Instructions for playing Karakuri

Instructions for playing Karakuri

Among Machine monsters, Karakuri is a card race that provides both high attack power and defense thanks to the ability to automatically change the card's position. Not only that, this deck also has the ability to harass opponents when it can change the position of the opponent's monster. So to play this deck well, what cards do you need to own?




overview

Karakuri is an extremely fast Synchro deck with a mechanic that focuses on changing the position of monsters. Karakuri Anatomy helps pull through your deck and is supported by Karakuri Cash Cache and the boss monster, Karakuri Shogun mdl 00 "Burei" . The main support monster is Karakuri Komachi mdl 224 "Ninishi" , a Tuner that allows a second summon; Karakuri Merchant mdl 177 "Inashichi", search for any Karakuri card. Due to the speed at which Karakuri draws through the deck, tech cards like Offering to the Doomed support the deck's OTK abilities and are often used a lot.



ADV and disadv

Karakuri is very strong in resource exploitation, jamming and OTKing the enemy, however, the biggest weakness lies in the effects of all Karakuri monster cards: they will be forced to attack if possible. That means you will have a very high chance of defeat if you let the opponent go first and disrupt the combo of summoning Synchro monsters that are not forced to attack. At that time, even if the ATK is weaker, the Karakuri monsters are forced to attack to end their turn. Therefore, when playing this deck, it is important to clean up the opponent's backrow cards that can ruin your combo.



Skill



Firm as the EARTH (Skill Card) (10%)

UR Rarity
Firm as the EARTH (Skill Card)
UR Rarity
Firm as the EARTH (Skill Card)
Firm as the EARTH (Skill Card)
Firm as the EARTH (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Can be used after your Life Points are at 3000 or below. Play the Field Spell 'Gaia Power.' If there already is Field Spell on your side of the Field, return it to your hand. This Skill can only be used once per Duel.


Your Karakuri monsters will gain 500 ATK and reduce 400 DEF, but are usually left unused due to having no other effects.

Level Augmentation (Skill Card) (90%)

UR Rarity
Level Augmentation (Skill Card)
UR Rarity
Level Augmentation (Skill Card)
Level Augmentation (Skill Card)
Level Augmentation (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Can be used when your Life Points are 3000 or lower, by revealing 1 monster card in your hand and selecting 1 monster on your field. The selected monster's Level will increase by the Level of the monster you revealed until the end of the turn. This Skill can only be used once per Duel.


To help summon level 7 Burei and level 8 Bureido , pros often use this skill to create mutations in the match, calling out appropriate monsters for each situation. Furthermore, this skill makes an important contribution to Synchro as will be discussed below.



Core Cards

A Karakuri deck to climb rank must have the following cards:

Karakuri Merchant mdl 177 "Inashichi" (x1)

SR Rarity
Karakuri Merchant mdl 177 "Inashichi"
SR Rarity
Karakuri Merchant mdl 177 "Inashichi"
Karakuri Merchant mdl 177 "Inashichi"
EARTH 2
Karakuri Merchant mdl 177 "Inashichi"
  • ATK:

  • 500

  • DEF:

  • 1500


This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is Normal Summoned, add 1 "Karakuri" card from your Deck to your hand.


Well, so why is this card limited? That's thanks to the ability when normally summoned to help players search for a Karakuri card from the deck to their hand, regardless of whether it's magic, traps or monsters. When you have this card in your hand, you can take it up. Karakuri Bonze mdl 9763 "Kunamzan" to perform a Synchro summon combo immediately produces the boss card Karakuri Shogun mdl 00 "Burei" , or in other cases you can take the card Karakuri Gold Dust to increase ATK or Karakuri Cash Inn to neutralize the effect of enemy monster.

