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Karakuri Support


Sh3llshock

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I've been using Karakuri's for a while now and was wondering what it would take to send them to the top, so I decided to bust out my own ideas on some support cards.

[b][u]Syncro's[/u][/b]

[u]Karakuri Diamyo [size=2]MDL[/size] 0 "Bur"[/u]

Level 5, Earth, Machine, Syncro, Effect
[i]1 Tuner + 1 or more non-Tuner Machine type monsters[/i]

When this card is Syncro 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, target and destroy 1 card on the field.

ATK: 2000 DEF: 1500


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

[u]Karakuri Horseman [/u][u][size=2]MDL [size=4]181 "Toda"[/size][/size][/u]

Level 5, Earth, Machine, Effect

This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it's battle position. When this card is special summoned from the deck, your opponent randomly discards 1 card.

ATK: 2300 DEF: 1700

[u]Karakuri Monk [size=2]MDL[/size] 99 "Michida"[/u]

Level 2, Earth, Machine, Effect


This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it's battle position. When this card is normal summoned, special summon any "Karakuri" monster from your hand in face up attack position.

ATK: 1000 DEF: 1000

[u]Karakuri Archer [size=2]MDL[/size] 111 "Lyoto" [/u]

Level 3, Earth, Machine, Effect

This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to defense position. If your opponent activates a spell or trap card that destroys a face up "Karakuri" monster you can send this card from your hand to the graveyard to negate and destroy that card.

ATK: 1300 DEF: 1800

[u]Karakuri Mouse [size=2]MDL[/size] 666 "Fu"[/u]

Level 1, Earth, Machine, Effect

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 used as a Syncro material and sent to the graveyard, special summon it.

ATK: 0 DEF: 0

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

[u]Karakuri Blueprint[/u]

Continuous spell card

Everytime you Syncro summon a "Karakuri" monster place 1 "Karakuri" counter on this card (Max 3). You can send this card to the graveyard to target a number of Karakuri monsters in your grave equal to the amount of counters on this card and shuffle them into the deck. Draw cards equal to the amount of monster(s) sent to the deck by this cards effect.

[u]Karakuri Repair shop[/u]

Normal spell card

Select 1 "Karakuri" monster in your grave and special summon it. It is destroyed during the end phase.

[u]Karakuri Battle Plan[/u]

Quick-Play spell card

Remove cards from your opponents graveyard equal to the amount of "Karakuri" monsters in your graveyard that were used as Syncro materials.





A few of these like Mouse and Blueprint would probably have to be semi-limited. In Mouses case probably Limited I would say. Tell me what you think!

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As you can see, I like Karakuris too, and I have some comments.

[u]Bur[/u]:
It's Trick House with a body. I like it. Weaker ATK helps balance it out.

Toda:
Nice card. No special comments.

Michida:
Good, but I think "any "Karakuri" monster from your hand" can be misunderstood as "all possible "Karakuri" monsters in your hand". Also, it's not following the naming convention (which I think you're aware about since you did it right two times). If it's Karakuri Something abc, then a+b=c.

Lyoto:
Very, very nice. Probably the card I like the most out of the bunch.

Fu:
You're trolling with 666, Konami would never let that slide :P Also doesn't follow the naming convention. It feels a bit OP at the moment, and yet not that much so that it completely breaks the game. Limited would be my guess.

Blueprint:
I like it, it would give deck EVEN MORE draw power, given that they Synchro Summon a bunch. But it's kind of nullified because it's potentially slow and beaten by Avarice.

Battle Plan:
I don't really see the point of this card in Karakuris, but it's fine.

There are also some OCG errors, but I'm way too lazy to fix them now.

EDIT: Whoops, forgot Repair Shop.

Repair Shop:
It's okay, but also nullified since there are a few generic cards that do the same thing.

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Thanks for the comments, I'm not sure what you mean by the naming convention?

With Fu I said at the bottom it would most likely be Limited :P since It could really give you some crazy plays.

Blueprint I like, it's similar to Avarice but I think a little better. To start you can easily Syncro three times in a row with this deck XD and it gives a tiny bit more draw power giving you 3 cards. Plus you don't have to really pack the grave since you will only need to choose three Karakuri's. Plus there are some I like to keep in the grave, like Watchdog for example to abuse with Kuicks effect.

Battle plan is purely there because I hate Dragons -_- it will give the deck an answer to grave heavy decks. For example, first turn Syncro out a Stardust and Bureido? then set that card. As soon as Future fusion or Laval's or Inzektor hornet hit's the grave you get to remove it. Something for the side deck sure but useful in my eyes.

Repair shop is similar to a lot of others, but again I think it just gives you a little boost in area's. For example imagine having a Watchdog and Soldier in hand plus say....Instant fusion?. Normally that's a slow hand, you set one of the monsters and wait for a Komochi. With repair shop you SS Komochi from the grave, letting you normal summon twice since it's effect still works. You dump both Dog and Soldier ply instant fusion, sync for two Bureido's pull out strategist and a Horseman opponent discards one from Horseman you draw two from Bureido/Strategist effect then you sync into stardust!! all that from a normally slow hand.

Karakuri's are really good with Combo's and I think these cards just add to that. Thanks for the reply :) and I might make more soon if people are actually going to pay attention :P

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By naming convention I meant this:

Karakuri Something mdl ABC "Something"

Excluding Synchros and Karakuri Barrel, in all Karakuri names the A is a number, the B is a different number, and the C is the result of multiplying those numbers.

Example:
Karakuri Soldier mdl 236 "Nisamu"
2 * 3 = 6, hence "mdl 236"

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