Andinator Posted November 12, 2010 Report Share Posted November 12, 2010 So this is my IRL Karakuri/Black Salvo OTK Deck. It works out pretty nice but the deck is pretty much dead once I run through my Salvo's and Strategist, especially if I haven't used Mach Dupe yet, cuz then it turns dead... Monsters: 18 3x Dekoitchi, the Battlechanted Locomotive 3x Black Salvo 3x Karakuri Bushi 3x Karakuri Merchant 3x Karakuri Soldier 3x Karakuri Strategist Spells: 11 1x Machine Duplication 1x Dark Hole 1x Giant Trunade 1x Gold Sarcophagus 2x Karakuri Anatomy 3x Karakuri Showdown Castle 1x Pot of Avarice 1x Monster Reborn 2x Mystical Space Typhoon Traps: 10 2x Bottomless Trap Hole 1x Call of the Haunted 2x Compulsory Evacuation Device 1x Karakuri Klock 3x Karakuri Trick House 1x Torrential Tribute Side Deck: 15 2x Ally of Justice Nullifier 3x Cyber Valley 3x Karakuri Ninja 1x Deck Lockdown 1x Gold Sarcophagus 1x Karakuri Anatomy 1x Machine Duplication 1x Compulsory Evacuation Device 2x Karakuri Klock Extra Deck: 16 1x Ally of Justice Catastor 1x Naturia Beast 2x Black Rose Dragon 3x Karakuri Bushi 2x Lightning Warrior 2x Scrap Archfiend 2x X-Saber Urbellum 3x Chimeratech Overdragon The deck's otk revolves around getting out the tuners (both are lv 3) along with another lv 4. Sync for shogun and grab another lv 4 or a tuner and get back one of the monsters with reborn/ call/ showdown castle spamming or, if you had mach dupe, you could use that on the tuner. This deck usually pulls out at least 2 synchros. 3 is pretty common, and four is possible. Of course 3 of them will be shoguns, but yeah. This deck also starts off pretty defensive, getting the combo together with gold sarc and merchant, but at the right time, it can immediately change into a fast aggro deck. As you may have noticed, the Extra Deck is filled with level 7's. This is because the tuners are lv 3 and most of the other monsters are level 4, save for the merchants that are level 2, hence the catastor and naturia beast. Chimeratech is in there to kill your opponents cybers, as this deck doesn't run much monster removal spells. A trick I do to avoid the "must battle if possible" thing is to go straight to main phase 2 before I summon my monsters. This doesn't usually hurt me, unless I switched a monster into atk for anatomy or something and then draw the combo Cards that didn't make the cut: [spoiler]Ally of Justice Reverse Break: Believe it or not, this card almost side decked! Other than lightsworn and Anti-Meta, no deck really uses light types, making it a nice candidate to get rid of face-downs (And its a target for black salvo). But I figured that with 3 shoguns, 3 strategist, and 3 showdown castles, I won't be facing too many face-downs anyways. Karakuri Ninja: He doesn't match the main purpose of the deck, which is to get out the otk. I already have enough monster removal with my Trick Houses, so I just side the ninja instead, mainly to kill aggro decks. But this is my PERSONAL opinion. Ninja is, by far, one of the best karakuri's out there. Its like a Snowman Eater on steroids!! First of all, when its flipped, it SENDS a face-up monster to the grave, which gets around stardust and my body, as those only negate destruction. Then after that, it can attack directly during that turn. So its fine if your opponent still got a monster and you have to attack! And its searchable by Merchant and Soldier (not recommended) Solidarity: Solidarity increases the attack of all of your monsters by 800, as long as their type matches the monsters in your graveyard, and that is the only type in your grave. This didn't make the cut for 2 reasons. A) With Dark Strike Fighter banned, there aren't really any good lv 7 machines other than shogun. Most Karakuri's switch to def when attacked, so their gained attack points would be useless on your opponents turn. Mirror Force: I know. Cutting Mirror Force from the deck kinda surprised me too. But its not really needed. Karakuri's already have their own one (Karakuri Klock) thats even better, and its searchable by Merchant!![/spoiler] But yeah, other than my own comments, feel free to CnC Link to comment Share on other sites More sharing options...
.:Incognito:. Posted November 12, 2010 Report Share Posted November 12, 2010 -2 Infernity Break +2 Infernity Inferno -Armageddon Knight + Dark Grepher Ultimate Offerings for Infernities? Link to comment Share on other sites More sharing options...
Buttercup Posted November 12, 2010 Report Share Posted November 12, 2010 -1 Gardna -1 Stygian -3 DP -2 MST -1 1for1 -1 Break +1 ROTA +3 Inferno +1 Seven Tools +1 Warning +1 Mirage +2 Trap Stun Link to comment Share on other sites More sharing options...
Andinator Posted November 13, 2010 Author Report Share Posted November 13, 2010 Decklist have been updated Link to comment Share on other sites More sharing options...
Yeezus Posted November 13, 2010 Report Share Posted November 13, 2010 the necro gardna is completely unneeded in infernities Link to comment Share on other sites More sharing options...
Andinator Posted November 13, 2010 Author Report Share Posted November 13, 2010 I'm pretty sure your right XP, but my friend doesn't want to take it out Link to comment Share on other sites More sharing options...
Andinator Posted November 16, 2010 Author Report Share Posted November 16, 2010 Deck has been updated! Link to comment Share on other sites More sharing options...
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