri Shogun MDL 00 "Burei" For those unfamiliar with the deck, the otk requires 3 cards. One Geargiarmor facedown, one birdman, and one geargiaccelerator/geargiano in hand. With accelerator: 1. Flip Armor. Get Accelerator. 2. Special Accelerator. 3. Bring back Accelerator to special birdman. Respecial Accelerator. 4. Sync for Burei 5. Get Watchdog 6. Special the other accelerator. 7. Sync for Bureido 8. special another watchdog 9. Sync for Bureido 10. Get Kuick. Field: Bureido, Bureido, Burei, Kuik. 9900 dmg on the field. Does not OTK through gorz. It's probably the deck I'm going to play next format, so criticisms are more than welcome.
  13. Puppet Ninja

    [size=3][color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]3 Jurrac Guaiba[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]3 Karakuri Komachi Ninishi[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]3 Karakuri Merchant Inashichi[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]3 Ninja Grandmaster Hanzo[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]2 Karakuri Ninja Kuick[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]2[/font][/color][color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif] Effect Veiler[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]1 Karakuri Ninja Sazank[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]1 Karakuri Watchdog Saizan[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]1 White Dragon Ninja[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]1 Gorz the Emissary of Darkness[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]-20-[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]2 Forbidden Lance[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]2[/font][/color][color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif] MST[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]1 Pot of Duality[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]1 Dark Hole[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]1 Heavy Storm[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]1 Monster Reborn[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]1 Reinforcement of the Army[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]1 Book of Moon[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]-10-[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]2 Call of the Haunted[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]2 Ninjitsu Art of Super Transformation[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]2 Solemn Warning[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]2 Torrential Tribute[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]1 Compulsory Evacuation Device[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]1 Solemn Judgment[/font][/color] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]-10-[/font][/color][/size] [size=3][font="tahoma, helvetica, arial, sans-serif"][color="#5a5a5a"]Trying to fix the deck to have a better matchup vs Rabbit as it is still very popular. Pretty good against Inzektor (At least so far from testing...nobody at my locals is that great though.[/color][/font] [color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]Wanting to fit in: Pot of Avarice[/font][/color][/size] [size=3]Shiba Warrior-Taro[/size] [size=3][color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif]Safe Zone[/font][/color][/size]
  14. Karakuri OTK Deck

    After careful thought and consideration from some of the people below ive decided to try and use a new setup but i tweaked it a bit and got rid of two cards and added two other cards that i have.Now i was wondering if you guys could give me some constructive criticism and maybe an idea of what i should use as an extradeck or if you think i should switch other cards around someone suggested using komachi but i wasn't sure what to replace it with. [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]Monsters: 24[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]3 Cyber Dragon[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]3 Genex Neutron[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]3 Karakuri Ninja mdl 919 "kuick"[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]2 Kaakuri Soldier mdl 236 "Nisamu"[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]1 Karakuri Watchdog mdl 313 "Saisan"[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]3 Karakuri Komachi mdl 224 "Ninishi"[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]1 Karakuri Strategist mdl 248 "nishipachi"[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]3 Karakuri Merchant mdl 177 "Inashichi"[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]3 Maxx "c"[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]2 Effect Veiler[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]Spells 10[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]1 Heavy Storm[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]3 Mystical Space Typhoon[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]1 Dark Hole[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]1 Monster Reborn[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]1 limiter Removal [/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]1 Pot of Avarice[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]2 Pot of Duality[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]Traps 8[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]2 Solemn Warning[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]1 Solemn Judgment[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]1 Trap Dustshoot[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]2 Divine Wrath[/size][/font][/color] [color=#9F9F9F][font=tahoma, helvetica, arial, sans-serif][size=3]2 Dimensional Prison[/size][/font][/color]
  15. Sex Bomb

