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
CORE
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.
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
Gigachad is back
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,...
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).
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",...
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.
Staple
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
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)
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.
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




































