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1 Karakuri Deck on Mon Jan 31, 2011 9:01 pm

LionKingMax

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My second version of Karakuri, which is more oriented toward the OTK. The other Karakuri Town version is good, but I wanted more draw power and there was way too many dead draws for my taste.

Here you go, Karakuri Deck 2nd Edition.

Karakuri Deck Profile Video

-Monsters- 23
3x Karakuri Strategist mdl 248 “Nishipachi”
3x Karakuri Soldier mdl 236 “Nisamu”
3x Karakuri Bushi mdl 6318 “Muzanichiha”
3x Black Salvo
3x Dekoichi the Battlechanted Locomotive
2x Karakuri Merchant mdl 177 “Inashichi”
2x Karakuri Ninja mdl 339 “Sazank”
2x Cyber Dragon
1x Karakuri Barrel mdl 96 “Shinkuro”
1x Sangan


-Spells- 12
2x Book of Moon
2x Mystical Space Typhoon
2x Karakuri Anatomy
1x Machine Duplication
1x Giant Trunade
1x Mind Control
1x Dark Hole
1x Monster Reborn
1x Limiter Removal


-Traps- 6
2x Bottomless Trap Hole
2x Solemn Warning
1x Solemn Judgment
1x Mirror Force


-Extra Deck-
2x Chimeratech Fortress Dragon
1x Naturia Beast
1x Ally of Justice Catastor
1x Naturia Barkion
1x Brionac, Dragon of the Ice Barrier
1x Goyo Guardian
1x Black Rose Dragon
3x Karakuri Shogun Mdl 00 "Burei"
1x Stardust Dragon
1x Scrap Dragon
1x Mist Wurm
1x XX-Saber Gottoms

With Dekoichi, I have more draw power. The biggest change in the extra deck would be Gottoms. Since he doesn't require a non-tuner, I can summon him right away with Nishipachi and Machine Dupe.

This deck will receive an overhaul once Storm of Ragnarok comes out. Muzanichia will be the first to bite the dust.

Have a look, leave some comments and I hope you like!

What I'm trying to fit/ think that would help the deck:
-Cold Wave (Make the OTK easier)
-Foolish Burial (Not really needed, but drawing 3 Salvo b4 any Dekoichi suck.)
-Pot of Avarice (Since my grave is mostly useless, recycling monsters would be helpful)
-Torrential Tribute (I do not think this card fit the deck at all since I need to keep my monsters alive. I still think it would be a good addition for those that like to overextend.)
-Dimensional Prison (Good tech card overall, where Bottomless Trap Hole can't deal with those like Stardust or when I top deck it vs a big monster.)
-Black Rose Dragon (A 2nd one wouldn't hurt, quite easily summoned, but I don't think he is THAT necessary.)

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2 Re: Karakuri Deck on Mon Jan 31, 2011 10:16 pm

Yami Yugi

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I have never seen Karakuri monsters, but really, so I can't help much. I'll try to dig for some info if possible.

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3 Re: Karakuri Deck on Wed Feb 02, 2011 12:13 am

LionKingMax

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There will be an updated list when Storm of Ragnarok comes out. I'm not going to modify the deck anymore until then.


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4 Re: Karakuri Deck on Wed Feb 02, 2011 12:57 am

Andross

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That seems wise. Karakuri get a big overhaul with Ragnarok.

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5 Re: Karakuri Deck on Sun Feb 13, 2011 4:54 am

LionKingMax

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I'm probably going to post another Thread for the Karakuri V 3.0 but right now I'm lost in thoughts. There is so much stuff I could try for them that I feel overwhelmed.

Argh, I need help. I kinda wanna keep the Dekoichi Engine but at the same time they were just a replacement for the new Karakuris. Warglub.


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6 Re: Karakuri Deck on Sun Feb 13, 2011 3:44 pm

Sheodon

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How about combining the engine of Karakuri + Ancient Gears? It would be a beast, especially if you add Geartown and Karakuri Showdown Castle to your Deck, since both of them when destroyed gives you an advantage. And then, you would be able to use S/T destroyed "Double Cyclone". And Giant Rat would be also a good addition: can Summon all Karakuri, in face-up Attack Position, plus you can also add an extra Ancient Gear Engineer.

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7 Re: Karakuri Deck on Sun Feb 13, 2011 5:26 pm

LionKingMax

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Sheodon wrote:How about combining the engine of Karakuri + Ancient Gears? It would be a beast, especially if you add Geartown and Karakuri Showdown Castle to your Deck, since both of them when destroyed gives you an advantage. And then, you would be able to use S/T destroyed "Double Cyclone". And Giant Rat would be also a good addition: can Summon all Karakuri, in face-up Attack Position, plus you can also add an extra Ancient Gear Engineer.

My first version of Karakuri was this. I changed it because I had way too many dead draws. It's a good version, but it just happen that it is when everything goes fine, and I found this deck had bad recovery skills.

No need for giant Rat when you have Nisamu. (Karakuri Soldier)


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8 Re: Karakuri Deck on Sun Feb 13, 2011 6:40 pm

Andross

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More or less off topic, but wouldn't Question be awesome in Karakuri? I mean, their names are so ridiculously long and complicated and stuff, and your opponent has to get the name exactly right for it not to work.

I mean, it would probably be a card you'd run 1 of and side out of, but it would be lots of fun.

