Pure Karakuri
Deck Primer
Karakuri, Scrap and Watt have all been released around the end of the 5DS era and from those 3 Karakuri proofed to be the best of them. Today we look at Karakuri in all of it's detail and find out what makes these mindless Machines so strong:
Help me I'm a Karakuri!
The gimmick of this Deck revolves around changing the Battle Position of your Monsters and sometimes the opponents Monsters too. Every Maindeck Karakuri has to attack if possible and will change it's Battle Position when targeted for an attack. Some Karakuri only change to Defense Position once and some always change their Battle Position when attacked, even back to Attack position.
The bigger goal of Karakuri is to summon their 3 Synchro Shogun Bosses which are not forced to attack and do not change their Battle Position when attacked. Instead they always summon another Karakuri on synchro summon and have a unique effect on top of that.
With many good interruption Cards and a lot of advantage this Deck proofs to be very unique and formidable and we will look at everything more closely now:
Assembling the Karakuri Arsenal
We look at all Karakuri Monsters and their purpose sorted into 3 Categories. The Beta Models which always change their Battle Position when attacked and have to attack if possible. The Advanced Models which only change to Defense Position when attacked and also have to attack if possible and the Final Synchro Shogun Models which always summon another Karakuri Monster from the Deck when they are Synchro summoned and have no other downsides. Let's start with the Beta Models:
Karakuri Gama mdl 4624 "Shirokunishi": A small L1 Karakuri Tuner which can banish itself from the GY as a Quick effect to change the Battle Position of a Karakuri Monster. He enables Synchro Climbing with your big Karakuri bosses and interruption plays during the opponents turn which makes him 100% essencial to be played at 3 copies at all times. He's a Garnet which you don't wanna see in your Hand if possible, but he's just to good to be ignored for your Strategy.
Karakuri Komachi mdl 224 "Ninishi": She has 1900 DEF and is a L3 tuner which is nice and enables an additional Normal summon for an Karakuri Monster which is great to have. She's your 2nd best Starter to go into your Synchro Climb line with Karakuri Gama mdl 4624 "Shirokunishi" and can extend your lines further to end on up to 2 of your L9 Boss Shoguns Karakuri Super Shogun mdl 00N "Bureibu".
Karakuri Watchdog mdl 313 "Saizan": He's a L4 Tuner which can't be destroyed by Battle while in attack Position and has 1800 DEF. When you receive Damage from a Battle with this card you increase the ATK/DEF of all Karakuri Monsters by 800 until the end of this turn. In Theory this effect can trigger multiple times if the opponent attacks into him multiple times. The best application for him is to run into an opponents Monster to strengthen all your Karakuri Monsters by an hefty amount.
Karakuri Ninja mdl 919 "Kuick": A L4 non tuner with 1700 ATK which revives a L4 or lower Karakuri from the GY to Defense Position when he destroys an opponents Monster by Battle. He can sometimes help to get your Synchro Line back online especially if cards like Karakuri Watchdog mdl 313 "Saizan" make him a 2500 ATK Beater before that. Fun Fact: He's one of 3 "Ninja" Monsters which are part of this Archetype. You can Build a whole Ninja Karakuri Strategy around him and the other 2 Karakuri Ninja^^
Karakuri Bonze mdl 9763 "Kunamzan": A L5 non tuner with 2000 ATK which can be special summoned by changing the Battle Position of one Karakuri you control. He will be treated as a L5 Tuner then and lock into Earth Machine Extra Deck summons. With Karakuri Merchant mdl 177 "Inashichi" together he forms a One Card Combo into your full Combo setup which makes him very much essencial. He can also be an easy L9 Synchro summon if combined with any other L4 non Tuner Karakuri making him the 3rd best Starter on top of all that.
Karakuri Ninja mdl 7749 "Nanashick": A L5 non tuner with 2200 ATK who's also a "Ninja". He's the strongest Main Deck Monster and forms an perfect OTK when combined with Karakuri Steel Shogun mdl 00X "Bureido" and Karakuri Super Shogun mdl 00N "Bureibu" to deal exactly 8000 damage. If you tribute summon him you can draw Cards up to the Number of Karakuri Monsters in Defense Position. In theory that's up to 6 cards! In reality maybe 2 to 3 Cards are a bit more realistic.
Let's continue with the advanced models which only change to Defense Position below:
Karakuri Barrel mdl 96 "Shinkuro": A L2 Tuner which can't be destroyed by Battle Once per Turn. With him you can jump from your L7 Boss directly to the L9 Boss which is great to have. Almost only with this card you can end on 2 copies of Karakuri Super Shogun mdl 00N "Bureibu" during your initial turn. Just like Karakuri Gama mdl 4624 "Shirokunishi" he's a Garnet you don't wanna draw.
