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Karakuri Names Are Too Damn Long


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[quote name='みゆきサン' timestamp='1351095998' post='6052741']
GeargiKarakuri is a fairly decent deckstyle in today's meta. The synchrocentric power of Karakuris gives a wide range of levels to Synch into, while also building Xyz opportunities with Geargiarmor/accel.
[/quote]Geargias are kinda annoying... I think PureKara is good enough.

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[quote name='Thunder%20Spark' timestamp='1351098239' post='6052781']
I don't think Burei's broken.  I think it just synergizes too well with the rest of the archetype.  Like I've said before, I believe in terms of pure Karakuri, "Ninishi" is the problem.
[/quote]
I don't think Zenmaitys broken.  I think it just synergizes too well with the rest of the archetype.  Like I've said before, I believe in terms of pure Wind-Ups, Hunter is the problem

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[center][size=8][color=#000000][b]Karakuri names[/b][/color][/size]
[img]http://i3.kym-cdn.com/photos/images/original/000/188/051/alg_jimmy_mcmillan_1.jpg[/img]
[size=8][color=#000000][b]Are too damn long![/b][/color][/size][/center]

Sorry, had to.
Karakuris in general are rather Trupe-Dupe-Scoop, since 1 Burei just goes into another, and so on.

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[quote name='Masked Puppet' timestamp='1351098944' post='6052801']
I don't think Zenmaitys broken. I think it just synergizes too well with the rest of the archetype. Like I've said before, I believe in terms of pure Wind-Ups, Hunter is the problem
[/quote]

Normally I'd agree, and I see the point you're trying to make but look at it this way; Burei's a +0 at best, with a solid effect that really isn't too game-changing (changing the battle position of a monster really isn't bad in the slightest). Ninishi allows free Normal Summons and Machine Dupe combos (yes, Machine Dupe should be banned anyway), but I don't think Ninishi or cards like it that make the potential to spam the field faster are good for the game. It's the same with Heavy Infantry in Atlanteans; it creates broken combos.

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[quote name='Thunder%20Spark' timestamp='1351135458' post='6053295']
Normally I'd agree, and I see the point you're trying to make but look at it this way; Burei's a +0 at best, with a solid effect that really isn't too game-changing (changing the battle position of a monster really isn't bad in the slightest). Ninishi allows free Normal Summons and Machine Dupe combos (yes, Machine Dupe should be banned anyway), but I don't think Ninishi or cards like it that make the potential to spam the field faster are good for the game.  It's the same with Heavy Infantry in Atlanteans; it creates broken combos.
[/quote]
Uhhh do you understand card advantage at all? Burei's a +0 at worst barring a Solemn. Its inherently made as a +0 and any advantage you used to create it is automatically refunded. If you used something that was brought out via +1 its a +1 in the long run

A second normal summon isnt a problem at all unless you have some way to abuse it especially when all it can do is normal summon again. It wouldnt be a problem without Burei/Bureido/Dupe which are all obviously stupid anyways. And last I heard Dupe is awful in Karakuri

How can you honestly claim that a -1 Synchro or Xyz that eats hand advantage is worse than a 2600 Position Changing deck thinning +0 Beater from the extra deck? At that how can you claim an inherently +1 2800 beater that thins the deck by 2 is better for the game than an extra summon from the hand?

You cant blame a combo piece for being abused when its not half as powerful without its abusers around. Burei Bureido and lolDupe are all much heavier offenders than Double Summon that cant do anything without eating hand advantage to Synchro or Xyz

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