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

I gotta be honest with you in all respect,this archetype needs trap cards to help keep its memebers alive to survive and synchro summon,with the way you wanna build it i dont actually see a way to get out 2 monsters out on the first turn and keep one alive for at least one turn,you need cards at least like scrap iron scarecrow or constant re-use trap cards to help your 500 or less atk monsters survive for the use of machine duplication,hell even the methoid of choice would be nightmare steelcage since its protects you and prevents your monsters from throwing themselves into the firepan,heart of clear water,heck you could even use debris dragon since many of them have less then 500 attack,vengeful bog spirit maybe?I eman ill admit my cards im suggesting are contradictory to your kamakazi style but your not gonna be able to synchro summon your guys unless you can keep them out alive.Raventheblack (talk • contribs) 22:15, November 8, 2010 (UTC)


 * I think that, between the 2 Bottomlesses, the Solemn Warning, and the recruiting courtesy of Nisamu and Machina Armored Unit, that bringing out two monsters will not be a problem. Runer5h (talk • contribs) 22:49, November 8, 2010 (UTC)Runer5h

Those are basically only small amounts of countermeasures aimed at special summoned monsters,nonetheless when it comes down to it you wont know for sure what works best until it goes up aginst a few decks and see the results.Raventheblack (talk • contribs) 22:58, November 8, 2010 (UTC)

I'd suggest a My Body as a Shield in place of the Trap Stun tbh, as while stun stops the turns worth, MBaaS works vs more things, such as Scrap Dragon, and can be done from the hand-Resk (talk • contribs) 00:43, November 9, 2010 (UTC)


 * On the other hand, Trap Stun prevents things that can't be stopped by MBaaS. For instance, Dimensional Prison, Solemn Judgment, Solemn Warning, and indeed any counter traps. I think that for now, I'll keep it. Runer5h (talk • contribs) 01:24, November 9, 2010 (UTC)Runer5h

Fair enough, i usually just end up jusing stun as something to chain to things, as apposed to guessing they have things that'll mess up plays, so either/or works :p-Resk (talk • contribs) 01:30, November 9, 2010 (UTC)

Small edit: Dropping a Showdown Castle for a Mind Control. Runer5h (talk • contribs) 03:04, November 9, 2010 (UTC)Runer5h


 * Your traps look a bit stale. a little evening the traps and spells would be ideal. If you're not up for it, then I suggest at least putting in one more Trap Stun (swap it for a trap or something). It seems you have very little countering your opponent's actions besides your few traps and the built-in Karakuri effects.| DED  (Leaving Me Messages Are Often Left Here)  04:05, November 9, 2010 (UTC)


 * Also, with more support in STOR (COMING SOON!) and Extreme Victory, I advise being prepared to let go of some notable cards. On another note, I'm adoring the Machine Duplication concept.| DED  (Leaving Me Messages Are Often Left Here)  04:17, November 9, 2010 (UTC)

Funny you should mention support from STOR...
 * -3 Karakuri Bushi mdl 6318 “Muzanichiha”
 * -2 Karakuri Barrel mdl 96 “Shinkuro”
 * +3 Karakuri Ninja mdl 919 “Kuikku”
 * +2 Karakuri Guard mdl 313 “Saizan”

Muzanichiha might as well be a vanilla as far as its effect is concerned. However, Kuikku can revive monsters from the graveyard. Meanwhile, Shinkuro is pretty useless as a tuner, but Saizan has good DEF, boosts other Karakuris, and is a level 4 tuner. Runer5h (talk • contribs) 21:34, November 10, 2010 (UTC)Runer5h


 * I see. I took a somewhat different approach with that (on my User page). And you might want to do something with the amazingness that is Borrowed Karakuri Warehouse. Now, you could run three...you know...unless only having three for about 2-3 months before it gets Limited is enough time..Oh, and don't forget about slipping in three of that new Karakuri Synchro in your Extra Deck, if you don't yet know about it.| DED  (Leaving Me Messages Are Often Left Here)  11:11, November 11, 2010 (UTC)


 * OK, some more changes:


 * -1 Karakuri Ninja mdl 339 “Sazank”
 * -2 Karakuri Anatomy
 * +1 Karakuri Guard mdl 313 “Saizan”
 * +1 Karakuri Bushi mdl 6318 “Muzanichiha”
 * +1 Machina Armored Unit


