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%)

 Rarity
Beatdown!
 Rarity
Beatdown!
Beatdown!
Beatdown!
  • ATK:

  • 0

  • DEF:

  • 0


[If you control a Level 5 or higher monster, you can activate this Skill.] All monsters you currently control gain 300 ATK for each Level 5 or higher monster you control. At the end of your turn, flip this card over.


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
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.


    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
    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.


      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"
      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.


      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"
      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.


      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"
      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.)


      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"
      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.


      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"
      Karakuri Watchdog mdl 313 "Saizan"
      EARTH 4
      Karakuri Watchdog mdl 313 "Saizan"
      • ATK:

      • 600

      • DEF:

      • 1800


      This card must attack if able. When this face-up card is selected as an attack target, change its battle position. When you take Battle Damage from a battle involving this card, all face-up "Karakuri" monsters you control gain 800 ATK and DEF until the End Phase. While this card is in face-up Attack Position, it cannot be destroyed by battle.


      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"
      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.


      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"
      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.


      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
      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.


        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
        Heavy Forward
        Spell Continuous
        Heavy Forward

          When this card is activated: You can add 1 "Infinitrack" monster from your Deck to your hand. Once per turn: You can target 1 Machine Xyz Monster you control, then activate 1 of these effects; ● Change its battle position. ● Attach this card to it as material. You can only activate 1 "Heavy Forward" per turn.


          N Rarity
          Infinitrack Tunneller
          N Rarity
          Infinitrack Tunneller
          Infinitrack Tunneller
          EARTH 5
          Infinitrack Tunneller
          • ATK:

          • 2200

          • DEF:

          • 500


          You can Tribute 1 EARTH Machine monster; Special Summon this card from your hand in Defense Position. You can banish this card from your GY, then target 5 EARTH Machine monsters in your GY; shuffle them into the Deck, then draw 2 cards. You can only use each effect of "Infinitrack Tunneller" once per turn.


          SR Rarity
          Infinitrack Harvester
          SR Rarity
          Infinitrack Harvester
          Infinitrack Harvester
          EARTH 2
          Infinitrack Harvester
          • ATK:

          • 0

          • DEF:

          • 2100


          If this card is Normal or Special Summoned: You can add 1 "Infinitrack" monster from your Deck to your hand, except "Infinitrack Harvester". You can target 1 other Machine monster you control; the Levels of both that monster and this card become the combined original Levels of those 2 monsters, until the end of this turn. You can only use each effect of "Infinitrack Harvester" once per turn.


          SR Rarity
          Infinitrack Anchor Drill
          SR Rarity
          Infinitrack Anchor Drill
          Infinitrack Anchor Drill
          EARTH 4
          Infinitrack Anchor Drill
          • ATK:

          • 1800

          • DEF:

          • 500


          If this card is Normal or Special Summoned: You can Special Summon 1 EARTH Machine monster from your hand in Defense Position, except "Infinitrack Anchor Drill". You can target 1 other Machine monster you control; the Levels of both that monster and this card become the combined original Levels of those 2 monsters, until the end of this turn. You can only use each effect of "Infinitrack Anchor Drill" once per turn.


          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
          Floodgate Trap Hole
          UR Rarity
          Floodgate Trap Hole
          Floodgate Trap Hole
          Trap Normal
          Floodgate Trap Hole

            When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions.


            R Rarity
            Rebirth of Parshath
            R Rarity
            Rebirth of Parshath
            Rebirth of Parshath
            Trap Counter
            Rebirth of Parshath

              When a Spell/Trap Card, or monster effect, is activated: Reveal 1 Counter Trap in your hand, then discard 1 card and pay 1000 LP; negate the activation, and if you do, shuffle that card into the Deck. Then, you can Special Summon 1 "Parshath" monster from your Deck or Extra Deck.


              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.


                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
                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.


                SR Rarity
                Star Eater
                SR Rarity
                Star Eater
                Star Eater
                LIGHT 11
                Star Eater
                • ATK:

                • 3200

                • DEF:

                • 2800


                1 Tuner + 1 or more non-Tuner monsters Must be Synchro Summoned, and cannot be Special Summoned by other ways. This card's Synchro Summon cannot be negated. When Synchro Summoned, cards and effects cannot be activated. If this card attacks, it is unaffected by other card effects until the end of the Damage Step.


                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
                Hieratic Sun Dragon Overlord of Heliopolis
                LIGHT
                Hieratic Sun Dragon Overlord of Heliopolis
                • ATK:

                • 3000

                • DEF:

                • 2400


                2 Level 8 monsters Once per turn: You can detach 1 Xyz Material from this card; Tribute any number of monsters from your hand and/or your side of the field (minimum 1), then destroy an equal number of cards on the field.


                SR Rarity
                Photon Strike Bounzer
                SR Rarity
                Photon Strike Bounzer
                Photon Strike Bounzer
                LIGHT
                Photon Strike Bounzer
                • ATK:

                • 2700

                • DEF:

                • 2000


                2 Level 6 monsters Once per turn, during either player's turn, when a monster effect is activated on your opponent's side of the field: You can detach 1 Xyz Material from this card; negate the effect, and if you do, inflict 1000 damage to your opponent.


                UR Rarity
                Constellar Ptolemy M7
                UR Rarity
                Constellar Ptolemy M7
                Constellar Ptolemy M7
                LIGHT
                Constellar Ptolemy M7
                • ATK:

                • 2700

                • DEF:

                • 2000


                2 Level 6 monsters You can also Xyz Summon this card by using a "Constellar" Xyz Monster you control as the Xyz Material, other than "Constellar Ptolemy M7". (Xyz Materials attached to that monster also become Xyz Materials on this card.) If Summoned this way, the following effect cannot be activated this turn. Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster on the field or in either player's Graveyard; return that target to the hand.


                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




                Companion unit:

                - Yu-Gi-Oh! Guidance Vietnam





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