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Karakuri Support cards


Sh3llshock

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I'm sure a lot of you will be aware of the Karakuri archetype. I've recently been getting a deck together of them and I'm loving them, so much so my mind wandered into expanding the Archetype. So here I am.

Now, with the rise of the XYZ cards Syncro's have really...dissipated as of late. And as such I'm working on bringing some more power and life into Syncro's once again, and having a deck of them I thought Karakuri's would be the place to start. So without further or do...

[u][b]Syncro Monsters[/b][/u][b] - [/b]

[b]Karakuri Diamyo MDL 0X0 "Nobuda" [/b]

1 Tuner + 2 or more Non-Tuner Machine-type monsters
Machine/Syncro/Effect
EARTH
lvl. 11
ATK: 3000
DEF: 2000
When this card is Syncro Summoned, you can Special Summon 1 level 4 or higher "Karakuri" monster from your deck and 1 level 4 or lower "Karakuri Monster" from your graveyard. Once per turn, when the battle position of a face-up Karakuri monster is changed, destroy 1 set card on your opponents side of the field.

[b]Karakuri Advisor MDL 0 "Nogunaga"[/b]

1 Tuner + 1 or more Non-Tuner Machine-type monsters
Machine/Syncro/Effect
EARTH
lvl. 5
ATK: 1900
DEF: 2000
When this card is Syncro Summoned, add 1 "Karakuri" monster used as a Syncro material from your graveyard to your hand. When this face-up card is selected as an attack target, change the battle position of one monster on the field.

[b]Karakuri Admiral MDL XX "Kaita"[/b]


1 Tuner + 1 or more Non-Tuner Machine-type monsters
Machine/Syncro/Effect
EARTH
lvl. 6
ATK: 2200
DEF: 2100
When this monster is Syncro Summoned , you can Special summon 1 "Karakuri" monster from your deck. When the battle position of a face-up "Karakuri" monster on your side of the field changes, your opponent discards 1 random card in their hand.


[u][b]Monsters[/b][/u][b] - [/b]

[b]Karakuri Archer MDL 616 "Irako"[/b]

Machine/Effect
EARTH
lvl. 3
ATK: 1500
DEF: 1000
This card must attack if able. If this face-up card is selected as an attack target, change it to defense position. Once per turn, if you control another face-up "Karakuri" monster apart from "Karakuri Archer" you can target 1 spell or trap card on the field and destroy it.

[b]Karakuri Shaman MDL 101 "Gennosuke"[/b]


Machine/Effect
EARTH
lvl. 3
ATK: 1000
DEF: 1000
This card must attack if able. If this face-up card is selected as an attack target, change it's battle position. When this card is normal or special summoned, special summon 1 level 4 or lower "Karakuri" monster from your hand in face up attack position. If you do, it cannot change it's battle position this turn.


[b]Karakuri Fishmonger MDL 30 "Umasa"[/b]


Machine/Effect
EARTH
lvl. 1
ATK: 400
DEF: 400
This card must attack if able. If this face-up card is selected as an attack target, change it to defense position. If this monster is used as a Syncro material for a "Karakuri" monster, that monster cannot be targeted by your opponents card effects.

[u][b]Spells[/b][/u][b] - [/b]

[b]Karakuri Blueprint[/b]

Spell/Continuous
Every time a "Karakuri" Syncro monster is summoned to your side of the field put 1 "Blueprint" counter on this card (Max 3). Once per turn, you can remove 1 counter from this card to negate the activation of a Spell/Trap card and destroy it.

[b]Karakuri Screwdriver[/b]

Spell/Quickplay
Face-up "Karakuri" monsters you control are unaffected by the effects of spell and trap cards your opponent controls until the end phase of this turn.

[b]Servicing [/b]

Spell/Normal
Special summon 1 level 3 or lower Machine type monster from your graveyard in face up attack position, it is banished during the end phase.

[u][b]Traps[/b][/u][b] -[/b]

[b]Karakuri Counter [/b]

Trap/Counter
You can only activate this card if you control a face-up "Karakuri" monster. Select 1 face up "Karakuri" monster on your side of the field change it's battle position and negate the activation of one face-up effect monster's effect on your opponents side of the field and send that card to the graveyard.

[b]Order of the Shogunate [/b]

Trap/Continuous
Once per turn, when the battle position of a face-up "Karakuri" monster on your side of the field changes, change the battle position of 1 monster on the field. If the monster is a Machine-type tuner you may increase it's level by 1.


Those were a few of the cards I was thinking of. Hope you all like them I would appreciate some crits and comments :). I tried to make them balanced and I don't think any of them would have a problem in the game, with things like Wind-ups around. But it would boost the power of a Karakuri deck quite a lot I feel, which was what I was going for, without making them the utter top deck around until the majority of the cards are banned.

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