Karakuri Bonze mdl 9763 "Kunamzan" (x2-3)

UR Rarity
Karakuri Bonze mdl 9763 "Kunamzan"
UR Rarity
Karakuri Bonze mdl 9763 "Kunamzan"
Karakuri Bonze mdl 9763 "Kunamzan"
EARTH 5
Karakuri Bonze mdl 9763 "Kunamzan"
  • ATK:

  • 2000

  • DEF:

  • 1500


This card must attack, if able. If this card is targeted for an attack: Change the battle position of this card. If this card is in your hand: You can target 1 "Karakuri" monster you control; change its battle position, and if you do, Special Summon this card as a Tuner, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except EARTH Machine monsters. You can only use this effect of "Karakuri Bonze mdl 9763 "Kunamzan"" once per turn.


With the ability to call out to the field very easily, this monster is often used as a material with another 2 or 3 star Karakuri monster to summon Synchro, creating pressure for the opponent right from the first turn. For example, normal summon Inashichi first and use its effect to get Kunamzan to your hand. Then special summon Kunamzan to summon Burei . If you already have this monster in your hand, you can normal summon Sazank then special summon Kunamzan to create Bureido . Changing battle position is actually unconditioned, so you can basically special summon Kunamzan easily, whereas changing the battle position of your Karakuri monster is really useful for activating Anime Anatomy .

Karakuri Komachi mdl 224 "Ninishi" (x2)

SR Rarity
Karakuri Komachi mdl 224 "Ninishi"
SR Rarity
Karakuri Komachi mdl 224 "Ninishi"
Karakuri Komachi mdl 224 "Ninishi"
EARTH 3
Karakuri Komachi mdl 224 "Ninishi"
  • ATK:

  • 0

  • DEF:

  • 1900


This card must attack if able. When this face-up card is selected as an attack target, change its battle position. While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon 1 "Karakuri" monster in addition to your Normal Summon or Set. (You can only gain this effect once per turn.)


  • Ninishi is a 3-star Tuner monster that, once per turn, allows you to Normal Summon a “ Karakuri ” monster one more time. As a Tuner, this card's effect aids in summoning other monsters on the field which is great for Synchro summoning.
Normal Summon Ninishi and increase its Level by 2 using the Level Augmentation skill showing the Inashichi card in your hand. Normal summon Inashichi to use its search effect. Summon Synchro Burei with your leveled up Ninishi and Inashichi .
If you want to change the monster's fighting position, special summon Nishipachi with Burei 's effect; If you don't want to change your opponent's fighting position, special summon Nisamu for additional damage.
If you don't have Karakuri Merchant mdl 177 “Inashichi” in hand, you can use Karakuri Cash Cache to get it into your hand. Additionally, you can still summon Burei with Ninishi and combine with any level 4 Karakuri .

Karakuri Ninja mdl 339 "Sazank" (x2-3)

UR Rarity
Karakuri Ninja mdl 339 "Sazank"
UR Rarity
Karakuri Ninja mdl 339 "Sazank"
Karakuri Ninja mdl 339 "Sazank"
EARTH 3
Karakuri Ninja mdl 339 "Sazank"
  • ATK:

  • 1200

  • DEF:

  • 1200


This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is flipped face-up, select 1 face-up monster on the field, and send it to the Graveyard. During the turn this card is flipped face-up, it can attack your opponent directly.


The removal effect is a welcome addition to the deck. The most optimal way to activate it is by placing Sazank face down on the field and turning it upside down with Burei 's effect. You can also place Sazank face down and wait for your opponent to attack it. This is an optimal way to defeat the opponent's main monster cards, somewhat causing certain disadvantages for the opponent.
As a level 3 monster, you can combine Sazank with a specially summoned Kunamzan to form Bureido .

Karakuri Cash Cache (x2-3)

SR Rarity
Karakuri Cash Cache
SR Rarity
Karakuri Cash Cache
Karakuri Cash Cache
Spell Normal
Karakuri Cash Cache

    Select 1 face-up "Karakuri" monster you control. Add 1 Level 4 or lower "Karakuri" monster from your Deck to your hand and change the battle position of the selected monster.


    Inashichi and Cash Cache are great cards to pull off a perfect combo. These cards will get into your hand any Karakuri monsters you need to pull off your combos, with Inashichi also able to get Spell / Trap Karakuri. Cash Cache should prioritize finding Ninishi as your only Tuner. If you already have Ninishi in hand, prioritize Inashichi not your Tuner to perform the combo mentioned in the previous section; If you already have Sazank or Inashichi , you should prioritize getting Kunamzan into your hand.

