Instructions for Playing Karakuri

Instructions for Playing Karakuri

Karakuri is a very strong combo deck, capable of swarming monsters, drawing billions of cards (usually counter traps), raising 3 monsters with body as big as a bird and setting 3 counter traps, holding a few cards in hand. leave it for backup next turn (or handtrap)


Karakuri is an EARTH Machine, so it can play with EARTH Machines without any problems. Currently, players often mix Anchor Drill or Tunneller to make the deck stronger and play more diverse (Xyz).

Sections covered in this guide:




Skill

 

Beatdown! (100%)
Card rarity
Beatdown!
Card rarity
Beatdown!

Buff 300 ATK for each Level 5 monster or higher, meaning if there are 4 monsters, buff 1200 ATK for each monster, this not only increases ATK to punch through opp monsters, but also makes OTK easier



CORE

 

Karakuri Anatomy (x1-3)
N rarity
Karakuri Anatomy
N rarity
Karakuri Anatomy

Not once per turn and draw up to 2 cards but not allowed to bring x3 like the Shit Samurai, the reason is very simple, changing the fighting position to accumulate counters is quite difficult, even though the textbook changes the position twice, if If you accidentally draw an extra copy, you can only draw about 1 card at a stretch (because if you run out of cards, you will automatically change position), and if you peel too many of these cards, you will be bricked.

Karakuri Cash Cache (x0-3)
SR rarity
Karakuri Cash Cache
SR rarity
Karakuri Cash Cache

searcher, change position to activate the effect but requires a Karakuri monster on the field so it's a bit difficult, currently no one uses this card due to brick

Karakuri Bonze mdl 9763 "Kunamzan" (x1-3)
UR rarity
Karakuri Bonze mdl 9763 "Kunamzan"
UR rarity
Karakuri Bonze mdl 9763 "Kunamzan"

is a very good card, opening combos very well, but must have a karakuri monster to jump, but in return, it changes the posture of that karakuri monster, helping to trigger other cards, this card can be considered a Tuner and is Level 5. So it's very easy to upgrade to 7-star Raiden Shogun

Karakuri Merchant mdl 177 "Inashichi" (x3)
SR rarity
Karakuri Merchant mdl 177 "Inashichi"
SR rarity
Karakuri Merchant mdl 177 "Inashichi"

Gigachad is back


When this card is summoned normally, you search for monsters/spells/traps Karakuri, don't underestimate this effect, because it's not natural for it to be limited, you can search for one that jumps on its own or you can ask Waifu (I can't eat it). this style) normal summon this, so you have 2 bodies on the field and 1 card you just searched for that can jump, and boom you get Shogun(s)

Karakuri Komachi mdl 224 "Ninishi" (x3)
SR rarity
Karakuri Komachi mdl 224 "Ninishi"
SR rarity
Karakuri Komachi mdl 224 "Ninishi"

best waifu probably, only allows normal summon/set one more time but this is the scariest thing about it because it helps searchers (inashichi) or other non-special summon monsters onto the field, at this point you will have more bodies to use. combo. combo

Karakuri Strategist mdl 248 "Nishipachi" (x1-2)
R rarity
Karakuri Strategist mdl 248 "Nishipachi"
R rarity
Karakuri Strategist mdl 248 "Nishipachi"

Usually jumped by Shogun, when this monster is summoned, it changes the position of a monster on the field (you or the opponent). If you change the position of your monster (usually this monster), it will activate the effect of other Karakuri, accumulate counters for Anatomy,... If you change opp's position, you can bait negate, change to another position to punch that monster,...


fact: this one takes x2 because you don't want to put it in your hand because the Shogun will be the one to jump it, and the Shogun only jumps from the deck, plus the normal summon will be used for Searcher and Waifu

Karakuri Watchdog mdl 313 "Saizan" (x0-2)
R rarity
Karakuri Watchdog mdl 313 "Saizan"
R rarity
Karakuri Watchdog mdl 313 "Saizan"

is a Tuner monster, Level 4, this is a card that has the ability to combine well with Anchor Drill to be able to Xyz to Level 8 to create a boss, and can create Star Eater, its effect is... well, bad If you can use it, you can enter the battle phase and maybe defeat all the bosses if the opp is first, so if you can use this ATK/DEF, it's strong, but it's quite redundant due to the Beatdown skill (increases 900-1200 ATK).

