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Karakuri De-Synchro (EXVC)


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Monster: 16
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3 Karakuri Merchant
3 Karakuri Ninja Kuick
3 Karakuri Soldier
2 Karakuri [url="http://yugioh.wikia.com/wiki/Karakuri_Komachi_mdl_224_%E2%80%9CNinishi%E2%80%9D"]Komachi[/url]
2 Karakuri Strategist
2 Karakuri Watchdog
1 Glow-Up Bulb

Spell: 18
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3 Karakuri Cash Cache
3 De-Synchro
3 Instant Fusion
2 Karakuri Anatomy
2 Mystical Space Typhoon
1 Book of Moon
1 Monster Reborn
1 Giant Trunade
1 Dark Hole
1 Limiter Removal

Trap: 6
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2 Solemn Warning
1 Torrential Tribute
1 Mirror Force
1 Trap Stun
1 Solemn Judgment

EXTRA DECK
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3 Karakuri Shogun mdl 00 Burei
3 Cyber Saurus
2 Karakuri Steel Shogun mdl 00X Bureido
1 Stardust Dragon
1 Black Rose Dragon
1 Fortress Dragon
1 Ally of Justice Catastor
1 Naturia Beast
1 Brionac, Dragon of the Ice Barrier
1 Naturia Barkion.
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Baby, let's BUMP it UP! Made quite a few changes...

Nanashick is gone. He was a great card...when he wasn't drawn...
Machine Dupe is gone. Testing showed De-Synchro to be better.
...Which led to maxing De-Synchro.
Took out a strategist and added in Glow-Up Bulb.
Took out the Decrees for the new trap line-up.

...and I think that's it!

Also, Unknown Synchron looks like an interesting contestant...
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[quote name='Sephiroth_The_Legend' timestamp='1300062441' post='5072295']
you can only use 1 Komachi per turn, even if it's a different one. essentially, running 2 isn't a bad idea.
[/quote]

Exactly my point!

-1 Komachi
+1 Watchdog

Also, the entire time I was on the fence between De-Synchro and Dupe. After some tests, De-Synchro was superior over Dupe.
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