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Structure Deck 36: Karakuri Switch


.Exa

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[b][color="#FF8C00"]SDKS-EN001 - Karakuri Overlord mdl 5525 „Loludo“
SDKS-EN002 - Karakuri Tsubasa mdl 414 „Fullaia“
SDKS-EN003 - Karakuri Swordmaster mdl 155 „Soddo“
SDKS-EN004 - Karakuri Soldier mdl 236 „Nisamu“ [x2]
SDKS-EN005 - Karakuri Muso mdl 818 „Haipa“
SDKS-EN006 - Karakuri Ninja mdl 919 „Kuick“
SDKS-EN007 - Karakuri Merchant mdl 177 „Inashichi“
SDKS-EN008 - Karakuri Komachi mdl 224 „Ninishi“ [x2]
SDKS-EN009 - Karakuri Strategist mdl 248 „Nishipachi“
SDKS-EN010 - Karakuri Ninja mdl 339 „Sazank“
SDKS-EN011 - Karakuri Bushi mdl 6318 „Muzanichiha“
SDKS-EN012 - Karakuri Ninja mdl 7749 „Nanashick“
SDKS-EN013 - Giant Rat
SDKS-EN014 - Cyber Dragon
SDKS-EN015 - A/D Changer
SDKS-EN016 - Biofalcon
SDKS-EN017 - Shreddder
SDKS-EN018 - Adhesive Explosive[/color][/b]
[b][color="#9ACD32"]SDKS-EN019 - Karakuri Training Castle
SDKS-EN020 - Karakuri Showdown Castle
SDKS-EN021 - Karakuri Cash Cache [x2]
SDKS-EN022 - Golden Gearbox
SDKS-EN023 - Karakuri Gold Dust
SDKS-EN024 - Karakuri Anatomy [x2]
SDKS-EN025 - Pot of Avarice
SDKS-EN026 - Book of Moon
SDKS-EN027 - Nobleman of Crossout[/color][/b]
[b][color="#FF00FF"]SDKS-EN029 - Karakuri Shift
SDKS-EN030 - Karakuri Trick House
SDKS-EN031 - Karakuri Klock
SDKS-EN032 - Karakuri Cash Shed
SDKS-EN033 - No Entry!!
SDKS-EN034 - Bottomless Trap Hole
SDKS-EN035 - Negate Attack
SDKS-EN036 - Call of the Haunted
[/color][/b]

[spoiler='New stuff']Karakuri Overlord mdl 5525 „Loludo“
EARTH/Machine/Effect/Level 8
This card must attack if able. When this face-up card is selected as an attack target: Change its battle position. This card can be Tribute Summoned by tributing 1 face-up Defense Position „Karakuri“ monster. Once per turn, this face-up card cannot be destroyed by battle. Once per turn, when the Battle Position of a face-up „Karakuri“ monster is changed: Gain 800 Life Points. When this card you control is sent to the Graveyard: Special Summon 1 Level 4 or lower „Karakuri“ monster from Deck.

ATK: 2700/DEF: 2100

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Karakuri Tsubasa mdl 414 „Fullaia“
EARTH/Machine/Effect/Level 4
This card must attack if able. When this face-up card is selected as an attack target: Change its battle position. This card gains 100 ATK and DEF for each Machine-Type monster you control. Once per turn: When a „Karakuri“ monster is Special Summoned to your side of the field; you can change its battle position.

ATK: 1500/DEF: 1100

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Karakuri Swordmaster mdl 155 „Soddo“
EARTH/Machine/Effect/Level 4
This card must attack if able. When this face-up card is selected as an attack target: Change its battle position. Once per turn, when this card destroys a monster by battle: Target 1 monster on the field; change the battle position of that target.

ATK: 1800/DEF: 900

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Karakuri Training Castle
Quick Play Spell Card
Discard 1 card: Change the battle position of a target monster on the field.
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Karakuri Shift
Counter Trap Card
Activate only when a „Karakuri“ monster is targeted by an attack: Negate that attack. Your opponent cannot chain cards to this card's activation or effect.
[/spoiler]

Rate, comment, fix.

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[quote name='Bringerofcake' timestamp='1311754633' post='5391102']
idgi

@OP: ...eh. I can't use the Trap Stun argument anymore. I still wouldn't run it, mostly because of its limited playability. Card needs to outright have a different effect, IMO.
[/quote]

Better now?

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Loludo looks fun, and good but balanced. The only things I'd suggest are having it's immunity to battle destruction activate when it's targeted in whichever position, just because the fact that it changes position when attacked complicates matters, and have the SS when it goes to the grave happen from the hand or deck, rather than both.

Fullia is OK. The ATK boost is about right, but getting a draw each turn you SS a Karakuri may be a bit much, given that from what I've seen of them they do that quite a bit. It would be OK on a boss monster, but not really on something you can search and summon easily.

Soddo is fine, although the effect should probably be:
This card must attack if able. When this face-up card is selected as an attack target: Change its battle position. Once per turn, when this card destroys a monster by battle: Target 1 monster on the field; Change the battle position of that target.

The original training castle was OK, since you didn't have to set it a turn before you wanted it, which gave it a different use to trap stun. The new one is OK, but really doesn't need the discard. Changing one monster's battle position is almost never going to be what your opponent wants to stop, so the fact that they can't chain to it won't matter (they're going to stop your summon or attack, and even if the card has an effect that activates when it changes battle position, they can simply chain to that).

Shift seems to do too much. I'd make it stop either an attack or effect, or only let it change the battle position. The draw seems unnecessary.

Decklist looks fine - there's quite a few duplicates, but it's not unreasonable.

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