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9 Re: Karakuri Deck on Sun Feb 13, 2011 7:08 pm

LionKingMax

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Andross wrote:More or less off topic, but wouldn't Question be awesome in Karakuri? I mean, their names are so ridiculously long and complicated and stuff, and your opponent has to get the name exactly right for it not to work.

I mean, it would probably be a card you'd run 1 of and side out of, but it would be lots of fun.

XD It would be funny. But I don't have the space and I find the card too random to be useful.


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10 Re: Karakuri Deck on Wed Feb 16, 2011 12:55 am

Yagrush

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Okay so after Storm of Ragnarok was released, I fooled around between the Dekoichi engine and the Showdown Castle/ Geartown Engine. With the advent of some new support for this archetype I have gone with the Geartown Engine. I also run 2 Karakuri Cash Cache and 3 Royal Decree. I have found that I rely on spells more than traps so why not 3 of that card. I'll post my deck list shortly.

Anyways, it's fast because Showdown Castle allows me to retrieve Kuick and Saizan for easier synchro summoning and then Geartown for obvious reasons. In short, the deck is faster and more consistent.

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11 Re: Karakuri Deck on Wed Feb 16, 2011 1:35 am

LionKingMax

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I am testing a Karakuri deck that doesn't use any of those engines with good results.

But really the optimal change of direction of the Karakuris will happen when Ninishi comes out.

I'll post the decklist in another thread after I test it some more.

EDIT: Happy to see you joined.


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12 Re: Karakuri Deck on Wed Feb 16, 2011 6:33 pm

Yagrush

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Before I post my deck-list I would just like to say that Sheodon has made a great point about Geartown and Showdown Castle. Combined with the searching and draw power of Karakuri, the deck thins out very fast to get to those field spells rather quickly.

As for Double Twister, I don't use it, MST is in my sideboard right now as I don't use it that much unless my opponent is a heavy back-row player. Also to Giant Rat, Karakuri Soldier is far better in the sense of what if I wanted to summon Kuick? Giant Rat cannot search for him.Nor can he summon Karakuri Muso who has 2100 ATK.

Well here is what I have so far for the deck, it may very well change in the future though.

Monsters:

3x Karakuri Strategist MDL 248 "Nishipachi"
2x Karakuri Merchant MDL 177 "Inaschichi"
2x Karakuri Watchdog MDL 313 "Saizan"
3x Karakuri Ninja MDL 919 "Kuick"
3x Karakuri Soldier MDL 236 "Nisamu"
2x Karakuri Ninja MDL 339 "Sazank"
2x Cyber Dragon
2x Ancient Gear Gadjiltron Dragon


Spells:

3x Karakuri Showdown Castle
1x Monster Reborn
1x Dark Hole
2x Book of Moon
2x Karakuri Anatomy
3x Geartown
2x Pot of Avarice
1x Limiter Removal
1x Giant Trunade
2x Karakuri Cash Cache


Traps:

3x Royal Decree

Edit: My reason for adding Gadjiltron Dragon is thus, if Burei is on the field, I can switch a monster on their side of the field into Attack mode, then run it over with the Dragon. *Fixed*

I'll include my side deck a bit later and the extra deck as well. I have to update my side-deck for Six Samurai but usually I would just run Gozen Match or Kinetic Soldier.



Last edited by Yagrush on Fri Feb 18, 2011 11:27 pm; edited 1 time in total

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13 Re: Karakuri Deck on Fri Feb 18, 2011 8:04 pm

LionKingMax

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Gadjiltron Effect prevent traps/spells from being activated until the end of the Damage Step.


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14 Re: Karakuri Deck on Fri Feb 18, 2011 11:29 pm

Yagrush

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Well it turns out they released a new ban-list for the OCG, but I'll officially wait until it's released to replace 1x Book of Moon with something else. Replacing it with another Sazank sounds like a fun idea.

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15 Re: Karakuri Deck on Fri Apr 01, 2011 3:28 pm

Bakura689

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Karakuri Deck List:
Monsters: 18

Karakuri Watchdog mdl 313 "Saizan" x3
Karakuri Soldier mdl 236 "Nisamu" x2
Karakuri Ninja mdl 339 "Sazank" x3
Karakuri Strategist mdl 248 "Nishipachi" x3
Karakuri Merchant mdl 177 "Inashichi" x2
Karakuri Ninja mdl 919 "Kuick" x3
Karakuri Muso mdl 818 "Haipa" x2

Spells: 13
Machine Duplication x2
Karakuri Showdown Castle x3
Karakuri Anatomy x3
Mystical Space Typhoon x2
Monster Reborn x1
Lightning Vortex x1
Giant Trunade x1

Traps: 9
Seven Tools Of The Bandit x2
Karakuri Klock x2
Karakuri Trick House x2
Mirror Force x1
Bottomless Trap Hole x2

Extra Deck:
Karakuri Steel Shogun mdl 00X "Bureido" x3
Karakuri Shogun mdl 00 "Burei" x3
Naturia Landoise x2
Naturia Barkion x2
Naturia Beast x2
Stardust dragon x2
Thought Ruler Archfiend x1



Last edited by Bakura689 on Mon Apr 04, 2011 2:02 pm; edited 1 time in total (Reason for editing : I found an deck that went 7-3 at reginals, 4 wins against six sam's (I really hate that broken deck >.<))

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