    Karakuri Muso mdl 818 "Haipa" (x2-3)

    SR Rarity
    Karakuri Muso mdl 818 "Haipa"
    SR Rarity
    Karakuri Muso mdl 818 "Haipa"
    Karakuri Muso mdl 818 "Haipa"
    EARTH 4
    Karakuri Muso mdl 818 "Haipa"
    • ATK:

    • 2100

    • DEF:

    • 1100


    This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. If this card attacks, it is changed to Defense Position at the end of the Battle Phase.


    If you can't summon Burei or Bureido right away, you can still use Haipa as a second method in addition to being a Synchro material. With a high ATK index of 2100, Haipa will easily destroy monster cards when combined with Karakuri Gold Dust or Runaway Karakuri . Furthermore, if you attack, at the end of the turn this monster will change its fighting position. You can take advantage of this to activate Karakuri Anatomy or Karakuri Trick House.

    Karakuri Gold Dust and Runaway Karakuri (x2-3)

    N Rarity
    Karakuri Gold Dust
    N Rarity
    Karakuri Gold Dust
    Karakuri Gold Dust
    Spell Quick
    Karakuri Gold Dust

      Activate only during the Battle Phase. Select 2 face-up "Karakuri" monsters in Attack Position. Change 1 of the selected monsters to Defense Position, and the other gains ATK equal to the ATK of the monster changed to Defense Position, until the End Phase.


      N Rarity
      Runaway Karakuri
      N Rarity
      Runaway Karakuri
      Runaway Karakuri
      Spell Quick
      Runaway Karakuri

        Select 1 face-up "Karakuri" monster on the field. Until the End Phase, it gains 1000 ATK but its effect(s) is negated.


        To provide high combat ability, Runaway Karakuri and Karakuri Gold Dust are extremely necessary. In particular, Karakuri Gold Dust offers great coordination when you take advantage of monsters whose attacks have ended to optimize the amount of damage to the opponent. In addition, as Quick-Play Spell cards, these two cards can also counterattack the opponent when you activate them to increase the ATK of the Karakuri monster right in the opponent's attack turn.

        Karakuri Strategist mdl 248 "Nishipachi" (x0-1)

        R Rarity
        Karakuri Strategist mdl 248 "Nishipachi"
        R Rarity
        Karakuri Strategist mdl 248 "Nishipachi"
        Karakuri Strategist mdl 248 "Nishipachi"
        EARTH 3
        Karakuri Strategist mdl 248 "Nishipachi"
        • ATK:

        • 500

        • DEF:

        • 1600


        This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is Normal or Special Summoned, select 1 monster on the field, and change its battle position.


        Is another Tuner card besides Ninishi , capable of rotating the monster's position as soon as it is summoned, often used to coordinate with Sazank or Karakuri Trick House. If you face Zombie monsters, you will have a great advantage because most Zombie monsters have a DEF index of 0 or extremely low.

        Karakuri Cash Inn and Karakuri Trick House (x2-3)

        SR Rarity
        Karakuri Cash Inn
        SR Rarity
        Karakuri Cash Inn
        Karakuri Cash Inn
        Trap Normal
        Karakuri Cash Inn

          Target 1 "Karakuri" monster you control and 1 Effect Monster your opponent controls; change the battle position of your monster, and if you do, negate the effects of that opponent's monster until the end of this turn. If you control a "Karakuri" monster(s): You can banish this card from your GY, then target 1 face-up monster on the field; change that monster's battle position. You can only activate 1 "Karakuri Cash Inn" per turn.


          R Rarity
          Karakuri Trick House
          R Rarity
          Karakuri Trick House
          Karakuri Trick House
          Trap Normal
          Karakuri Trick House

            Activate only when the battle position of a face-up "Karakuri" monster you control is changed. Select 1 card on the field, and destroy it.


