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)
Instructions for Playing Karakuri
Skill
Beatdown! (100%)
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)
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)
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)
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)
Gigachad is back
Karakuri Komachi mdl 224 "Ninishi" (x3)
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)
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,...
Karakuri Watchdog mdl 313 "Saizan" (x0-2)
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)
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",...
Karakuri Steel Shogun mdl 00X "Bureido" (x1-2)
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)
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)
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.
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.
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.
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
Floodgate Trap Hole, Rebirth of Parshath and Ultimate Providence (Staple)
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.
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)
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.
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.
Hieratic Sun Dragon Overlord of Heliopolis, Photon Strike Bounzer and Constellar Ptolemy M7 (Xyz Shoukan)
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