 * -3 Various synchros
 * +3 Karakuri Great Shogun Bureido
 * Here's why I made the changes I did. First of all, Sazank has very little synergy with the rest of the archetype, and I needed room, so out he went. Meanwhile, Anatomy is just too slow and ungainly, and it didn't allow me to combo. Finally, removing 3 synchros was to make room for the new synchro.
 * As for additions, well, another Saizan went in. Its high-ish DEF allows me to survive some nasty situations, and its ATK-boosting effect does come in handy. I reinserted a single Muzanichiha because I simply needed some more monsters, and its high ATK allows for some mild beatdown. And I added another Machina Armored Unit because that thing is GODLY with Nisamu (the Giant Rat card). If my opponent has a monster with more than 1400 ATK (and no way to respond to my moves), I can turn Nisamu and Armored Unit into Burei, Bureido, Nishipachi, and two/three more cards in my hand - plus I keep Unit. Let me elaborate:


 * 1) Activate Armored Unit and summon Nisamu.
 * 2) Attack my opponent's monster - Nisamu is destroyed.
 * 3) Special summon Karakuri Ninja mdl 919 “Kuikku” with the effect of Nisamu, and use Machina Armored Unit to special summon either Saizan (which allows for the drawing of three cards) or Nishipachi (which only allows two draws).
 * 4) Depending on my move from step 3, either attack my opponent's monster with Saizan, triggering its ATK-boosting effect, or switch my opponent's monster to DEF position with Nishipachi.
 * 5) Destroy my opponent's monster with Kuikku, and use its effect to special summon Nisamu from my graveyard.
 * 6) If I special summoned Saizan with Armored Unit, use it and a level 4 to synchro summon Karakuri Great Shogun Bureido and use its effect, special summoning Nishipachi; use Nishipachi's effect to switch the battle position of one of my monsters, allowing me to draw with Bureido. If I special summoned Nishipachi instead, use it to synchro summon Karakuri Shogun mdl 00 “Burei”, and use its effect to special summon Saizan from my deck.
 * 7) Synchro summon either Burei or Bureido with whichever tuner and non-tuner I still control, and use it to special summon Nishipachi in ATK position. Use its effect to change itself to DEF position, netting me a draw from Bureido.
 * 8) Use Burei's effect to switch Nishipachi back to ATK position, netting me another draw from Bureido.
 * Anyways, this long and awesome combo is why Armored Unit is pro in this deck. Come to think of it, it's also why Bureido is pro.
 * Now, in response to your post, DED, the Warehouse is an interesting proposition. I'll have to think about whether or not I want to include it. Runer5h (talk • contribs) 21:31, November 11, 2010 (UTC)Runer5h

I would strongly recomend Karakuri Powder. 76.250.226.248 (talk) 22:29, November 11, 2010 (UTC)

I wouldn't. Only somewhat useful during your Battle Phase.

Is Machina Armored Unit really that good in this? I took mine out for the Warehouse. Have you considered CyDras? (Not exactly what I've been eyeballing either, but if it's never crossed your mind.) Sazank is a good defending machine. I felt the same way with his place too. I might take one of mine out...again. I would keep the Anatomys. You don't have to wait until 2 counters, you know. It combos great with Warehouse. I understand your point though; not as fast as Six Samurai United. I should start testing out the deck too, soon enough.| DED  (Leaving Me Messages Are Often Left Here)  02:07, November 12, 2010 (UTC)

I'm still fighting for Powder. It makes OTK's ridiculously easy. Attack with 1 bureido, activate Powder, attack with another one, game. 76.250.226.248 (talk) 02:13, November 12, 2010 (UTC)

That being said, wouldn't it be situational until you make your OTK combo?| DED  (Leaving Me Messages Are Often Left Here)  02:20, November 12, 2010 (UTC)

There's more than one way to make an OTK with a Karakuri deck. If you have Limiter Removal, some Solidarities, and some Powders, you can get a Bureido with ove 19000 ATk. Without the Solids, it could be 10000 easy. The point is, with just 1 or 2, it's much easier to get a lot of points thrown out there. Speaking of OTK, maybe you should try the other Naturia synchros. They stop nasty cards that could stop your Machine Dupe OTK. 76.250.226.248 (talk) 02:45, November 12, 2010 (UTC)

I've got Landoise, for what it's worth, but Barkion is worth finding a place for. And I like Powder, but not enough that I need to find space for it in this deck - I can deal plenty of damage in one turn anyways.