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

Raiden Shogun Burei is the first card summoned in the textbook, note that this effect is When, so it can miss timing, when this card is synchro summoned, you jump 1 Karakuri from the deck, yeah, no once per turn, and jumping a Karakuri from the deck onto the field helps you not worry about "searching for your hand and then how to jump out",...


This card's ability to change position helps other cards trigger effects, a monster can be easily raised, all effects can be used, body is fine, just prone to miss timing

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

gigachad, is a very strong Raiden Shogun, although the effect is When so it misses timing, but, jumping 1 Karakuri from the deck as analyzed above is too strong for these guys, and drawing 1 when Karakuri changes position is so delicious, especially when this is soft once per turn, meaning with 2 copies, you draw 2 times, this one leaves the field after drawing and comes back, then you can draw 1 more time.

Karakuri Cash Inn (x1-3)
SR rarity
Karakuri Cash Inn
SR rarity
Karakuri Cash Inn

Both negate and change your monster's position, and can be searched. Because it is hard once per turn and can be searched, you can bring x1 and that's enough, the rest is a light staple like BoM, or super overwhelming like counter trap.



Staple

 

The Infinite Track(s)
SR rarity
Heavy Forward
SR rarity
Heavy Forward
N rarity
Infinitrack Tunneller
N rarity
Infinitrack Tunneller
SR rarity
Infinitrack Harvester
SR rarity
Infinitrack Harvester
SR rarity
Infinitrack Anchor Drill
SR rarity
Infinitrack Anchor Drill

Tunneller x0-3: what's stronger than a combo and swarm deck? That deck's combo is complete, opp uses up all the resources to pass, then you restore all the bosses and core cards and draw 2 to continue the combo. Besides, it's easy to jump, level 5, Xyz or Synchro (+2 , +3) whatever


Anchor Drill x3: 4 stars so it can be summoned often. Jumping for other EARTH Machines from hand helps set the field easier, increases Level to make Xyz easier (if not super support).

Havester x0-1 : searcher but costs normal summon, plus level

Heavy Forward x3: search does not cost your precious normal summon, just use it immediately

Floodgate Trap Hole, Rebirth of Parshath and Ultimate Providence (Staple)
UR rarity
Limited to 3 copies
Floodgate Trap Hole
UR rarity
Limited to 3 copies
Floodgate Trap Hole
R rarity
Rebirth of Parshath
R rarity
Rebirth of Parshath
R rarity
Ultimate Providence
R rarity
Ultimate Providence

Because this deck draws a lot after searching to thin the deck, the rate of peeling these cards is also very high. You can mix whatever you want, but I will mix counter trap because there are 3 bosses, 3 cards face down, but 3 cards are all counters. traps, it's very difficult for opp to get through this field (not to mention the remaining leaves you can hold in your hand if they are beautiful)

Samurai Destroyer and Star Eater (Synchro Shoukan)
R rarity
Samurai Destroyer
R rarity
Samurai Destroyer
SR rarity
Star Eater
SR rarity
Star Eater

Star Eater: This one is very easy to pick up and this one successfully lands on the field and is very difficult to opp over, especially when the toggle is not turned on and this one punches, at that point you are helpless.


Samurai Destroyer: easy to level, revives infinite times, punching opp can't do anything

Hieratic Sun Dragon Overlord of Heliopolis, Photon Strike Bounzer and Constellar Ptolemy M7 (Xyz Shoukan)
UR rarity
Hieratic Sun Dragon Overlord of Heliopolis
UR rarity
Hieratic Sun Dragon Overlord of Heliopolis
SR rarity
Photon Strike Bounzer
SR rarity
Photon Strike Bounzer
UR rarity
Constellar Ptolemy M7
UR rarity
Constellar Ptolemy M7

M7: mercenary, discards 1 material (supports sending the card you want to the grave, as long as the material is for this card), and pushes 1 monster from the field or both players' graves to the hand (in theory you can push your own card to restore stock), in general, if you have ever played Thunder Dragon, you will know how powerful this card is


Photon Strike Bounzer : you breathe, I negate

Hierati - name is too long: shoots cards without targeting and can shoot the whole opp field if opp doesn't have anti-cards (or you have enough bullets), easy to level thanks to Infinitrack




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