Karakuri Merchant mdl 177 "Inashichi": When Normal Summoned he searches any Karakuri Card from your Deck. Easily your best Starter which forms the earlier mentioned 1 Card Full Combo Setup with Karakuri Bonze mdl 9763 "Kunamzan". You can search for every card in your Deck not limited to anything which makes him 100% essencial to the Strategy.
Karakuri Strategist mdl 248 "Nishipachi": A L3 Tuner which on Normal or Special Summon targets any Monster on the field and changes it's Battle Position. He can be used to get over an difficult Monster from the opponent or as an Combo finisher to trigger the Banish effect from Karakuri Super Shogun mdl 00N "Bureibu" or the Draw effect from Karakuri Steel Shogun mdl 00X "Bureido".
Karakuri Ninja mdl 339 "Sazank": The only L3 non Tuner in the Deck and the third and Final "Ninja" Monster of the Archetype. When he's flipped face up he targets and sends one Monster on the field to the GY. During that turn he can attack directly with his 1200 ATK Statline. Since he's the only L3 non Tuner he enables a L7 line with Karakuri Watchdog mdl 313 "Saizan" and a L4 line into Armory Arm with Karakuri Gama mdl 4624 "Shirokunishi".
Karakuri Soldier mdl 236 "Nisamu": A L4 non tuner which is basically Giant Rat but for L4 or lower Karakuri Monsters. He's nice to crash into an opponents Monster multiple times to strengthen Karakuri Bushi mdl 6318 "Muzanichiha". This card could suddenly be a 3800 ATK Threat if combined with Karakuri Watchdog mdl 313 "Saizan". He's also good to thin out the Deck or to just be a L4 non Tuner for Synchro setups.
Karakuri Muso mdl 818 "Haipa": HAIPA HAIPA! A L4 non Tuner with 2100 ATK which is changed to defense Position at the End of the Battle Phase if he attacked. This effect will trigger your Boss Monsters and setup your Counter Trap. He's pretty basic but useful in many Situations.
Karakuri Bushi mdl 6318 "Muzanichiha": A L4 non Tuner with 1800 ATK which gains an additional 400 ATK whenever a Karakuri Monster is destroyed. He can get pretty chonky when combined with Karakuri Soldier mdl 236 "Nisamu" and is yet another important L4 non Tuner to get a easy L7 Synchro access with Karakuri Komachi mdl 224 "Ninishi".
Now we can look at the final 3 Karakuri Shogun models which are Synchro Bosses in the Extra Deck. They always summon any other Karakuri Monster from the Deck when they are Synchro summoned to the field:
Karakuri Shogun mdl 00 "Burei": The L7 with 2600/1900 Statline. Once per Turn he can target any Monster on the field and Change it's Battle Position. He will help you to get over big problems from the opponent and help trigger the effects of the other 2 Shogun bosses.
Karakuri Steel Shogun mdl 00X "Bureido": The L8 with 2800/1700 Statline. Once per Turn when a Karakuri Monster changes it's Battle Position you Draw 1 Card. Since this is not hard once per turn you can easily get multiple Draws with him and find everything you need from your Deck.
Karakuri Super Shogun mdl 00N "Bureibu": The L9 with 3000/1500 Statline. Once per turn if the Battle Position of a Karakuri Monster is changed you can target 1 card from the opponent and Banish it. Furthermore Karakuri Monsters in defense Position cannot be destroyed by Battle. He's the culmination of everything your Deck could ever need. Easy Disruption during the opponents turn with cards like Karakuri Gama mdl 4624 "Shirokunishi" and protection for all Karakuri Monsters on top of that.
The Big Karakuri Trickbox
We finally went through all the Monsters but guess what, there's good backrow too! Let's take a look at it:
Karakuri Showdown Castle: When a Karakuri Monster attacks you can change the Battle Position of the opponents Monster. When this card is destroyed you can target a L4 or higher Karakuri Monster in your GY and special summon it. Not the most broken Field Spell but also not bad. I always like to play the Field Spell if the Archetype has one so it's a one of option here. It is non targeting Battle Position changing which is very nice to have.
Karakuri Cash Cache: Target a Karakuri and change it's Battle Position to search any L4 or lower Karakuri from your Deck. Pretty useful to get Karakuri Merchant mdl 177 "Inashichi" or a L4 non Tuner that is missing while Karakuri Komachi mdl 224 "Ninishi" is already on the field. I like to play this card rather then Karakuri Anatomy which is a Draw 2 which let's you draw Karakuri Gama mdl 4624 "Shirokunishi" more often then you want to.