As for whether Machina Armored Unit is good in this deck? I'm pretty sure it is. It's useful defensively, sure, but even more so offensively when combined with Nisamu, as shown above. I can swarm my field and get multiple synchro summons thanks to a simple two-card combo.

Finally, about Anatomy: Bureido kind of takes its place in the deck. As I mentioned, I can get oodles of draws from it.

Now, as for something I'd like to put out: What do you think of getting rid of all the traps for 3 Decree and 2 My Body as a Shield? That deals with basically all spells and traps except for Book of Moon, so overall I think it would work. But I'd like to hear your opinions...

Thank you guys for all the great feedback. Runer5h (talk • contribs) 04:00, November 12, 2010 (UTC)Runer5h


 * I see your point, but this deck OTKs (er if not, deals heavy one-turn damage). Making sure your OTK goes well means getting rid of the opponent's back row. This is why I run 2 MSTs, 3 Dust Tornadoes, and Solemn Warning/Judgment. I would definitely go for Royal Decree, what with Heavy out of the picture, your Armored Units and Royal Decrees are going to stay on a little longer, especially if running 3 of each, since both can't really be a dead draw. Try it.| DED  (Leaving Me Messages Are Often Left Here)  06:12, November 12, 2010 (UTC)


 * Sure. Runer5h (talk • contribs) 20:35, November 12, 2010 (UTC)Runer5h

Karakuri time bomb
Use Karakuri Time Bomb with Karakuri Strategist mdl 248 “Nishipachi” since it can change itself to defense t5he turn is summoned. Dzavaba (talk • contribs) 10:30, November 13, 2010 (UTC)

Wait bureido's effect is once per turn right? How do you draw 2 or 3 cards in that combo? Renz0kuken (talk • contribs) 02:23, November 17, 2010 (UTC)


 * As it happens, you're right, but I was blissfully unaware of that restriction when I wrote down that combo. Ah well, it's still good. Runer5h (talk • contribs) 03:03, November 17, 2010 (UTC)Runer5h

You can attack your opponent's defence position Karakuri monster to fulfill the effect of Karakuri Time Bomb. This can be achieved with creature swap.

a little confused
I wanna make a karakuri deck, but i wanna understand the playing style with a pure Karakuri deck.Z3r0r3104d 〜なのです [lit. "it is so"] 22:10, November 17, 2010 (UTC)


 * In all honesty, this is probably the best place to come to to do so. A pure build, or the Machine Duplication OTK build?| DED  (Leaving Me Messages Are Often Left Here)  01:35, November 19, 2010 (UTC)


 * The build I have has elements of both. Sure, it can DO the OTK, but it isn't reliant on it. Runer5h (talk • contribs) 01:47, November 19, 2010 (UTC)Runer5h

a Pure deck, so far i have all TCG release cards and 3x of each. i only have 2 cyber dragons in there because there aren't enough Karakuri's out there in TCG yet D: Z3r0r3104d 〜なのです [lit. "it is so"] 04:15, November 19, 2010 (UTC)


 * Runer is right. Throwing in Machine Duplications is good, but doesn't NEED to win with it. As for their style, I'd have to say they equal if not exceed the Scraps' defense. Inashichi is a VERY good searcher, and with Borrowed Karakuri Warehouse coming out in STOR, they'll have A LOT of searching. There's not much exactly to them. They defend, Synchro, and stack in the Grave quickly (Pot of Avaricee), and if using Machine Duplication, they Synchro OTK, what with Burei forcing your opponent's monsters to switch into Attack Postion. Most of their S/T support is mediocre (except Warehouse), so this gives a good number of commonly used S/Ts to be placed in the deck. Sorry if I missed anything.| DED  (Leaving Me Messages Are Often Left Here)  06:57, November 19, 2010 (UTC)

