Youtube video is up. Link down below:
(
https://youtube.com/watch?v=AGG-NBOueCs&feature=y)
Karakuri has had an in and out running since it's inception in the 5Ds era and beyond in all forms, and hasn't stopped being Yu-Gi-Oh's LolCow ever since then (even since the new support dropped for it). While it isn't a bad archetype nor the ability to conjure effects based on how changing their On field position does anything (except for their Level 9 Synchro Monster anyways); the fact that cards like "Mecha Phantom Beast Enterblathnir" and the usual Auroradon shenanigans *(that every Machine Syncho deck fetishes over)* exist right now seems to help them slightly in the uphill battle. However while they can get these things, doesn't mean that they truly seek the nourishment that other machine synchro decks that outperform them in every compacity can (including the appromentioned Mecha Phantom Beast and even the numerous variants of Synchrons). One apparent weakness Karakuri does come across very often is the usual effect negators like Effect Veiler and Infinite Impermanence; and the common trope of "Ash Blossom and Joyous Spring". While I do attend to use Crossout Designator to do a variable amout of handling against these examples, Karakuri's still have too many disruptions, and not enough room in their arsenal for me to fit in all at once. On other other hand, what I do know is that Droll & Lock Bird and Artifact Lancea are also key players this format (alongside Artifact Scythe).
Triple Tactics Talent is another piece for Karakuri to use as another backbone to allow them to force cards out of your opponents hands; force monster confiscation from your opponents' side of the field; or allow you to draw 2 with no cost. Also included is the use of Solemn Strike if I want to make a pave way to focus on more of my side deck utilities, or for some reason the monster effects that are being dished against me become a little too "personal".
Honestly I still have hope Karakuri can get the right tools it needs to become the truly functional deck it needs to be. Sure it doesn't have to stray out of it's out of the already memeish mechanic of "Cause and effect"; but the least we can see is more cards that allow effects that can benefits from the change of battle positions at any given moment; or maybe even a way to protect their non synchro Karakuri monsters from negations and field destruction. Also not to mention a Karakuri monster that could act as a vacuum that could return Karakuri effect monsters to the deck at the End Phase.