thomasjcs Posted March 25, 2014 Report Share Posted March 25, 2014 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. Link to comment Share on other sites More sharing options...
goddamnit names are a pain Posted March 25, 2014 Report Share Posted March 25, 2014 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. Link to comment Share on other sites More sharing options...
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