Forum:Karakuri Deck

There's a new archetype coming out in Starstrike Blast, in addition to its support of other new archetypes (Scrap, Watt, Naturia, Ice Barrier, and even Blackwings, god help us). And what is this new archetype? Why, it's a bunch of feudal Japanese robots with ridiculously hard-to-remember names, also known as the Karakuri. Most have a death wish, it seems, as they take every opportunity to attack. And most will switch automatically to defense position when attacked. A bit strange, but let's see what they can do!

Nisamu is the first monster here, and he's like a Giant Rat for this deck, searching out... oh, most of the deck. Inashichi is even better at searching in its own way - it can search out not only monsters, but also Karakuri spells and traps. So, a single Inashichi allows me to choose from literally half the deck. Nishibachi changes the battle position of any monster on the field - face-up or face-down - and it's a tuner. Sazanku gets rid of my opponent's monster with ease, using its pseudo-flip effect. And Muzanichiha has a solid 1800 ATK, is searchable by Nisamu, and can power up further if and when other Karakuris suicide into my opponent.

I've also included non-Karakuris that I think would synthesize well. Scrap Recycler allows easy recycling of my Nisamus and Muzanichihas, and rewards me with extra cards. Giant Rat can also search out many of the cards in this deck, as can Sangan.

Karakuri Castle of Elements is the first spell given for a reason - it switches my opponent's monsters to their more vulnerable defense position, and if it's destroyed I get a new monster. Disassembling Manual acts like Six Samurai United, and I can use it to draw extra cards fairly easily. And again, both of these cards are searchable with Inashichi. Machina Armored Unit and Machine Assembly Line both work with my monsters' suicidal effects, and comboing Armored Unit with Nisamu can lead to easy swarming and some cool combos. It can also allow easy access to Scrap Recycler. Giant Trunade and MST are here as spell and trap removal - Heavy Storm does not work in a deck with 11 continuous/field spells. The last spell, Pot of Avarice, is also useful with all the recruiting and sending of monsters to the graveyard.

The trap line-up is fairly standard and obvious. Bottomless Trap Hole takes care of opposing threats. Starlight Road deals with threats to all the spells. Dust Tornado is more S/T removal.

Tell me what you think of this concept deck. Runer5h 22:29, June 22, 2010 (UTC)Runer5h

No Timed Karakuri Bomb? I know that it doesn't trigger when your Attack Position soldiers go on the Defense, but still, it's certainly an unpleasant card to run into. Even just one could leave you opponent hesitate to make that attack, even more so with the searchers.--Akiza Izayoi 03:43, June 23, 2010 (UTC)

Black Salvo + Dekoichi maybe? 83.250.74.194 09:47, June 23, 2010 (UTC)


 * Hi i am Bechi... maybe you can use Goblin Attack Force or Goblin Elite Attack Force and convine with Zero Gravity.Also goblins have good levels.


 * In order:


 * 1) Akiza, Timed Karakuri Bomb is neat. However, I don't believe that it triggers if a Karakuri monster is attacked and switches itself to DEF, which seems like the most likely situation. So I don't think I'll use it.
 * 2) Unregistered contributor: I did consider the Black Salvo combo to make summoning Burei faster. However, considering the fact that those are DARK monsters, not EARTH, they wouldn't really fit.
 * 3) Bechi: Goblins in the deck? It's not something I'd thought of. However, I don't think it will really work out. Karakuris can shift their own battle positions fine, less so those of other monsters. Runer5h 21:11, June 23, 2010 (UTC)Runer5h


 * I'd recommend the use Guard Penalty for even more card advantage. Drop the Assembly Units and an Armored Unit for three. Book of Moon is needed in order to save your monsters from suiciding, but I don't know what to take out for it. 23:05, June 23, 2010 (UTC)


 * Guard Penalty isn't card advantage per se, it's deck thinning. But I like the idea. I'll try removing a Giant Rat and a Dust Tornado for it. Runer5h 00:04, June 24, 2010 (UTC)Runer5h

You may want to hold off on those Guard Penalties. It may be deck thinnning, but I think Karakuri Residence will trigger almost as often. Plus, free destruction is much better than a draw.--Akiza Izayoi 03:03, June 24, 2010 (UTC)

Interesting deck. However, there are something that I don't understand. Why do you not add Mirror Force or Call of the Haunted? I suggest you run Book of Moon, it can give more use to 339 and protect your monsters to some extent. Guard Penalty must be dropped. It really isn't good, advantage wise. Jar of Greed is better than it most of the time. You are better of drawing something else. Limiter Removal can give them the occasional OTK. I think that you can add Scrap Dragon here. It can go well with 6318, Castle and Assembly Line. Occasionally, you can use its last effect to special summon Scrap Recycler.-- HHTurtle (Talk) 16:31, June 24, 2010 (UTC)

Your Father: Well if you want to active the karakuri's time bomb try to use "book of moon", "stumbling". also there are more support cards like... "dark mirror force","tragedy"...etc

Bechi: why don't you use Time Machine??


