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Karakuri Support need


thomasjcs

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Karakuri Stage

Field Spell

When a Face Up Karakuri Monster attacks, your opponent cannot activate any Spell or Trap Cards until the end of Damage Step. When a Karakuri Monster battles an opponents Monster nether players take battle damage.

 

Karakuri Strings

Quick Play Spell

Select 1 Kurakuri Monster you control and change it's battle position and draw cards equal to the monsters Level.

 

Karakuri Tatami Matt

Counter Trap

If you control a face up Karakuri Monster you can negate the activation of a card effect and destroy it. When you do this at the beginning of you draw phase, you can add this card to your deck instead.

 

First Kuarakuri

Continues Spell

When you  Activate this card, Special Summon one Kurakuri Token (Earth/Level 5/Machine/ATK 100/DEF 2600). (This card is also Still treated as a Spell Card). You can only Activate 1 "First Karakuri" per turn.

 

Karakuri Era

Continues Trap

As long as this card is face up on the field, you can ignore the effect of Karakuri Monsters of Attacking if able, or if a Karakuri Monster is attack switch it to defense.

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Karakuri Strings

Quick Play Spell

Select 1 Kurakuri Monster you control and change it's battle position and draw cards equal to the monsters Level.

 

 

All the other cards range from meh to crap and this.

This is a piece of crap. I'm sorry. This is the most horrible idea for Karakuri and I can't express this to you enough. 

Karakuri (typo in the above card means it doesn't do anything xD) don't need this kind of support.

Try again, I'm afraid. 

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