    http://www.youtube.com/watch?v=6KUJE2xs-RE&feature=list_related&playnext=1&list=MLGxdCwVVULXdOl0AQVezzn7bB7FYH5YqN [img]http://i.imgur.com/ZtNrF.jpg[/img] [b][u]Monsters:[/u][/b] [color=#ffa500]X3 Karakuri Komachi MDL 224 “Ninishi”[/color] [color=#ffa500]X3 Karakuri Ninja MDL 919 “Kuick”[/color] [color=#ffa500]X3 Karakuri Merchant MDL 177 “Inashichi”[/color] [color=#ffa500]X3 Maxx “C”[/color] [color=#ffa500]X2 Cyber Dragon[/color] [color=#ffa500]X2 Genex Neutron[/color] [color=#ffa500]X2 Thunder King[/color] [color=#ffa500]X1 Karakuri Watchdog MDL 313 “Saizan”[/color] [color=#ffa500]X1 Karakuri Strategist MDL 248 “Nishipachi”[/color] [color=#ffa500]X1 Gorz the Emissary of Darkness[/color] [b][u]Spells:[/u][/b] [color=#00ff00]X3 Mystical Space Typhoon[/color] [color=#00ff00]X2 Pot of Duality[/color] [color=#00ff00]X1 Monster Reborn[/color] [color=#00ff00]X1 Pot of Avarice[/color] [color=#00ff00]X1 Heavy Storm[/color] [color=#00ff00]X1 Book of Moon[/color] [color=#00ff00]X1 Dark Hole[/color] [color=#00ff00]X1 Scapegoat[/color] [b][u]Traps:[/u][/b] [color=#800080]X3 Dimensional Prison[/color] [color=#800080]X2 Solemn Warning[/color] [color=#800080]X1 Solemn Judgment[/color] [color=#800080]X1 Torrential Tribute[/color] [color=#800080]X1 Trap Dustshoot[/color] [b][u]Extra:[/u][/b] [color=#696969]X1 Steelswarm Roach[/color] [color=#696969]X1 Number 17: Leviathan Dragon[/color] [color=#4b0082]X1 Chimeratech Fortress Dragon[/color] [color=#ffffff]X1 Trishula, Dragon of the Ice Barrier[/color] [color=#ffffff]X2 Karakuri Steel Shogun MDL 00X “Bureido”[/color] [color=#ffffff]X1 Stardust Dragon[/color] [color=#ffffff]X1 Scrap Dragon[/color] [color=#ffffff]X1 Naturia Landoise[/color] [color=#ffffff]X2 Karakuri Shogun MDL 00 “Burei”[/color] [color=#ffffff]X1 Black Rose Dragon[/color] [color=#ffffff]X1 Naturia Barkion[/color] [color=#ffffff]X1 Naturia Beast[/color] [color=#ffffff]X1 Ally of Justice Catastor[/color] [b][u]Side:[/u][/b] [color=#ffa500]X2 Fossil Dyna Pachycephalo[/color] [color=#00ff00]X3 Leeching the Light[/color] [color=#800080]X2 Black Horn of Heaven[/color] [color=#800080]X2 Bottomless Trap Hole[/color] [color=#800080]X3 Gozen Match[/color] [color=#800080]X3 Shadow-Imprisoning Mirror[/color] [color=#FFFFFF]Hey, everyone. So I've been working on this deck for a really long time and I don't know what it is, but the more I change it to try to improve consistency I just seem to take it away. I was just taking it as a stroke of getting cut unluckily, not always pile shuffling, and making misplays that would ultimately cost me the games. (I'm still very much improving, and am trying to get progressively more competitive.) But today someone let me draw 10 cards off Maxx "C" before going in to Quasar and I figure out an out. I've gone over it so many times in my head and I just don't know what I could have done, I think I played as best I could, but all that is really beside the point.[/color] [color=#FFFFFF]I really think my side needs some adjustment and I'm thinking of sending Neutron packing altogether. I don't think there's anything butt fuck stupid in here, I mean my biggest tech is that I think MST at 3 is too huge to pass up. Please, help me. Thank you, I really do appreciate anyone who takes the time to see this even if you have nothing for me.[/color]
  16. Champagne Showers

    <iframe width="560" height="315" src="http://www.youtube.com/embed/UA8rcLvS1BY" frameborder="0" allowfullscreen></iframe> Monsters: 21 |2| Cyber Dragon |2| Genex Neutron |2| Thunder King Rai-Oh |2| Maxx "C" |3| Karakuri Komachi MDL 224 "Ninishi" |3| Karakuri Merchant MDL 177 "Inashichi" |2| Karakuri Ninja MDL 919 "Knick" |1| Karakuri Soldier MDL 236 "Nisamu" |1| Karakuri Muso MDL 818 "Haipa" |1| Karakuri Watchdog MDL 313 "Saizan" |1| Gorz the Emissary of Darkness |1| Effect Veiler Spells: 10 |2| Pot of Duality |2| Mystical Space Typhoon |1| Pot of Avarice |1| Book of Moon |1| Heavy Storm |1| Monster Reborn |1| Dark Hole |1| Smashing Ground Traps: 9 |2| Solemn Warning |2| Dimensional Prison |2| Bottomless Trap Hole |1| Mirror Force |1| Solemn Judgement |1| Trap Dustshoot Extra Deck: 15 |1| Trishula, Dragon of the Ice Barrier |2| Karakuri Steel Shogun MDL 00X "Bureido" |1| Stardust Dragon |1| Scrap Dragon |1| Black Rose Dragon |2| Karakuri Shogun MDL 00 "Burei" |1| Naturia Landoise |1| Ally of Justice Catastor |1| Naturia Beast |1| Number 39: Utopia / Naturia Barkion |1| Steelswarm Roach |1| Wind-Up Zenmaines |1| Chimeratech Fortress Dragon Side Deck: 15 |2| Fossil Dyna Pachycephalo |2| Leeching the Light |1| Mystical Space Typhoon |2| Black Horn of Heaven |1| Debunk |2| Dust Tornado |2| Gozen Match |2| Shadow-Imprisoning Mirror |1| Torrential Tribute
  17. Lost ones

    <iframe width="560" height="315" src="http://www.youtube.com/embed/y-vQ_VsTkn0" frameborder="0" allowfullscreen></iframe> Monsters: 22 3 Genex Neutron 3 Maxx "C" 3 Karakuri Ninja Mdl 919 ''Kuick" 3 Karakuri Merchant Mdl 177 "Inashichi" 3 Karakuri Komachi Mdl 224 "Ninishi" 1 Karakuri Soldier Mdl 236 "Nisamu" 1 Karakuri Watchdog Mdl 313 "Saizan" 1 Karakuri Strategist Mdl 248 "Nishipachi" 2 Cyber Dragon 1 Thunder King Rai-Oh Spells: 10 3 Mystical Space Typhoon 3 Pot of Duality 1 Pot of Avarice 1 Dark Hole 1 Monster Reborn 1 Heavy Storm 1 Book of Moon Traps: 8 2 Fiendish Chain 2 Solemn Warning 1 Solemn Judgment 1 Trap Dustshoot 1 Mirror Force 1 Dimensional Prison Extra: 15 1 Number 17: Leviathan Dragon 1 Number 39: Utopia 1 Wind-Up Zenmaines 1 Ally of Justice - Catastor 1 Naturia Beast 1 Naturia Barkion 1 Naturia Landoise 1 Black Rose Dragon 1 Stardust Dragon 1 Scrap Dragon 1 Trishula, Dragon of the Ice Barrier 2 Karakuri Shogun Mdl 00 "Burei" 2 Karakuri Steel Shogun Mdl 00X "Bureido" I honestly cannot see myself playing this deck without Fiendish Chain. It's too important to protect your set up when your opponent decides to push back. Other cards will find Naturia Beats a problem card first turn. And so Darkworlds are going to use their monster discard outlets to discard Grapha, removing Naturia Beast as a threat. So it's important to protect your Naturia Beast from getting taken off the field. Veiler would be such a terrible replacement. Fiendish Chain acts as Monster protection and a Veiler all in one. Plus the opponent seeing multiple backrows will put the pressure on them, especially being backed up by Naturia Beast. I chose two Cyber Dragons because I wanted to play a third Duality. Not only did the two conflict themselves in opening hands, but I wanted to be able to dig into my deck when i'm top decking, or when I can afford another Duality activation to get that extra advantage. I side the third Cyber Dragon, but I found myself drawing into multiples either opening hand, or when i'm in a stuck. I.e. VS a Spirit Reaper. The only real purpose I have for Cydra is to bait out their monster removal and to Karakuri Combo. It's surprising how many people will Solemn Warning a Cyber Dragon without even having more information on your deck. And of course, Cydra is also a must in the mirror match. But even then, a smart Karakuri player won't leave themselves open to a point where Cyber Dragon will do anything to their set up. But the third is sided in none the less. I only run a single Thunder King in the main. I don't feel like anymore is needed. I like how the build is right now and how it runs together. You just have to play smart and logically with the deck to do well. Let me know what you think!
