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?

Sections covered in this guide:
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
Core Cards
A Karakuri deck to climb rank must have the following cards:
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.
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 .
- 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.
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.
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.
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.
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.
- Brings great interference ability to Karakuri decks.
- 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.
- Normal summon Inashichi and activate the monster's search effect. Activate Karakuri Anatomy.
- Special Summon Kunamzan and change Inashichi's battle position.
- Activate Cash Cache to search and change Inashichi's battle position.
- Activate Anatomy to draw 2 cards.
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 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.
Tech Cards
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










