Basic Assault Mode
While there are many variants,keeping things simple often works best.Here you have a more simple but flexible variant of the Karakuri style theme,the big note on the style is just as with any war first you must assemble troops(kinda odd since you literally have to assemble them as wind up dolls so pun intended)Thus in this theme you you rely on cards such as Nightmare's Steelcage and Vengeful Bog Spirit,both help to keep your monsters from attacking and your opponents from attacking while building up your forces,it's essenstial because most of them have low atk power and will literally kamaikaze themselves to death while dealing you heavy lifepoint damage,so in some cases you may wanna throw 3 copies of each card in,usually all you need is 1-2 turns before you can assemble an army faster then your opponent,the only types to summon faster would be Blackwing and the new True Six Samurai themes,this theme does still keep the Machine Duplication OTK theme however affords more defence with cards like Scrap-Iron Scarecrow and the above mentioned spells,now then lets talk about the monsters shall we?More then half of them give you cumulative resources allowing you to replenish your losses or just your hand,now lets start with Karakuri Bushi mdl 6318 “Muzanichiha he's simply there as a beatstick he has the highest attack as far as level 4 goes and can gain more attack via susicide kamakazi often,next we have Karakuri Ninja mdl 919 “Kuikku she has high atk and she has the ability to revive a fallen comrade,2 good aspects which alone can help to synchro summon the field(shes basically shura the blue flame except graveyard instead of deck base),next we have Karakuri Soldier mdl 236 “Nisamu” he has medium atk power but if destroyed he can get you any monster from this deck except Scrap Recycler so essentially hes often used to bring out a tuner monster,ok up next is Karakuri Merchant mdl 177 “Inashichi” He has 2 roles,the first is of course hand advantge,when normal summoned he can grab any Karakuri monster from your deck of your choice naturally a great way to find your tuner monsters,can be used with Machine Duplication and can be tuned with Karakuri Guard mdl 313 “Saizan”.Karakuri Guard mdl 313 “Saizan” is just simply a great tuner with a survival ability to help back him up in order to get out your level 8 synchros out,also in a last ditch desperate effort he can assist by pumping up your soldiers by a whopping 800 which is nothing to scoff at,an interesting combo with him Bushi and Soldier is to have 2 or 3 Bushi out while having at least 1 soldier out and your opponent has a higher atk monster,have your soldier hit the opponents monster and die this will pump up your Karakuri Bushi mdl 6318 “Muzanichiha” by 400 points,use soldiers effect to bring out another soldier then repeat this process twice pumping up your bushi's by another 800 points,finally bring out the guard dog and have it attack to pump up your bushis another 800 which brings the total to 2000 POints!!!yes now their attack should be 3800 use a limiter removal and watch the carnage.Karakuri Barrel mdl 96 “Shinkuro” a tuner with an ability to survive one attack he is much better in everyway compared to the level 3 Karakuri strategist tuner,he will however msot of the time just be brought out quick for the synchro summon of Karakuri Shogun mdl 00 “Burei”.Lastly on the deck list of main monsters we have 2 Scrap Recyclerwell since every monster except Stardust Dragon in this deck is a machine and earth monster it means hand advantage and recycling.Lastly Stardust Dragonis in the deck for the extra protection boost and to help during the battle step mostly once you have set your forces up,he is easy to get out.Now some may wonder why the Karakuri Ninja mdl 339 “Sazank” is not in the deck,well truth is he's an odd number so he can't synchro summon into the main warlords unless you use Karakuri Strategist mdl 248 “Nishipachi”and personally hes not good unless your running a deck themed around changeing your opponents battle positions with the use of their castle card a few synchrons and Tragedyalso the ninja must survive one turn in order to use his effect and often its not gonna happen especially for those trying to play an aggressive style.In the end Karakuri can be a very good swarm and hand replenishment style when used with the right care,and by the right care i do mean they need cards to protect them there is no exception to this,i have tested this deck and it does run great the only real problem deck i ran into with this deck was cyber dragon decks due to cyber fortress dragon and cyber dragon itself,however even then it wasnt a hopeless one way battle,also i have said this before but i'm gonna say it again"This theme seems to have a lot do with the creations of Dr. Kimaira from the video game Tenchu:Wrath of Heaven"in almsot acknlowdgement of it the reason being they have 2 ninjas in this theme the female version Karakuri Ninja mdl 919 “Kuikku can be considred to be Ayame and the male version Karakuri Ninja mdl 339 “Sazank” can be considred to be Rikimaru,so thus for any who take an interest in this style or any ninja game for that matter based off feudal japan era i'd check the game out.Raventheblack (talk • contribs) 09:00, November 27, 2010 (UTC)


 * GAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHH!!!!
 * Raventheblack, I appreciate your efforts, but your wall of text is honestly indecipherable. It needs to be formatted better.
 * Meanwhile, on the subject of your deck... there's no Nishipachi. In other words, you can't get a good Machine Duplication combo. And trust me, he's very useful besides this combo (for which he is essential). If you summon Nishipachi on your turn, you can use its effect to switch your opponent's monster to DEF position, allowing it to be more easily destroyed by battle by Kuikku. Nishipachi is so much better than Shinkuro - he can be used for a level 7 synchro summon (IE, Burei).
 * Another issue I have with your version of the deck? You're running stall cards. Karakuris don't really need that. Play your cards right - pun intended - and you can actually avoid this issue entirely.
 * Finally, I think Muzanichiha has far too much prominence in this decklist. You will rarely get much use out of his ATK-boosting effect, so he's just a beatstick. I use one, but no more. Runer5h (talk • contribs) 03:37, November 28, 2010 (UTC)Runer5h

I know the spaceing problem with paragraphs,however with the new wikipedia settings whenver i hit enter key and try to seperate them it still gets clogged together,Anyways i hope your deck turns out well.Raventheblack (talk • contribs) 15:33, November 28, 2010 (UTC)

My version of the otk karakuri deck
monsters:

sazank x1              (Beast version of man-eater bug!{i only own one though...: muzanichiha x3 nisamu x3 nishipachi x3 shinkuro x2 inashichi x3 debris dragon x1        (if your in for it, use it with inashichi or sazank for bryonac or black rose for comeback) machina fortress x1     (easy beatstick) ancient gear gadjiltron dragon x2

spells:

karakuri anatomy x3 karakuri showdown castle x3 geartown x2 swords of revealing light x1 cold wave x1         (to ensure final turn) giant trunade x1        (to ensure final turn) machina armored unit x1 monster reborn x1 pot of avarice x1

traps:

karakuri trick house x3 laberinth of nightmare x1 magical hats x1      (+geartown, think about it)

so... what do you think?

"I know the spaceing problem with paragraphs,however with the new wikipedia settings whenver i hit enter key and try to seperate them it still gets clogged together."

it happened to me to... :O


 * I fixed your deck into a easier view. Btw, Runer5h, I give you permission or anyone else to take this (the deck view; the one below) and my deck version off if you don't like it here. Z3r0r3104d 〜なのです [lit. "it is so"] 04:21, December 7, 2010 (UTC)

Rate my Pure Karakuri deck
keep for getting yo sign it >_< Z3r0r3104d 〜なのです [lit. "it is so"] 03:13, December 7, 2010 (UTC)

Guys, quit hijacking my topic...
Seriously, not cool.

Runer5h (talk • contribs) 03:23, December 7, 2010 (UTC)Runer5h


 * Question with your deck, did you make the deck already, or is this how you plan to make one, cause unless you're in Japan, then sorry for asking, but then why do you use ocg cards? (yes there's 2 questions in there) [K+B!] Z3R0R3104D 〜なのです [lit. "it is so"] DX 04:49, December 7, 2010 (UTC)

You say "there's two questions" in there like he's dumb or something. Most people use online duel programs for things like this, but who knows. There are many alternatives to it, including the programs, getting OCG cards, planning the deck, or even proxying the deck. I don't really see it as your concern anyhow. I'd honestly find the question a bit rude.Vavv Matsumoto (talk • contribs) 07:34, December 7, 2010 (UTC)


 * I agree that i was kinda rude, and I apologize for that, but the fact is, I don't play yu-gi-oh! "just for fun" so I wouldn't have thought about it. [K+B!] Z3R0R3104D 〜なのです [lit. "it is so"] DX 15:50, December 7, 2010 (UTC)

see... magical hats special summons two non-monsters from your deck (choose geartowns) if they are attacked or not, they still are destroyed at the end of the battle phase, giving you two ancient gear gadgiltron dragons on top of their failed attack.

p.s. sazank can send stardust to the graveyard(not counted as destroying) ABrownMan9001 (talk • contribs) 20:15, December 7, 2010 (UTC)VOR


 * I agree. Maybe you should take that statement to, I don't know, a page about Ancient Gear Gadjiltron Dragon.| DED  (Leaving Me Messages Are Often Left Here)  22:31, December 7, 2010 (UTC)

Okay DED, I think I will.ABrownMan9001 (talk • contribs) 03:01, December 8, 2010 (UTC)VOR

done... p.s. it is related to the deck I posted. p.p.s. thanks to whoever reposted it in a "deck" form (sorry but I didn't see your name, but I am still grateful) p.p.p.s. how do format it like that anyway?(sorry about all the pronouns, they reffered to my deck) ABrownMan9001 (talk • contribs) 03:18, December 8, 2010 (UTC)VOR