  18. [size=2]Monsters 22[/size] [size=2]3 Cyber Dragon[/size] [size=2]3 Maxx C[/size] [size=2]3 Genex Neutron[/size] [size=2]2 Thunderking Rai Oh[/size] [size=2]3 Karakuri Merchant Mdl 177 Inashichi[/size] [size=2]3 Karakuri Komachi Mdl 224 Ninishi[/size] [size=2]2 Karakuri Ninja Mdl 919 Kuick[/size] [size=2]1 Karakuri Strategist Mdl 248 Nishipachi[/size] [size=2]1 Karakuri Watchdog Mdl 313 Saizan[/size] [size=2]1 Gorz, The Emissary of Darkness[/size] [size=2]Spells 9[/size] [size=2]2 Mystical Space Typhoon[/size] [size=2]2 Pot of Duality[/size] [size=2]1 Dark Hole[/size] [size=2]1 Pot of Avarice[/size] [size=2]1 Book of Moon[/size] [size=2]1 Monster Reborn[/size] [size=2]1 Heavy Storm[/size] [size=2]Traps 9[/size] [size=2]2 Bottomless Trap Hole[/size] [size=2]2 Dimensional Prison[/size] [size=2]2 Solemn Warning[/size] [size=2]1 Trap Dustshoot[/size] [size=2]1 Solemn Judgment[/size] [size=2]1 Mirror Force[/size] [size=2]Extra[/size] [size=2]2 Karakuri Burei[/size] [size=2]2 Karakuri Bureido[/size] [size=2]1 Scrap Dragon[/size] [size=2]1 Stardust Dragon[/size] [size=2]1 Naturia Beast[/size] [size=2]1 Naturia Barkion[/size] [size=2]1 Naturia Landoise[/size] [size=2]1 Black Rose Dragon[/size] [size=2]1 Trishula[/size] [size=2]1 Steelswarm Roach[/size] [size=2]1 Chimeratech Fortress Dragon[/size] [size=2]1 Ally of Justice Catastor[/size] [size=2]1 Number 17 Leviathan[/size] [size=2]Side Deck[/size] [size=2]NEED HELP[/size] [size=2]Ok so heres the deal. I havent played the game in an actual tournament in about a year. When I quit i was one of the "better" in my area. Coming back now Ive been doing duelingnetwork but thats not really saying match because Ive been plagying the worst people but I at least know the mechanics again haha. Well this weekend is my first tourney and Im not sure exactly what to side so yeah. Theres only about 6 people who Im worried about. The meta ill be going too has everything from draguinity to dark world rabbit and plants so I really do need help here, not sure what is really relevant at the moment side deck wise. Also the number of Maxx Cs Neutrons and Cydras have been rotating in and out maxing out some and not maxing out on some etc etc. IF i dont finish this deck Ill be building TG Agents so if anyone has a decent build for that let me know ont hat too please.[/size]
  19. YCS KC 37th Place

    Hey babes, this is my return to competitive yugioh, and seeing as how the last SJC I entered was Orlando in 2010 I forgot how awesome and simultaneously shitty these events are. The Monday before the YCS I bought a brand new 2012 Red Chevy Cruze. This will be relevant later. I plan on leaving Thursday with Scott (Scotty) Mattson so we can spend Thursday night with Newburns bum ass in Omaha. Scott lives in St Cloud, a solid hour and a half away. Thursday morning he finds out he cant get a ride down to the city so he expects me to come get his lazy, broke ass. I drive up there, arrive at his house, and then he makes me turn around and go get him at his college where hes taking the bus to. I get there, creep on the slutty college girls, and then see his fat ass get off the bus. Show off my car like a boss, throw his shit in, and we're off. Except he needs to go home first. We get there, and the first 2 things Im greeted by is the lovely aroma of a home where the residents smoke inside and a dog with a cone around its neck to prevent it from biting its balls off. Sweet. He grabs some food and cards, and then we leave. We head straight down from St Cloud BSing about random shit, and finally get near Omaha. Newburn is at work so we head to the movie theater he works at. We get in, and are greeted by the lovely sight of prepubescent twilight fans. Mind you, its 9:00 pm and the movie doesnt start til 12. What the fuck are they doing here, dont they have homework or cheerleading practice to be at? We go see the Immortals, which is alright, but Freida Pinto is in it and i wanna fuck her in the ass, so I dont complain. When we get out its 11 so we still gotta wait for him to get off at 12. We head over and find Rum Diary which starts at 1105. We head in and there are only 2 other morons in this theater. We watch the first 10 minutes and Im so enraged at how bad the movie is I demand we leave. Id rather put up with watching 400 lb girls run around creaming over Edward then watch this shit. Its now 12:10 and the lobby is empty. Some wanna security cop walks up to us demanding to know what we're doing. I refrain from saying we are attempting to kidnap junior high girls and instead tell him we're waiting for our friend. He gets all serious and uses his fucking walkie talkie to demand where Ryan is. I laugh at all this. Eventually Ryan gets done and he brings us a fucking Pizza, as well as me making him give me an icee. We head to the car and head back to his place. We get there and I meet his dad, whos in a wheelchair and works at a local casino. We test a little and I push Ryans shit in using Karakuri to his plants. Hes pissed but whatever. We watch a movie and I pass out on the couch. Friday morning I wake up and we get showered (something I suggest all yugioh players do once a day), and take off. We first head to pick up ryans friend, jason mccaig. We grab him and head to KC. Get there and find parking in this underground garage. We head to to convention center, find a bunch of jews trying to hustle each