Karakuri Gama Oil: A equip which targets a Karakuri in the GY and revives it back to the field. Once per turn if the Battle Position of a Karakuri Monster is changed the equipped Monster gains a permanent 500 ATK/DEF Boost even if this card leaves the field. This card is a better Premature Burial in every way. Even if Karakuri Gama Oil leaves the field the revived monster won't leave the field. Also it's a mandatory effect which can create an easy chainblock with Karakuri Steel Shogun mdl 00X "Bureido" combined to get safe draws.
Karakuri Trick House: When the Battle Position of a Karakuri is changed you can target 1 Card on the field and destroy it. A simple yet effective removal Trap and a nice addition to the interruption lineup. You could potentially use it to destroy your own field spell Karakuri Showdown Castle and get a reborn effect triggered in the process.
Karakuri Cash Inn: Target a Karakuri and a opponents Monster. Change the Battle Position of your Monster and negate the effects from the opponents Monster until the end of this turn. You can banish this card from the GY, if a Karakuri is on the field, to target any Monster on the field and change it's Battle Position. This card has versatility written all over it and is very useful in many Situations. You don't have to fear Called by the Grave thanks to this card.
Karakuri Cash Shed: A Counter Trap that negates the activation of a Spell/Trap and destroys it if you control a Karakuri Monster in defense Position. A Simple effect which is very easy to activate and has no other restrictions. Branded Fusion is ready to be negated thanks to this card:)
Further thoughts on the Archetype
In the Extra Deck you see quite a few options besides the Karakuri Shogun Monsters. These can be changed around to your liking but I chose to play a few more unknown contenders in these slots. For Master Duel Divine Arsenal AA-ZEUS - Sky Thunder and Underworld Goddess of the Closed World are usually always great additions.
As for the Archetype itself I chose to play this Deck as a going first Deck with lots of interruption. If you wanna play it going second you gotta include Karakuri Gold Dust to the mix which is a great OTK tool.
Runaway Karakuri is also quite nice for going second builds and Limiter Removal should be a no brainer. Golden Gearbox just doesn't cut it for me but feel free to experiment if you wanna use a going 2nd OTK Build.
Karakuri fail to follow Orders
These mindless Karakuri machines have a few obvious disadvantages to them. Being forced to attack can really bite you if you don't play carefully. Karakuri Komachi mdl 224 "Ninishi" has 0 ATK and could easily fall into an enemys Trap.
Also there's only Battle Protection so you better prepare your Counter Trap in an Raigeki emergency case. Them being machines is a general disadvantage too. The vs. Cyber Dragon Matchup doesn't work in your favor.
Finally Ash Blossom & Joyous Spring is an enemy for your Karakuri Merchant mdl 177 "Inashichi" and can stop you easily. Karakuri Komachi mdl 224 "Ninishi" is the more safe starter in that regard but even then they could use Infinite Impermanence or wait until the first Shogun is summoned and use Ash Blossom & Joyous Spring then.
Thanks to strong backrow and usable Maindeck Monsters you do have a Chance for a Comeback from bad positions, so it's not all darkness if your initial play is prevented.
The Final Order
Karakuri is a pretty strong Deck especially going first. You can easily negate and banish multiple cards while gaining massive Draw advantage. Being able to manipulate Battle Positions and avoid taking damage is very nice to have too.
Almost every turn you have access to a full Combo setup and can easily OTK the opponent after getting rid of all his ressources. Karakuri are a lot of fun and easy to learn. I'm always amazed if I manage to beat full Combo Branded because of all the interruption you have easily ready.
If you like Machines or like Decks like Morphtronic, Karakuri is the Deck for you^^
Final Rating:
★★★★★★★ OTK Potential
★★★★☆☆☆ Defensive Tools
★★★★★★★ Control Options
★★★★☆☆☆ Removal Options
★★★★☆☆☆ Recovery/Recycling
★★★★★★★ Card Advantage
Overall Rating: ★★★★★★☆ 33/42★
The Karakuri Ruling Trickhouse
There's a few rulings you should know about before getting started with this Deck:
Karakuri Merchant mdl 177 "Inashichi": His search is mandatory.
Karakuri Strategist mdl 248 "Nishipachi": His effect is mandatory.
Karakuri Komachi mdl 224 "Ninishi": You can only use the additional normal summon once per turn.
Karakuri Watchdog mdl 313 "Saizan": His effect is mandatory.
Karakuri Ninja mdl 919 "Kuick": His effect is mandatory.
Karakuri Ninja mdl 339 "Sazank": His effect is mandatory.
Karakuri Bushi mdl 6318 "Muzanichiha": His effect is mandatory.
Karakuri Muso mdl 818 "Haipa": His effect is mandatory.
Karakuri Steel Shogun mdl 00X "Bureido": His effect is mandatory.
Karakuri Showdown Castle: The 2nd effect can miss timing.
Karakuri Gama Oil: The ATK increase is Mandatory.
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