Zeppeli Gyro Supreme Posted October 13, 2012 Report Share Posted October 13, 2012 [IMG]http://i49.tinypic.com/2dqmvec.png[/IMG] They are back, as we may all know, though mostly in the form of Geargia-Karakuri decks. They are a pretty powerful archetype, though they at first seemed extremely strange with their battle position changes and almost exclusively mandatory effects. However, the archetype has a whole lot going for it. For starters, the card that made them even easier to play, is their own type of [url="http://yugioh.wikia.com/wiki/Karakuri_Komachi_mdl_224_%E2%80%9CNinishi%E2%80%9D"]Marauding Captain[/url], who also doubles as a Tuner, and has 1900 DEF. Which matters, because when it's attacked, if it was Veilered or otherwise stopped that turn, it will be changed to defense position. They also have [url="http://yugioh.wikia.com/wiki/Karakuri_Merchant_mdl_177_%E2%80%9CInashichi%E2%80%9D"]multiple[/url] [url="http://yugioh.wikia.com/wiki/Karakuri_Cash_Cache"]ROTA[/url] cards. While not the greatest, in that they are slightly situational, they still exist, and make the combos much easier to assemble if you're running a more pure version of the deck. You could also use Genex Neutron, though it's criticized for being too slow for the deck. In addition, Karakuris have their own [url="http://yugioh.wikia.com/wiki/Karakuri_Soldier_mdl_236_%E2%80%9CNisamu%E2%80%9D"]Giant Rat[/url] not restricted by ATK, and since most Karakuris change their position when attacked, the summoned target will not be likely to cause you any Life Point damage if it ends up being attacked (assuming you have no other choice, or circumstances change). You can also summon [url="http://yugioh.wikia.com/wiki/Karakuri_Strategist_mdl_248_%E2%80%9CNishipachi%E2%80%9D"]Nishipachi[/url] and change whatever would end up attacking it to defense position with its effect, not having to rely on multiple copies of Nisamu being wasted. They also have their own form of [url="http://yugioh.wikia.com/wiki/Karakuri_Ninja_mdl_919_%E2%80%9CKuick%E2%80%9D"]Guaiba[/url], though it summons from the grave, and [url="http://yugioh.wikia.com/wiki/Karakuri_Ninja_mdl_339_%22Sazank%22"]another ninja[/url] with a handy removal effect, though it's rarely, if ever, used. Finally, the Karakuris have their very own [url="http://yugioh.wikia.com/wiki/Karakuri_Muso_mdl_818_%E2%80%9CHaipa%E2%80%9D"]beatstick[/url], and a[url="http://yugioh.wikia.com/wiki/Karakuri_Watchdog_mdl_313_%E2%80%9CSaizan%E2%80%9D"] level 4 Tuner[/url] which rounds out the decks to cover problem situations and more easily accomplish the [url="http://yugioh.wikia.com/wiki/Karakuri_Shogun_mdl_00_%E2%80%9CBurei%E2%80%9D"]needed[/url] [url="http://yugioh.wikia.com/wiki/Karakuri_Steel_Shogun_mdl_00X_%E2%80%9CBureido%E2%80%9D"]synchros[/url].who not only generate advantage, but also create an OTK if the cards are right. Together, all of these elements culminate to bring about a powerful Archetype fast and powerful enough to still remain relevant today. A few other cards which are powerful, but much more situational, include a [url="http://yugioh.wikia.com/wiki/Karakuri_Cash_Shed"]Dark Bribe[/url], [url="http://yugioh.wikia.com/wiki/Karakuri_Trick_House"]Raigeki Break[/url], and [url="http://yugioh.wikia.com/wiki/Karakuri_Anatomy"]United[/url]. Link to comment Share on other sites More sharing options...
Not-so-Radiant Arin Posted October 13, 2012 Report Share Posted October 13, 2012 Very Synchro-centric Deck, but that's what makes them so powerful. Especially when combined with Geargias, they boast a considerable force to be reckoned with. Skill Drain or Highlander can easily stop their Synchro plays, though, and of course, the Side Card known as "System Down" also does a number on them. Link to comment Share on other sites More sharing options...
newhat Posted October 13, 2012 Report Share Posted October 13, 2012 Pure Karakuri is a well-designed Synchro-based archetype. It's not top-heavy, almost any 2-monster combo can do something useful, and it has tons of Type/Attribute support. They really don't like King Tiger Wanghu though. Karakuri Geargia is explosive. I thought Geargiarmor's effect didn't reset when it flipped itself face-down, but I guess I was wrong. Anatomy is lots slower than United because you will pretty much always need a combo ready in order to pull it off and most cards you draw won't be playable that turn. Trick House is defensive and unreliable. Cash Shed is good but since they can easily make Naturia Beast, Barkion, Landoise and Stardust you don't really need it. Link to comment Share on other sites More sharing options...
Agro Posted October 13, 2012 Report Share Posted October 13, 2012 They have the same issue as Geargias except Geargias can actually finish the job before... [img]http://images2.wikia.nocookie.net/__cb20120616113203/yugioh/images/thumb/7/7f/CyberDragon-BP01-EN-C-1E.png/300px-CyberDragon-BP01-EN-C-1E.png[/img] Link to comment Share on other sites More sharing options...
Toffee. Posted October 14, 2012 Report Share Posted October 14, 2012 Karakuris are like Geargias, in the sense its basically a Trupe-Dupe-Scoop.dek, that can easily set up for an OTK from mass monster spam. But as Agro pointed out, Cyber Dragon can hurt Karakuris more then Geargias. Link to comment Share on other sites More sharing options...
newhat Posted October 14, 2012 Report Share Posted October 14, 2012 Karakuri can reliably go into Naturia Beast as a 1-for-1 through 2 cards, which is something Samurai can't do. Link to comment Share on other sites More sharing options...
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