other for profit, watch ryan suck some "pros" dicks, and I get bored and leave with Jason and Scott. I trade off a bunch of shitty holos to vendors and pick up some cards I can actually make money off of, and then we head to where the rabbit tourny is and find Josh graham cracker chillin with Turkey, TopTopTop, Pennington and Seriously. Turkey is asian and I am shocked. I watch him play and lose cash, and then I lose to Penningtons DW deck. I also play Newburn some more, beat his ass again, and we eventually leave. Grab our stuff, drop it off in the hotel, and then Newburn wants to follow his lil texas buddies spicer, bowling, brake, etc. Me, Jason and Scott follow for a little bit, but theyre as lost as Helen Keller in a hedgemaze, so we ditch them and head to Chipotle. Jasons never had this delightful food and I proceed to enlighten him. We eat all the food, and I laugh because jasons burrito collapses by the 3rd bite. Amateur. We leave, barely able to walk, and head back to the hotel. I test with Jason a little, Graham gets there, Newburn returns, and Scott brought his friend Tyler too. He has a bunch of shit he wants to sell tomorrow sitting in random deckboxes. I dont care and go to sleep. Saturday morning, wake up, shower (wow, again?), and wake the others lazy asses up. Head to the con center as Im chowing down some Chicken biscuits and Monster. Surprised I wasnt jumped by any black dudes. We chill for awhile, and wait for round 1 to get posted. It goes up and I take my seat The typical 35 minute player meeting begins and Im ready to take a nap if not for the fact Id wake up with nothing I own except my underwear still on. Round 1 Russell Rothman vs Bradley Brown (GKs) he says hes from KC so Im happy cuz I get an easy win. Game 1 I summon TKR and attack his facedown. He compulses my TKR. His turn he flips Guard and attacks directly. Needless to say I win this one. Game 2 I make an early Nat Beast and he activates both Book and Heavy. lol 1-0 Round 2 Russell Rothman vs Josh Brown (Plants) Game 1 I open dustshoot, and win the game subsequently cuz that cards broken, esp when comboed with Nat Beast. Game 2 I take a tengu hit, drop him to 200, but he recovers and shoves my shit with Scrap Dragon. Game 3 a key Solemn Judgment along with a TKR/Utopia combo win the game for me. 2-0 Round 3 Russell Rothman vs Jon Moore (Bakoichi Chaos) He recognizes me cuz we played at Tulsa R5 when we were both undefeated and I used Fiend Comedian on him in a LS mirror match and he flipped a shit. Game 1 I make an early Naturia Beast and he cant get away from Fiendish Chains. G2 I dustshoot him and he has a shitty hand of Mech Chaser, Bakoichi, etc. I Mind Control his Chaser and use it to go in to Burei. Cool story bro, I win. Afterwards he was bitching that I didnt let him respond to my Ninishi summon with veiler, which is basically BS since he didnt know what any of my cards did and had no idea I would have made Nat Beast turn 1. Id like to note that after this round I didnt make Nat Beast again, unless it was late game. This may be part of the reason I didnt do so well, since an early Control Nat Beast wins games 3-0 Round 4 Russell Rothman vs Dalton Bousman (TGs) So this kid pissed me off. He seems shady as shit right away, and he waits a minute for every response. He needs to know if Maxx Cs draw starts a chain, takes a minute to respond with Call of the Haunted when I swung for game, then waited another minute to make sure Call resolved. Game 1 took 35 minutes but I won after not letting him take back some misplays. G2 I draw dead Mind Crushes and have to blind guess. I miss, see his hand of 2 Strikers and Maxx, and proceed to flip my 2nd Mind Crush on Striker. He wins with Rhino and Tengu as times called, so its a tie. He apologizes afterwards and I basically tell him hes shady and he was trying to cheat me and stall, so Im a little Karen. 3-0-1 Round 5 Russell Rothman vs Agents This match is hazy, but I remember being on tilt from the tie and misplay by Solemning a Venus even tho I had Maxx C in hand because I was gonna go for game next turn but he drops Hyperion and I proceed to lose. 3-1-1 So now Im pissed and know I have to win out. Round 6 Russell Rothman vs Michael Klasel (Agents) Another hazy match. All I know is G3 I drop him low and he clears my board with a Hyperion. Im at 21 to his 14 and Im trying to think what the hell I can top with just an MST fd no cards in hand. I top Reborn for Scrap Dragon and proceed to apologize to the dude for sacking him. 4-1-1 Round 7 Russell Rothman vs Plant Doppel This dudes cool as hell. Hes running Doppel/Junk instead of TGU. I remember Fiendish does work after he summons Junk and Gozen is good too. 5-1-1 Round 8 Russell Rothman vs Brandon Reed (Plants) Im waiting at my table and this smelly irritating dude from my local(Jake) comes over getting on my jock. He does this all the time and its irritating as shit. My opp sits down and when Jake is a little away I ask if he can tell Jake to back up when he gets too close. He asks how he will know and I just said "Oh youll know". Jake keeps saying awkward shit like "russ is really good" blah blah. At one point hes literally standing half a foot from the table and Brandon tells him to back up. He also tells him while we're siding that he will need complete silence. Im laughing the whole time in between apologetic looks. Game 1 he