            • Brings great interference ability to Karakuri decks.
            Cash Inn is a great way to negate search cards like Blackwing - Simoon the Poison Wind and Aleister the Invoker . This won't eliminate your opponent's monsters, but the unconditional negation will be enough to hinder your opponent from building their ideal combo. Cash Inn 's graveyard effect can be used to change the fighting position of your opponent's monsters, allowing you to counterattack your opponent's powerful monsters.
            Trick House , on the contrary, although the effect cannot be denied, can destroy cards, break the opponent's combos or the opponent's main monster.

            Karakuri Soldier mdl 236 "Nisamu" (x0-1)

            R Rarity
            Karakuri Soldier mdl 236 "Nisamu"
            R Rarity
            Karakuri Soldier mdl 236 "Nisamu"
            Karakuri Soldier mdl 236 "Nisamu"
            EARTH 4
            Karakuri Soldier mdl 236 "Nisamu"
            • ATK:

            • 1400

            • DEF:

            • 200


            This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 Level 4 or lower "Karakuri" monster from your Deck in face-up Attack Position.


            Use Nisamu as a way to prevent damage from the opponent as well as call Ninishi to the field to perform combos next turn.

            Karakuri Anatomy (x1-2)

            N Rarity
            Karakuri Anatomy
            N Rarity
            Karakuri Anatomy
            Karakuri Anatomy
            Spell Continuous
            Karakuri Anatomy

              Each time a "Karakuri" monster's battle position is changed, place 1 Karakuri Counter on this card (max. 2). You can send this card from the field to the Graveyard to draw 1 card for each Karakuri Counter on this card.


              • Karakuri Anatomy is a great representation of Karakuri gameplay, specifically changing battle positions and increasing resources. It's easy to get 2 points on this card because all of your Karakuri monsters have an innate effect that changes their battle position. Cash Cache is a good search card that also helps support Anatomy to thin the deck effectively.

              Here's an example of a full combo you can make, giving you a total of 3 searches and 2 draws!

              1. Normal summon Inashichi and activate the monster's search effect. Activate Karakuri Anatomy.
              2. Special Summon Kunamzan and change Inashichi's battle position.
              3. Activate Cash Cache to search and change Inashichi's battle position.
              4. Activate Anatomy to draw 2 cards.
              Summon Synchro Burei and use the card's search effect.
              This combo involves a lot of cards but is actually quite consistent and works well.

              Karakuri Gama Oil (x1)

              R Rarity
              Karakuri Gama Oil
              R Rarity
              Karakuri Gama Oil
              Karakuri Gama Oil
              Spell Equip
              Karakuri Gama Oil

                Activate this card by targeting 1 "Karakuri" monster in your GY; Special Summon it and equip it with this card. Once per turn, if the battle position of a face-up "Karakuri" monster(s) you control is changed: The equipped monster gains 500 ATK/DEF (even if this card is no longer equipped). You can only activate 1 "Karakuri Gama Oil" per turn.


                Another card that takes advantage of the position change of Karakuri monsters, can revive defeated Karakuri monsters to the field or materials to summon limited Synchro like Inashichi or Ninishi again. Not only that, it also helps the monster increase 500 ATK/DEF with each change in the Karakuri monster's fighting position.

                Karakuri Showdown Castle (x1)

                N Rarity
                Karakuri Showdown Castle
                N Rarity
                Karakuri Showdown Castle
                Karakuri Showdown Castle
                Spell Field
                Karakuri Showdown Castle

                  When a face-up "Karakuri" monster you control selects an opponent's face-up monster as an attack target, you can change the target's battle position. When this face-up card on the field is destroyed and sent to the Graveyard, you can select 1 Level 4 or higher "Karakuri" monster in your Graveyard, and Special Summon it.


                  Karakuri monsters can only change your opponent's battle position once per turn, but this card will let you do them infinitely, causing discomfort to your opponent. Furthermore, when destroyed and sent to the grave, it allows you to special summon a grave Karakuri monster with 4 stars or less to special summon to the field.