 * Because Time Machine suck. Brionac in the Extra deck?

Idk if any of you played Tenchu Wrath of heaven,but these monsters are in some of the levels(and the levels themselves look like Karakuri residence)I didnt think anyone actually be crazy enough to try and make this Kamikaze style deck,oddly enough thought cards like "After the struggle" and "Alchemy Cycle"(only reccomended for the real kamikaze experts)um i guess since several cards can change battle positions of the oppoenents monsters "Tragedy"might help.Raventheblack (talk • contribs) 01:18, June 26, 2010 (UTC)

OK, I've decided to swap out Guard Penalty for two copies of Karakuri Residence. It should be useful, and it gives Inashichi another two targets for a total of eight distinct cards it can search. Runer5h (talk • contribs) 01:21, June 26, 2010 (UTC)Runer5h

Just wanna know if you have playtested the deck yet. How easy it is for you to Synchro for Level 5, 6, 7, 8, and 9 Synchro Monsters? I'm guessing that you can get 7 often.-- HHTurtle (Talk) 06:42, June 26, 2010 (UTC)


 * Haven't playtested at all, actually. I've been busy with lots of other things. Runer5h (talk • contribs) 20:50, June 26, 2010 (UTC)Runer5h
 * You can get 5,6,7 pretty often. Since the Karakuri soldier can special summon any Karakuri card from level 4 downwards. Ninja is three, merchant is two and another soldier or warrior is four, while the tuner is three. It's a pretty fair deck for synchros. It's the first one for me where I can get AOJ Catastor on the field this easily.

What about Machina Armored Unit it would make a grat combo with Time Machine and with that karakuri that if it is destroyed you can special a karakuri from your deck.

I think you're confused.... Machina Armored Unit is already in the deck. In threes, none the less.--Akiza Izayoi (talk • contribs) 19:05, June 30, 2010 (UTC)

owwwnn sorry...but it would be a great combo with time machine??isn't it??

Time Machine is really unnecessary.... most Karakuri monsters replace themselves when destroyed anyway.--Akiza Izayoi (talk • contribs) 00:45, July 1, 2010 (UTC)

yes...you could active Nisamu, Karakuri Soldier 3 times ,with Time Machine and Machina Armored Unit...that is what i meant

I put three Geartowns and three Antique Gear Dragons in my deck with a Terraforming to back them up. They work pretty well actually. Since you at least get one Geartown during a duel and one Karakuri Castle. You just activate the Geartown then set another field card (be it Geartown or Karakuri Castle). It's a solid defence against heavy storm (since destroying it summons Antique Gear dragon). If you only have Geartown in your hand you most probably will have a merchant to get a Karakuri castle from you deck. I've played a few times and you get an Antique Gear Dragon out pretty much every duel, two isn't all that hard as well. It brings some much needed attack power into the deck and the dragon has the added bonus of not falling to traps while attacking. Also with Machina Armored unit you can summon any Karakuri monster onto the field when it's destroyed.

waboku + penalty guard anyone?

idol_NGA!...Oct 4 2010- how about adding up guard hedge...since karakuri switches to defence mode the half attack is useless somehow...it works pretty well with my karakuri deck...and add a few cyber dragons..it's unlimited now, did't you hear...cyber twin and other cyber fusions...when you run that, just add a future fusion and overload fusion to make the deck really attacking...it's a fun deck and good luck improving it- idol_NGA!...Oct 4 2010

Interesting Idea=Karakuri 2.0
So I'd sort of abandoned this deck for a while. Until two things happened:
 * The announcement of Karakuri Barrel mdl 96 “Shinkuro”.
 * An interesting thing I read on the internet (where else) about how powerful the archetype is when combined with Machine Duplication.

So I've decided that, yes, I have no choice but to revisit this - and by revisit, I mean completely revamp! (Also, the names needed an update. They've been made EVEN HARDER TO REMEMBER. How this is possible, I don't know.)