goes first and opens Dandy 141, and I chain Maxx C. He ends saying he doesnt think I can clear his field. I open Cyber, Ninishi, Kuick. Needless to say I clear his field and proceed to win. Game 2 he opens TGU in to Zenmaines and a backrow. I special Cyber, he books Zen. I go wtf?, attack and contact MP2. He laughs cuz he forgot and I win from there. Hes a really cool guy and I enjoyed playing him. So I finish day 1 at 26th spot with a 6-1-1 record. Im happy but know the hard shit starts tomorrow. During the tournament Renda started 5-0 and ended 5-3. Trevor landkammer finished 6-1-1, Trevor Lund scrubbed out with shitty TGs, Jake scrubbed out, and lucky for me I got to watch him misplay R2. Graham is 6-2, Newburn scrubbed, Mccaig lost out, etc. Also met Goofy Master who is very much black, to my surprise. That night we drop our shit off at the hotel and me and Graham are hungry. After charging my phone and resleeving we head to Chipotle and this mexican whore hasnt ever had it. Hes bitching the whole time about how cold it is while I laugh at him. Im from MN so this is nothing. Bring it back to the hotel and slip in to a burrito coma. I fall asleep. About 2 hrs later me and graham are awoken by shouting. Its coming from the hall and theres some big fight. I later hear "weve called security, theyre on their way". I look thru the peephole and its some middle aged bitch. She keeps screaming "SHAME ON YOU" to some faggot, and he tries running at her but gets stopped by another dude. I cant fall asleep after that due to graham constantly whispering "shame on you". Fuck you josh. Wake up Sunday, shower (3rd time in 3 days), and head down to the lobby to get some pringles. Head to the building, obv theyre closed at 845 even tho they told us to be there at 830. I go take a shit and then we get let in. Pairings are up already and I go sit down. Round 9 Russell Rothman vs Karl Arbeiter (Karakuri) Game 1 He misses my Solemn J with MST, I go Cyber, Mind Control, Kuick and start synchroing. I can tell he has Warning, and by the time he uses it I use Judgment and swing for game with everything. Game 2 he beats me down with TKR and I dont draw an out to it. G3 I open 2 Genex, TKR, 2 MSt and Mind Crush. Summon TKR set mst end. He opens his 1 of Haipa and swings over TKR. I swing over with genex. He eventually brings out Kurei and Beast after I Mind Crush Merchant and hits me down to 1400. I know his hand is Heavy and Cyber from Mind Crush. My hand is Soldier, Kuick, Ninishi Saizan so I have to Black Rose the field and hope he doesnt top a monster for game so I can climb back in to it next turn setting Soldier. He tops TKR. 6-2-1 Round 10 Russell Rothman vs Ben Lodise (Dark World) At one point I know I lose unless I push. If he doesnt have Mirror or TT I win. I swing and he Forces. Game 2 Shadow Mirror puts in work and he never gets rid of it. G3 I drop TKR over his TGUed Sangan and his EP Dust hits my Bottomless and not Shadow Mirror. I win because of that. So I finish 7-2-1 and proceed to chill with Tyler Lee, whos waiting for his reg finals, while I wait for standings. Only 1 7-2-1 gets in and it isnt me. I find out I got 37th and trevor, a buddy from my local, got 33rd. FOL (F Our Lives). Afterwards Im salty obviously and enter a couple Regionals. The first one I lose to bertha in top 4 because I opened complete garbage (only monster being Kuick all game) and then lost in the 1st round of the next one to DW (aka Sams 2.0). I then watched derek Rouse misplay multiple times in his features and proceeded to rip my hair out from frustration. After all this we decide we want to go to CiCis for pizza. There is a shitload of drama at this point as Scotts friend got cards stolen Friday night and everyones pointing fingers. Graham is demanding Scott pay him for the hotel and Scott refuses because he believes Josh stole it. Then Josh gets paranoid thinking Jason and Scott are gonna go steal his cards and demands we go back asap. Immediately after this we see them heading up the street to us. They all hop in and we head to CiCis 5 miles away. We get there, meet up with Trevor33, Lund, Renda, Jake and his buddy. We eat a shitload of pizza and at one point Renda is fighting with Scott because a fucking cinnamon roll went missing, even though theres a FUCKING PLATE OF CINNAMON ROLLS directly behind them in the BUFFET LINE. I find this painfully ironic. Then Josh blatantly insults Jake. Normally trolling jake is funny, but this was uncomfortably weird and it was almost dead silence as Graham said some brutal things. We get our shit together and take off, taking Graham back to the hotel. After that we head out. Get to Omaha, drop off Jason, then get to Newburns around 8. We watch some border jumpers tv show his dad likes because hes a closet racist and then I go to bed Wake up Monday, shower, Scott is awake, he showers and we say bye to my babe Newburn and we leave. I get a text from Newburn saying his dad was pissed because apparently Scott made a huge mess with popcorn and in the bathroom, even tho the bathroom thing happened when neither of us were in there. 