                  Karakuri Shogun mdl 00 "Burei" (x1-2)

                  UR Rarity
                  Karakuri Shogun mdl 00 "Burei"
                  UR Rarity
                  Karakuri Shogun mdl 00 "Burei"
                  Karakuri Shogun mdl 00 "Burei"
                  EARTH 7
                  Karakuri Shogun mdl 00 "Burei"
                  • ATK:

                  • 2600

                  • DEF:

                  • 1900


                  1 Tuner + 1 or more non-Tuner Machine-Type monsters When this card is Synchro Summoned: You can Special Summon 1 "Karakuri" monster from your Deck. Once per turn: You can target 1 monster on the field; change its battle position.


                  Burei is the Synchro monster you want to take when going first. You mainly want him to Special Summon Nisamu from your deck to increase his presence on the battlefield. When your Nisamu is destroyed in battle, you can maintain a presence in the field by Special Summoning another Nisamu or Special Summoning Ninishi to perform a Synchro during your next turn.

                  The battle position change effect can be used on your opponent's monsters to reveal their weaker stats. Good against monsters with high ATK but low DEF like Shiranuis , or monsters with high DEF but low ATK like Superheavy Samurai . You can also use this effect on your monsters that have been hit by the Floodgate Trap Hole.

                  Karakuri Steel Shogun mdl 00X "Bureido" (x1-2)

                  SR Rarity
                  Karakuri Steel Shogun mdl 00X "Bureido"
                  SR Rarity
                  Karakuri Steel Shogun mdl 00X "Bureido"
                  Karakuri Steel Shogun mdl 00X "Bureido"
                  EARTH 8
                  Karakuri Steel Shogun mdl 00X "Bureido"
                  • ATK:

                  • 2800

                  • DEF:

                  • 1700


                  1 Tuner + 1 or more non-Tuner Machine-Type monsters When this card is Synchro Summoned: You can Special Summon 1 "Karakuri" monster from your Deck. Once per turn, when the battle position of a face-up "Karakuri" monster you control is changed (and remains face-up): Draw 1 card.


                  Bureido is a great resource generator. Karakuri is known for changing his fighting position so the draw effect is easy to trigger. When Synchro Summon Bureido , you can Special Summon Nishipachi in attack position. Target Nishipachi with his own effect and this will also trigger Bureido 's drain effect, replenishing your resource pool after summoning a Synchro monster.

                  Cash Cache is also a good way to activate Bureido 's draw effect, but make sure you control another Karakuri monster or put Bureido in a defensive position first. Attack position Karakuri monsters are automatically changed to defense position when attacked, allowing you to use the draw effect once per turn on your opponent's turn.



                  Tech Cards



                  Samurai Destroyer (x1)

                  R Rarity
                  Samurai Destroyer
                  R Rarity
                  Samurai Destroyer
                  Samurai Destroyer
                  EARTH 7
                  Samurai Destroyer
                  • ATK:

                  • 2600

                  • DEF:

                  • 1400


                  1 Tuner + 1+ non-Tuner monsters If this card battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step, also that opponent's monster has its effects negated during the Battle Phase only. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can target 1 Machine monster in your GY; Special Summon it.


                  Summon Samurai Destroyer as an attack option. This monster prevents your opponent from activating effects during combat, preventing combat and break traps such as Sphere Kuriboh and Kiteroid , allowing all of Samurai Destroyer 's attacks to pass through.

                  Assuming this card does not have its defensive position changed, your opponent will most likely escape Samurai Destroyer with its removal effects before entering combat. This is where his floating effect becomes useful for floating into any Machine in your graveyard, including Synchro monsters and Samurai Destroyer himself. This effect can be triggered by any form of removal, making it unavoidable.

                  Monsters fighting Samurai Destroyer will have their effects negated. This makes Samurai Destroyer a good way to eliminate monsters without activating their floating effect. You can also attack monsters and ignore their ATK increase.

