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Karakuri - Discussion
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Introduction
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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.
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Monsters
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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"
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Spell/Trap Support
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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
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Extra Deck Support
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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
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Karakuri Machina Plants Offshoot
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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.
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Achievements This Format
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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
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Conclusion
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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.
Edited by antispiral, 24 March 2012 - 12:24 AM.
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