15 minutes in to the trip my window is fogging up like fucking crazy, and no matter how high the heat is it wont go down. I pull off the highway to clear it off and then I start getting a flashing "Engine Overheat Idle Engine" message. WTF. We stop at a gas station and I call onstar. Talk to some wannabe-polite pricks and they say theyll send a tow truck to bring us to the nearest Chevy dealer. We eat gas station food while we wait, and finally dude comes. We hop in and get dropped off. Sit down, explain what happened, and he said it may take a day to get it done. Basically says we can either stay in a hotel tonight or get a rent a car and come back down when its fixed to pick it up. Im like "FUCK THAT" and tell him I refuse. He talks to a Chevy manager and they tell me theyll hire someone to bring my car up to MN for me when its fixed. Wow. We get driven to Enterprise, some bitch rambles on about some band from MN called 9 neighbors or something stupid. We get our rent a car, and finally take off around 1. At some point we stop at bumfuck nowhere city to get gas and bolt out of there asap for fear of being raped behind a shed. We get back in to town around 630 and we stop at Chipotle to bring back to my place. We head in, watch some South Park, then play some Arkham City and Scotts dad shows up to get him. He takes off and my weekend of headaches is concluded. Heres the deck I ran. Its busted but I noticed most people dont know how the shit to play with/against this deck, which is why it can be so successful. Monsters: 20 1 Watchdog 1 Soldier 3 Maxx "C" 3 Komachi Ninishi 2 Kuick 2 Cyber Dragon 3 Merchant 3 Neutron 2 Thunder King Spells: 12 1 Dark Hole 1 Book 1 Reborn 1 Heavy 1 Avarice 2 Duality 3 Typhoon 1 Mind Control 1 Enemy Controller Traps: 8 1 Dustshoot 1 Mirror Force 1 Judgment 2 Warning 3 Fiendish 1 Bureido 2 Burei 1 Trish 1 Scrap 1 Stardust 1 Black Rose 1 Landoise 1 Brionac 1 Beast 1 Catastor 1 Utopia 1 Leviathan 1 Roach 1 Chimeratech 1 Thunder King 1 Cyber Dragon 2 Leeching 2 Gozen Match 2 Debunk 2 Shadow Imprisoning Mirror 2 Bottomless 2 Mind Crush 1 Dust Tornado Only thing I might change is adding another TKR and dropping Econ. Honestly I loved 2 Kuick and I never missed Strategist. Mind Control is great for taking care of TKRs. Also if I had Zenmaines I might have played him Props: EVERYONE, I probably will forget people. If I do, dont cry, you know who you are (Scott, Newburn, Jason, Graham, Renda, Trevor33, Lund, Goofy, TopTopTop, both Tylers, Derek) Derek topping with Karakuri A deck besides Plants winning Chipotle Monster Movies Kansas having an awesome downtown Getting rid of random shit Slops: There are many Car breaking down, what the actual fuck DRAMA 37th place Trevor getting 33rd A bunch of people that couldnt make it (Kral, Mikey, TJ, Kispert, Powers, Garon) Misplaying against Agents Derek misplaying with Karakuri Scotts friend getting his shit jacked Cold/Windy weather Twilight fans Rum Diary Jason snoring Cost of hotel room Faggot jews that make trading not fun Hustlers Sharks Stallers Everyone else scrubbing Josh and Scotts drama Nearly getting a cold every day from the people who dont know what a shower does No pool at the hotel TIES Scrubbing out the 2 regionals Attention whoring girls Notable comments Robbie Kohl looks like a sludge monster. Also I first saw the whore he was with and thought it was magically his gf. Then I realized hell hadnt frozen over yet and found out she was some youtube fangirl. Whoever you are, please go kill yourself immediately. Your life sucks if you have to follow that ugly sack of shit around Why do I get the urge to punch Bowling every time I see him? He just screams bitch How important is yugioh to some of these people that they have to treat anyone they trade with like a moron? Im sorry that you value your Rabbit at $150 and mine at $60, but how about you go to a local and rip off 10 yr olds instead of doing it here There were so many people I wish had come to this, that would have made it more fun. Im glad there were some of those people there, but it just didnt feel the same as the old days. (Kral, Mikey, TJ, Powers, Duke, Julius, Ruggieri, Garon, Treadwell, Steinman, among others) It was great coming back to the game, but I realized just why this game can cause so much irritation for me. Im a chill guy and seeing people who go to such lengths over a childrens card game make me sick. Seriously, how about having a good time with your friends instead of doing whatever you possibly can to fuck over as many people as possible In b4 Karen
  20. Karakuri

    [center]http://www.youtube.com/watch?v=-FaNzNQGhF0[/center] [font=Calibri]23 3 Cyber Dragon 3 Karakuri Ninja mdl 919 "Kuick" 3 Karakuri Komachi mdl 224 "Ninishi" 3 Karakuri Merchant mdl 177 "Inashichi" 2 Maxx "C" 2 Genex Neutron 2 Karakuri Soldier mdl 236 "Nisamu" 2 Karakuri Strategist mdl 248 "Nishipachi" 1 Gorz the Emissary of Darkness 1 Karakuri Muso mdl 818 "Haipa" 1 Karakuri Watchdog mdl 313 "Saizan" 11 3 Pot of Duality 2 Mystical Space Typhoon 1 Dark Hole 1 Heavy Storm 1 Pot of Avarice 1 Book of Moon 1 Limiter Removal 1 Monster Reborn 07 2 Solemn Warning 2 Dimensional Prison 1 Mirror Force 1 Trap Dustshoot 1 Solemn Judgment 15 2 Karakuri Shogun mdl 00 "Burei" 2 Karakuri Steel Shogun mdl 00X "Bureido" 1 Scrap Dragon 1 Naturia Beast 1 Naturia Barkion 1 Stardust Dragon 1 Naturia Landoise 1 Steelswarm Roach 1 Black Rose Dragon 1 Ally of Justice Catastor 1 Chimeratech Fortress Dragon 1 Number 17: Leviathan Dragon 1 Trishula, Dragon of the Ice Barrier 15 2 Debunk 2 Leeching the Light 2 Dimensional Fissure 2 Thunder King Rai-Oh 2 Chain Disappearance 2 Bottomless Trap Hole 2 Shadow-Imprisoning Mirror 1 Kycoo the Ghost Destroyer[/font]
