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Attack. Defense. Attack. Defense. Attack. Defense. [Karakuris]


.Nu-13

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[color="#FF8C00"]|Karakuri Samurai mdl 326 "Saiba"|
|EARTH|Machine•Effect|Level 5|
|ATK|2100|DEF|1200|
|This card must attack if able. When this face-up Attack Position card on the field is selected as an attack target, change it to Defense Position. If you control a face-up "Karakuri" monster, you can Special Summon this card from your hand. Once per turn, you can change the Battle Position of 1 "Karakuri" monster on the field.|

|Karakuri Monk mdl 428 "Shoukan"|
|EARTH|Machine•Effect|Level 4|
|ATK|1400|DEF|800|
|This card must attack if able. When this face-up Attack Position card on the field is selected as an attack target, change it to Defense Position. When this card is Normal Summoned, you can Special Summon 1 Level 3 or lower "Karakuri" monster from your Graveyard. This card cannot be used as a Synchro Material Monster, except for a Synchro Summon of a "Karakuri" monster.|[/color]

[color="#9932CC"]|Karakuri Daimyo mdl X "Yugo"|
|EARTH|Fusion•Machine•Effect|Level 5|
|ATK|1500|DEF|800|
|1 "Karakuri" monster + 1 "Karakuri" monster|
|You can remove from play this card from your Graveyard to change the Battle Position of 2 monsters on the field.|[/color]

[color="#C0C0C0"]|Karakuri Aspiring Shogun mdl 0 "Kibo"|
|EARTH|Machine•Synchro•Effect|Level 6|
|ATK|2500|DEF|1000|
|1 Tuner + 1 or more non-Tuner Machine-Type monsters|
|When this card is Synchro Summoned, you can Special Summmon 1 "Karakuri" monster from your Deck.|[/color]
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idg the fusion....Karakuris are really tight in Deck Space as they are to invest 3 slots in a Fusion Spell...>.>

Also your names are kinda wrong coz they are supoused to be formed with the numbers used...

326 = San Ni Roku/mu (Posible best choice = Sannimu)
Like in "Nisamu" = 236

428 = Shi/Yon ni Hachi/ya (Posible Best choice = Shinichi)
Line in "Nishipachi" = 248

Fusion is another history

Other than that..."428" is the best card for them...as it helps the Deck the most...
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326 is kinda... cheap, maybe even cheaper than Cyber Dragon, with the justification of not being generic. Note, for Cyber Dragon you require your opponent to have monsters, this doesn't. Normally (Like in Blackwings, or Naturia Pumpkin, dunno why I come up with that one) You can only Special Summon Level 4 monsters. Also, I think this promotes Karakuri-OTK's too much.

428 does a fine job as it supports Karakuri very much. It definitely fits in with other Karakuris like 236 and 177. Not as a negative point, but those support Level 4 monsters, not 428. Oh I know it's supposed for synchro summons, or that seems to be its main use, but I can think of quite some other possibilities with level 4 cards. Like 919 swarm. Or 818 primitive beatdown. 313 for Bureido. Wanna go on? Finally, make that level 6 synchro for Shinkuro ;-)

XXXHakai's effect is quite good, maybe too good regarding the synchros, amongst which 00XBureido, are not as good. However let's not forget fusions are harder to summon than synchros. Still, there's a -point: I think few players want to fit in some fusion cards. How to fix: Look at GB fusions, that's how you could fix this. However, then you would only run -1 to summon, so +1 on summon AND on destruction would be +1 overall, adding the highly destructive effect, I'd say that would add up to requiring a third monster to summon.

Karakuri Assemble is simple and fine, but as I said, few people would put in fusion cards somewhere.

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