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Karakuri.dek


-Griffin

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2x Machina Fortress

6x Karakuri Ninja Guys
3x Karakuri Mystic Tomato
3x Karakuri Level 3 Position Change Tuner Guy
2x Level 4 Karakuri Tuner Wall
1x Grow-up Bulb
1x Gearframe

3x Karakuri Geartown
3x Unity of the Karakuri Samurai
3x Reinforcement of the Karakuri Army
3x Book of Moon
3x Holy Lance
1x Reborn
1x MST
1x Black Hole
1x Limiter Removal

3x Decree

1700 ATK Ninja --> Level 4 tuner --> Level 8 Kurakuri Synch --> Level 3 Tuner to change its own position --> +2 that gives you a beatstick which is likely to get you extra +1s

Grow Up --> Naturia Beast

These guys seem to change position so often that their draw card is practically Pot of Greed half the time.

Their Geartown revives advantage engines that also have a respectable 2800 ATK

Their Stratos does not test well.

Book of Moon loves both ninjas.
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From what I can remember of the Karakuri it looks good, but with them being so unfamiliar I'd have to see it in action. Theoretically though, it's fine. The changes the other guy posted sound good as Shrink is absolutely pimp, flat out, no questions asked.

Anyways, does this deck run more aggressively or defensively? Meta or anti-meta? My friend's spellcasters runs Burdan and Shrink and both effectively control the field tremendously especially when used together. Since Shrink halfs the original attack, their original attack is halfed and then Burdan kicks in again, making basically every monster that would be a threat into a >1k puny little thing. I doubt it'll fit with the theme of the deck, but I thought I'd put it out there.
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I think I could agree with most of those changes, but E-con doesn't seem to fit. Maybe another Gearframe? A Cydra?

The Deck seems to play pretty offensively. Even the destroyed-by-battle searcher tends to ram itself more often than getting run over. If you get a decent hand, Karakuri Unity and Level 8 Synchro Guy can give you such massive hands. They can feel slow on the uptake from time to time, but that mostly clears up after you drop your first Synch, which is why I consider Cydra. They definitely feel non-meta, but that's probably because I haven't seen them around often. Still need to test more before I can say much for certain.
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Just had a clear run over a Zombie Deck. Drew 5 with Burierireri Level 8 + 2x Unity thing shinaniggens. Book'd their Goyo when they were about to synch with it and PSZ to stop me blowing them up (or something, I'd have kept Goyo >_> ) Then stole their Goyo with my own. Also ran over PSZ with 1700 ATK Ninja and got a Stardust. It was pretty much over then. Even moreso when I dropped Fortress next turn.

Deck is win.
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[quote name='Manjoume Thunder' timestamp='1289751806' post='4784079']
Second that. Though, I don't really like Shrink. You can run that Holy Lance card. The epitome of versatility and amazingness.
[/quote]

Good point. I'm torn between Holy Lance and Shrink. Lance does most of the same stuff, but Shrink let's 1700Ninja run over Stardust, Goyo, Scrap Dragon and anything else >2400 ATK, which unfortunately Lance can't do. 1700Ninja plays are so great here that losing the extra targets could be a big loss, but I'm definitely going to consider -3 Shrink +3 Lance

List has been updated with:
-Traps

+3 Decree
+1 Shrink/Lance
+1 Cydra (goes into Bureido with Level 3 tuner thing)
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