  21. Theres a regional in January in Kissimee and as long as nothing drastically changes in the format Im playing Karakuri. Its topped the last 2 YCS and its such a sleeper deck, not many people know exactly how to beat it, plus its very inexpensive. 2 Thunderking Rai Oh 2 Maxx C 2 Cyber Dragon 3 Genex Neutron 3 Karakuri Merchant mdl 177 Nischachi 3 Karakuri Komachi mdl 224 Ninishi 3 Karakuri Ninja mdl 9191 Kuick 1 Karakuri Watchdog mdl 313 Saizan 1 Karakuri Strategist mdl 248 Nispachi 1 Gorz, The Emissary of Darkness 3 Pot of Duality 3 Mystical Space Typhoon 1 Monster Reborn 1 Dark Hole 1 Heavy Storm 1 Pot of Avarice 1 Mind Control 1 Book of Moon 2 Solemn Warning 1 Solemn Judgment 1 Mirror Force 1 Torrential Tribute
  22. Focused

    <p style="text-align: center">[size=3][color=#ee82ee][font=tahoma, geneva, sans-serif][b]<object height="233" width="400"><param name="movie" value="http://youtube.com/v/p9kdRQv4m5Q" /><param name="wmode" value="transparent" /><param name="flashvars" value="&fs=1&autoplay=0&playerMode=embedded" /><embed height="233" src="http://youtube.com/v/p9kdRQv4m5Q" type="application/x-shockwave-flash" width="400" wmode="transparent"></embed></object>[/b][/font][/color][/size]</p> [size=3][color=#ee82ee][font=tahoma, geneva, sans-serif][b]Monsters: 22[/b][/font][/color][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]3 Karakuri Merchant mdl 177 "Inashichi"[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]3 Karakuri Komachi mdl 224 "Ninishi"[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]3 Karakuri Ninja mdl 919 "Kuick"[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]3 Genex Neutron[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]2 Thunder King Rai-Oh[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]2 Cyber Dragon[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]2 Effect Veiler[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]2 Maxx "C"[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Karakuri Strategist mdl 248 "Nishipachi"[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Karakuri Watchdog mdl 313 "Saizan"[/color][/b][/font][/size] [size=3][color=#ee82ee][font=tahoma, geneva, sans-serif][b]Spells: 13[/b][/font][/color][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]3 Mystical Space Typhoon[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]3 Pot of Duality[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Monster Reborn[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff][color=#ffffff][b][font=tahoma, geneva, sans-serif]1 Limiter Removal[/font][/b][/color][/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Pot of Avarice[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Book of Moon[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Mind Control[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Heavy Storm[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Dark Hole[/color][/b][/font][/size] [size=3][color=#ee82ee][font=tahoma, geneva, sans-serif][b]Traps: 6[/b][/font][/color][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]2 Solemn Warning[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Solemn Judgment[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Torrential Tribute[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Trap Dustshoot[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Mirror Force[/color][/b][/font][/size] [size=3][color=#ee82ee][font=tahoma, geneva, sans-serif][b]Extra Deck: 15[/b][/font][/color][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]2 Karakuri Shogun mdl 00 "Burei"[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Karakuri Steel Shogun mdl 00X "Bureido"[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Trishula, Dragon of the Ice Barrier[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Brionac, Dragon of the Ice Barrier[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Chimeratech Fortress Dragon[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Ally of Justice Catastor[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Wind-Up Zenmaines[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Number 39: Utopia[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Black Rose Dragon[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Steelswarm Roach[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Stardust Dragon[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Naturia Landoise[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Scrap Dragon[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Naturia Beast[/color][/b][/font][/size] [size=3][color=#ee82ee][font=tahoma, geneva, sans-serif][b]Side Deck: 15[/b][/font][/color][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]2 Shadow-Imprisoning Mirror[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]2 Light-Imprisoning Mirror[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]2 Bottomless Trap Hole[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]2 Dimensional Fissure[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]2 Leeching the Light[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]2 Gozen Match[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]2 Debunk[/color][/b][/font][/size] [size=3][font=tahoma, geneva, sans-serif][b][color=#ffffff]1 Gorz the Emissary of Darkness[/color][/b][/font][/size]