OK, so basically this new version is about the hitherto-unexplained combo with Machine Dupe. Well, dailies... and... mentlegennnnnn (guess which game I'm a fan of!), here's the combo.
 * 1) Somehow get a copy of Nishipachi and any level 4 Karakuri on your side of the field, with a Machine Duplication in your hand. (Don't, don't, DON'T have any Nishipachis in the graveyard.)
 * 2) Use Machine Duplication on Nishipachi, and get the other two.
 * 3) Synchro summon Burei with Nishipachi and the level 4.
 * 4) Use Burei to special summon a level 4 Karakuri from your deck.
 * 5) Synchro summon a second Burei.
 * 6) Use its effect to special summon a level 2, 3 or 4 non-tuner Karakuri from your deck.
 * 7) Synchro summon a level 5, 6 or 7 monster from your deck.

This combo accomplishes a number of things:
 * Swarms your field with high-ATK synchros - and if you bring out 3 Bureis and any other Karakuri, or 2 Bureis and Goyo Guardian, it's an OTK against a clear field.
 * Thins the hell out of the deck - five or six cards.
 * Loads the graveyard with monsters galore for Pot of Avarice to do its thing (6 that turn, at least).
 * Step 2, as well as the ATK-changing effect of Burei, makes Karakuri Anatomy usable in one turn.
 * Those last two things I mentioned, about Avarice and Anatomy? They ensure that if your big turn falls flat, you can just keep playing on, ready for another go!

So... I've redesigned the deck to be more facilitating of this devastating, but more importantly repeatable turn!

I've streamlined the monster lineup. I've still got 3 Nisamus, 3 Muzanichihas, 3 Inashichi, and 3 Nishipachi. Nisamu and Inashichi search combo pieces, Muzanichiha helps with beatsticking, and Nishipachi is the all-important tuner. Meanwhile, 2 Sazank can be a nasty surprise against any opponent, and makes for quick battle damage so I can finish my opponent all the easier on a later turn. Shinkuro is the TCG-exclusive Karakuri, and its Dark Resonator-esque effect makes it worth running at two. Also, it's a valid Machine Duplication tuner target. Finally, I've got a single Cyber Dragon for easy beatsticking and quick level 7/8 synchro summons with Shinkuro and Nishipachi. It's not a huge monster line-up, but it should do.

Machine Duplication is the first spell shown, and rightly so. Its place in the deck is pretty well established, so I don't need to explain further, right? Karakuri Showdown Castle is a great card with a Geartown-esque effect, and it helps compensate for the curious suicidal impulse that all Karakuris seem to have. Pot of Avarice should be pretty useful all the time, what with Nisamu and the synchro combo I mentioned.

Meanwhile what about Machina Armored Unit? It makes the combo very easy to pull off - I simply get my Nisamu destroyed by battle, and I special summon Nishipachi and a level 4 Karakuri. Good times! It also allows other Karakuri monsters to be replaced - perhaps with ones that keep my field presence better than the one that was just destroyed, like Nishipachi (which can switch a potential attacker into DEF mode), Nisamu, and Shinkuro. 2 Karakuri Anatomy make lots of sense here - easy drawing. Mystical Space Typhoon could potentially destroy my own Castle, but I'm MUCH more likely to use it on my opponent's spells and traps (shocking, I know). Finally among the spells, Limiter Removal - the always-useful card for one turn kills.

I've got 2 Bottomless Trap Holes and a Solemn Warning, which keep my opponent's monsters off the field. I've also got 2 Trap Stuns and a Solemn Judgment to keep my opponent from stopping my OTKs.

And there you have it - a deck designed to be able to kill my opponent in one turn and come right back for more! Tell me what you think of this concept deck! Runer5h (talk • contribs) 21:12, November 8, 2010 (UTC)Runer5h

Quick edit: Swapped a Cyber Dragon and an Avarice for two Pots of Duality. Runer5h (talk • contribs) 21:42, November 8, 2010 (UTC)Runer5h

I have to say runer you have impressed me with the build you have done on this deck,ironically from all aspects this archetype seems to have some common ground with the 6 samurai themed archetype,you still retain a bit of a kamakazi style theme as your traps and setup show you will have to hit hard and fast,i wouldnt actually mind versiong you while you do something crazy like say"dance puppets dance mwahwahwahwa"that would so fit the theme.Raventheblack (talk • contribs) 21:45, November 8, 2010 (UTC)

OK... any ideas to improve it, though? Also, I dropped a Trap Stun for the mother of all staples, Monster Reborn. Runer5h (talk • contribs) 21:54, November 8, 2010 (UTC)Runer5h