                  Brionac Dragon of the Ice Barrier (x1-2)

                  UR Rarity
                  Brionac, Dragon of the Ice Barrier
                  UR Rarity
                  Brionac, Dragon of the Ice Barrier
                  Brionac, Dragon of the Ice Barrier
                  WATER 6
                  Brionac, Dragon of the Ice Barrier
                  • ATK:

                  • 2300

                  • DEF:

                  • 1400


                  1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn.


                  With the ability to put his opponent's cards in his hand, Brionac is absolutely a formidable opponent and causes a lot of discomfort for his opponents. This monster is completely capable of OTK if the opponent's backrow is not secure. Assuming your Burei and Bureido are both destroyed and cannot be retrieved, Brionac is the top choice, then you should think about Samurai Destroyer

                  Righty Driver and Lefty Driver (x1)

                  SR Rarity
                  Righty Driver
                  SR Rarity
                  Righty Driver
                  Righty Driver
                  EARTH 1
                  Righty Driver
                  • ATK:

                  • 100

                  • DEF:

                  • 300


                  For a Synchro Summon, you can substitute this card for any 1 "Synchron" Tuner. If this card is Normal Summoned: You can Special Summon 1 "Lefty Driver" from your hand, Deck, or GY. You can only use this effect of "Righty Driver" once per turn.


                  SR Rarity
                  Lefty Driver
                  SR Rarity
                  Lefty Driver
                  Lefty Driver
                  EARTH 2
                  Lefty Driver
                  • ATK:

                  • 300

                  • DEF:

                  • 100


                  If this card is Special Summoned: You can make this card become Level 3 until the end of this turn. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Righty Driver" from your Deck to your hand. You can only use this effect of "Lefty Driver" once per turn.


                  You only really need one Lefty Driver card because Righty Driver can special summon it from anywhere. Adjusting Lefty Driver 's level via skill gives you a lot of flexibility in what you can do, usually with Righty Driver , Lefty Driver , plus a monster as well.

                  Number 70: Malevolent Sin (x1-2)

                  SR Rarity
                  Number 70: Malevolent Sin
                  SR Rarity
                  Number 70: Malevolent Sin
                  Number 70: Malevolent Sin
                  DARK
                  Number 70: Malevolent Sin
                  • ATK:

                  • 2400

                  • DEF:

                  • 1200


                  2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.


                  Useful if your opponent only has 1 monster on the field or against monsters that the deck cannot afford to ATK. Temporarily eliminating them will allow you to attack directly, potentially becoming an OTK.

                  Vermillion Dragon Mech (x1)

                  UR Rarity
                  Vermillion Dragon Mech
                  UR Rarity
                  Vermillion Dragon Mech
                  Vermillion Dragon Mech
                  FIRE 9
                  Vermillion Dragon Mech
                  • ATK:

                  • 2700

                  • DEF:

                  • 1800


                  1 Tuner + 1+ non-Tuner monsters Once per turn: You can banish 1 Tuner from your hand, GY, or face-up field, then target 1 card on the field; destroy it. If this Synchro Summoned card is destroyed by card effect and sent to the GY: You can target 1 of your banished Tuners; add it to your hand.


                  High ATK and has the effect of removing cards without negating its attacks. The deck has no way to restore banished cards other than Vermillion 's effect, but it doesn't mean you'll win for sure, so you'll have to be careful when using resources to summon.

                  Mystical Space Typhoon and Ultimate Providence (x1-2)

                  UR Rarity
                  Mystical Space Typhoon
                  UR Rarity
                  Mystical Space Typhoon
                  Mystical Space Typhoon
                  Spell Quick
                  Mystical Space Typhoon

                    Target 1 Spell/Trap on the field; destroy that target.


                    R Rarity
                    Ultimate Providence
                    R Rarity
                    Ultimate Providence
                    Ultimate Providence
                    Trap Counter
                    Ultimate Providence

                      When a Spell/Trap Card, or monster effect, is activated: Discard the same type of card (Monster, Spell, or Trap); negate the activation, and if you do, destroy it.


                      Mystical Space Typhoon or Ultimate Providence are cards that destroy the opponent's backrow, making your moves safer. Therefore, Karakuri's weaknesses mentioned above are temporarily overcome.




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