  23. Fuck YOU

    [url="http://www.youtube.com/watch?v=wuzcso-9tjY"]http://www.youtube.com/watch?v=wuzcso-9tjY[/url] 19 [size=3]3 Karakuri Merchnt MDL 177 ”Inashichi”[/size] 3 Karakuri Komachi MDL 224 ”Ninishi” 3 Karakuri Ninja MDL 919 ”Kuick" 2 Karakuri Soldier MDL 236 "Nisamu" [size=3]3 Maxx C[/size] [size=3]2 Cyber Dragon[/size] [size=3]1 Gorz, The Emissary of Darkness[/size] 1 Karakuri Watchdog MDl 313 ”Saizan” 1 Karakuri Strategist MDL 248 ”Nishipachi” 16 [size=3]3 Karakuri Cash Cache[/size] [size=3]3 Mystical Space Typhoon[/size] [size=3]2 Forbidden Lance[/size] [size=3]2 Machine Duplication[/size] [size=3]1 Heavy Storm[/size] [size=3]1 Monster Reborn[/size] [size=3]1 Limiter Removal[/size] [size=3]1 Mind Control[/size] [size=3]1 Dark Hole[/size] [size=3]1 Pot of Avarice[/size] [size=3]1 Book of Moon[/size] 6 1 Trap Dustshoot 2 Mind Crush 3 Compolsary Evacuatory Device [size=3]1 Trishula, Dragon of the Ice Barrier[/size] 2 Karakuri Steel Shogun MDL 00X "Bureido" 1 Scrap Dragon 1 Stardust Dragon 3 Karakuri Shogun MDL 00 "Burei" 1 Black Rose Dragon 1 Naturia Landoise 1 Naturia Barkion 1 Brionac, Dragon of the Ice Barrier 1 Naturia Beast 1 Ally of Justice Catastor 1 Leviair the Sea Dragon
  24. Hey, so me and a friend were talking earlier today and I got super excited and built this deck on DN. The idea seemed really good at the time and I still think the deck holds some merit, but it's a little slow and commits to the field more than I would like, but I'm just beginning to adjust my play and what not around that. Anything is welcome, if you think anything is really contradictory, or if I should just stop playing YGO because I'm complete shit go for it. I've won against some of my toughest match-ups with Karakuris and so it's really nice beating them with this, granted it's DN, I'm still a happy camper. [b][u][color=#ffa500]Monsters(20):[/color][/u][/b] [color=#ffa500]3x Karakuri Komachi MDL 224 "Ninishi"[/color] [color=#ffa500]3x Karakuri Ninja MDL 339 "Sazank"[/color] [color=#ffa500]3x Reborn Tengu[/color] [color=#ffa500]3x Tour Guide from the Underworld[/color] [color=#ffa500]3x Thunder King Rai-Oh[/color] [color=#ffa500]2x Karakuri Merchant MDL 177 "Inashichi"[/color] [color=#ffa500]2x Karakuri Strategist MDL 248 "Nishipachi"[/color] [color=#ffa500]1x Sangan[/color] [b][u][color=#00ff00]Spells(13):[/color][/u][/b] [color=#00ff00]3x Dimensional Fissure[/color] [color=#00ff00]2x Gold Sarcophagus[/color] [color=#00ff00]2x Smashing Ground[/color] [color=#00ff00]2x Mystical Space Typhoon[/color] [color=#00ff00]1x Book of Moon[/color] [color=#00ff00]1x Dark Hole[/color] [color=#00ff00]1x Monster Reborn[/color] [b][u][color=#800080]Traps(7):[/color][/u][/b] [color=#800080]2x Solemn Warning[/color] [color=#800080]2x Bottomless Trap Hole[/color] [color=#800080]1x Solemn Judgment[/color] [color=#800080]1x Starlight Road[/color] [color=#800080]1x Mirror Force[/color] [color=#fff0f5][b][u]Extra(15):[/u][/b][/color] [color=#fff0f5]3x Wind-Up Zenmaines[/color] [color=#fff0f5]2x Leviair the Sea Dragon[/color] [color=#fff0f5]2x Number 17: Leviathan Dragon[/color] [color=#fff0f5]1x Number 39: Utopia[/color] [color=#fff0f5]1x Steelswarm Roach[/color] [color=#fff0f5]1x Stardust Dragon[/color] [color=#fff0f5]1x Black Rose Dragon[/color] [color=#fff0f5]1x Naturia Barkion[/color] [color=#fff0f5]1x Brionac, Dragon of the Ice Barrier[/color] [color=#fff0f5]1x Naturia Beast[/color] [color=#fff0f5]1x Ally of Justice Catastor[/color] [color=#ffffff]I really don't have any idea what I want to do about the side, like obvi staples, i.e. Dprison, Leeching and idk maybe Maxx "C"s and a Veiler. Also, the Extra is obviously kinda jank and could use some cleaning up. Thanks for reading. I suggest testing it, though, before making snap judgments, thank you.[/color] [color=#ffffff]Edit: I completely forgot to include the way the deck has been working thus far. It keep heavy field presence with back row support and really capitalizes on Zenmaines and Leviair, to grab things with with either Gold Sarc and Levi, or something that's gotten removed with D Fissure like Ninishi to then special and continue gaining presence with a multitude of choices.[/color]
  25. Running with the Xx

    <iframe width="420" height="315" src="http://www.youtube.com/embed/cSEYvX8u8qk" frameborder="0" allowfullscreen></iframe> Monsters: 22 3 Genex Neutron 3 Cyber Dragon 3 Maxx "C" 3 Karakuri Ninja Mdl 919 ''Kuick" 3 Karakuri Merchant Mdl 177 "Inashichi" 3 Karakuri Komachi Mdl 224 "Ninishi" 1 Karakuri Soldier Mdl 236 "Nisamu" 1 Karakuri Watchdog Mdl 313 "Saizan" 1 Karakuri Strategist Mdl 248 "Nishipachi" 1 Thunder King Rai-Oh Spells: 10 3 Mystical Space Typhoon 2 Pot of Duality 1 Pot of Avarice 1 Dark Hole 1 Monster Reborn 1 Heavy Storm 1 Book of Moon Traps: 8 2 Fiendish Chain 2 Solemn Warning 1 Solemn Judgment 1 Trap Dustshoot 1 Mirror Force 1 Dimensional Prison Extra: 15 1 Number 17: Leviathan Dragon 1 Number 39: Utopia 1 Steelswarm Roach 1 Ally of Justice - Catastor 1 Naturia Beast 1 Naturia Barkion 1 Naturia Landoise 1 Black Rose Dragon 1 Stardust Dragon 1 Scrap Dragon 1 Trishula, Dragon of the Ice Barrier 2 Karakuri Shogun Mdl 00 "Burei" 2 Karakuri Steel Shogun Mdl 00X "Bureido" Side: 15 2 Thunder King Rai-Oh 2 D.D. Crow 1 Closed Forest 2 Leeching the Light 2 Debunk 2 Shadow Imprisoning Mirror 2 Gozen Match 1 Dimensional Prison 1 Chimeratech Fortress Dragon