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Karakuri's (not Karakuri Machina Plants)


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Monsters:
Cyber Phoenix x 1
Karakuri Watchdog x 1
Karakuri Haipa x 3
Karakuri Sazank x 3
Karakuri Ninishi x 3
Karakuri Nisamu x 2
Geargiano x 1
Karakuri Kuick x 3
Karakuri Barrel x 2
Karakuri Inashichi x 1


Spells:
Karakuri Showdown Castle x 2
Karakuri Gold Dust x 2
Karakuri Cash Cashe x 2
Golden Gearbox x 1
Limiter Removal x 1
Axe of Fools x 1
Pot of Avarice x 1


Traps:
Karakuri Cash Shed x 3
Karakuri Klock x 2
Karakuri Trick House x 2
D2 Shield x 1
Mirror Force x 1
Light of Intervention x 1 (I think it would work Well with Klock and Cash Shed.)


Extra:
AoJ Catastor x 1
Naturia Barkion x 1
XX-Saber Gottoms x 2
RDA x 1
Stardust Dragon x 1
Burei x 2
Bureido x 2

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>Karakuri Deck
>Geargiano
>No Machine Dupe

wut

Pot of Avarice, Limiter Remover, and the field spell are the only good spells you're running.

Karakuri Trick house is inconsistent even with the inconsistent card you're running it with(Light of Intervention).

Here's what changes I would make:

-1 Cyber Pheonix
-1 Inashichi
-2 Barrel

+2 Geargiano

-2 Karakuri Gold Dust
-2 Karakuri Cash Cahe
-1 Golden Gearbox
-1 Axe of Fools

+1 Dark Hole
+1 Monster Reborn
+1 Heavy Storm
+2 Mystical Space Typhoon
+1 Terraforming
+1 Showdown Castle
+2 Machine Duplication
+2 Karakuri Anatomy

-1 Light of Intervention
-1 Cash Shed
-2 Trick House
-1 D-2 Shield

+1 Solemn Warning
+1 Torrential Tribute

This is closer to what it should have looked like.

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