thomasjcs Posted April 9, 2014 Report Share Posted April 9, 2014 Sorry If I Named them poorly or anything, I had a difficult time trying to understand how the numbers go and still don't. The worst could be is that I made the effects bad. KaraKuri 1st Shogun MDL 0 "B" Level 5 Earth ATK2200/1000 Machine/Synchro/Effect 1 Tuner + 1 or more non-Tuner Machine-Type monsters When this card is Synchro Summoned, you can Special Summon 1 "Karakuri" Monster from your deck. Once during either players turn, this card cannot be destroyed. Karakuri Heir Shogun MDL 00 "Bu" Level 6 Earth ATK2400/1200 Machine/Synchro/Effect 1 Tuner + 1 or more non-Tuner Machine-Type monters When this card is Synchro Summoned, you can Special Summon 1 Karakuri Monster from your deck. Once during your turn you can destroy 1 card on the field. If you do this, switch this card to defense. Karakuri Heir MDL 108 Tanage Level 2 Earth ATK500/2100 Machine/Tuner This card must attack if able. When this card Attack Position card is selected as an attack target, change it to Defense Position. If you control no monsters you can Special summon this card. Karakuri Servant MDL 84 Vassel Level 1 Earth ATK100/200 Machine/Tuner This card must attack if able. When this card Attack Position card is selected as an attack target, change it to Defense Position. If a Karakuri Monster would be destroyed, you can send this card from your hand to the graveyard instead. Karakuri Guard MDL 908 Yujimbo Level 1 Earth ATK500/300 Machine/Tuner This card must attack if able. When this card Attack Position card is selected as an attack target, change it to Defense Position. If this card is used as synchro material for a Karakuri synchro monster, the synchro summoned monster gains ATK equal to half of the DEF of 1 Karakuri Monsters you control. Karakuri Patrol MDL 200 Shinsen Level 4 Earth ATK1900/1300 Machine/Tuner This card must attack if able. When this Attack Position card is selected as an attack target, change it to Defense Position. When using this card as a synchro material monster, the other synchro material monster is 1 from your graveyard. The Synchro Monster that used this card as synchro material cannot attack the turn when it was synchro summoned. Karakuri Ceremony Normal Spell Special summon from your deck 1 Karakuri Monster from you deck and cut it's ATK in half. Karakuri Freedom Continues Spell Ignore the karakuri's effects that say this card must attack if able. Karakuri Defense Continues Trap When a Karakuri Monster is switch to Defense Position by card effect, it cannot be destroyed this turn Link to comment Share on other sites More sharing options...
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