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Making karakuri competitive

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Fresh Porn

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PostPosted: Mon Dec 27, 2010 9:54 pm


Monsters 18
3 Karakuri Strategist mdl 248 “Nishipachi”
3 Karakuri Soldier mdl 236 “Nisamu”
3 Karakuri Muso mdl 818 "Haipa"
3 Karakuri Ninja mdl 919 “Kuikku”
2 Karakuri Watchdog mdl 313 "Saizan"
2 Karakuri Merchant mdl 177 “Inashichi”
2 Cyber Dragon

Magic: 14
3 Karakuri Showdown Castle
3 Karakuri Anatomy
3 karakuri Cash Cache
2 Solidarity
1 Terraforming
1 Limiter Removal
1 Giant Trunade

Traps:12
3 Karakuri Klock
3 Karakuri Trick House
2 Bottomless Traphole
2 Trap Stun
1 No entry

Extra Deck:
3 Karakuri Shogun mdl 00 “Burei”
2 Scrap Dragon
2 Karakuri Steel Shogun mdl 00X "Bureido"
2 Chimeratech Fortress Dragon
1 Ally of Justice Catastor
1 Armory Arm


Side deck: 6 of 15
2 Karakuri Barrel mdl 96 “Shinkuro”
2 Pot of Avarice
2 Karakuri Bushi mdl 6318 “Muzanichiha”
Looking for more ideas.
http://yugioh.wikia.com/wiki/Storm_of_Ragnarok
PostPosted: Tue Dec 28, 2010 12:15 pm


I've looked and researched most of what's known about Karakuri in the TCG and the OCG thus far, and the problem with it becoming competitive is, the major aspect of the game hasn't been the Battle Phase since Zaborg the Thunder Monarch was released. Now, in the Synchro age, major plays of the game taking place in the Main Phase have revolutionized how the game is decided.

Not only has releasing them as Machine-type devastated them for how versatile and destructive Chimeratech Fortress Dragon is by summoning it alone, it's built on a mechanic that completely revolves itself around the Battle Phase, which aside from Gorz has all been decided by the turn's Main Phase play is set. This is the same reason why Gladiator Beasts couldn't gain their proper footing on the meta until Gyzarus was released, because it gave them all dictation over the field to open their utility in the Main Phase. And it's why they're now falling back out, because as the Synchro age continues, Gyzarus isn't enough.

That aside, looking at their support, they can't afford to do anything without their Synchros, or else the entire archetype falls apart. The easiest method I see for them to get their Synchros to the table is through Showdown Castle and 919 "Kuikku". That would require getting them to the Graveyard, which is currently matched by none other than Lightsworn, still. To aide "Kuikku" and the effect of their Lv8 Synchro Bureido, Book of Moon is staple at 3, and A/D Changer to take advantage in the Graveyard.

This is a proxy list. I cannot guarantee it working well.

3 Karakuri Ninja MDL 919 "Kuikku"
3 Ryko, Lightsworn Hunter
3 A/D Changer
2 Karakuri Guard MDL 313 "Saizan"
2 Karakuri Soldier MDL 236 "Nisamu"
2 Karakuri Strategist MDL 248 "Nishipachi"
1 Super-Nimble Mega Hamster
1 Card Trooper
1 Sangan

3 Karakuri Showdown Castle
3 Book of Moon
2 Terraforming
2 Mystical Space Typhoon
1 Giant Trunade
1 Dark Hole
1 Monster Reborn
1 Foolish Burial
1 Pot of Avarice

2 Solemn Warning
2 Bottomless Trap Hole
1Torrential Tribute
1 Mirror Force
1 Solemn Judgment

Jazzy Synchron
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PostPosted: Tue Dec 28, 2010 12:51 pm


Granted normally the game is decided by big main phase 1 plays, Karakuri has the ability to do the same with some of their support such as karakuri trick house which destroys 1 card on the field. Karakuri ninja sends a card on the field to the grave when flipped face up. As well as a few other combos able to be done. Such as with Enemy Controller and much more
PostPosted: Wed Dec 29, 2010 7:13 am


Those aren't big plays, at all. Those are technical cards that you feel you need because the Karakuri themselves can't get themselves to work at the time you need them to, and some of it you don't really need at all, because there's already universal support that's far better.

The problem is, the universal support used in this game to smack your opponent down and control the field as your big play is made, can't be used to support the Karakuri at the appropriate time. There's a difference between switching a monster to destroy a card, and destroying a card, and transforming the mill from that card into a Synchro that turn.

Jazzy Synchron
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Tsukinoki

PostPosted: Thu Dec 30, 2010 1:48 am


if you are concerned with the Main Phase 1, why not put threatening or compulsory in the deck to stop the opponent's attacks or summoning?
PostPosted: Thu Dec 30, 2010 7:34 pm


Threatening Roar is no longer played because it is no longer an issue to decks that it can stop. Lightsworn decreased, so Threatening Roar's probability of stalling them into decking out disappeared. Gladiator Beasts are tumbling, and so there's no need to stop effects that go through battle. Now they can simply wait a turn to destroy your field, or destroy your field and wait on Threatening Roar to attack.

Compulsory Evacuation Device, I won't lie, it's pretty nice. The problem of that is, as always, bait and priority. Both can hit it or something else before it resolves the way you want it to, but it does stay handy as a live card compared to Dimensional Prison. The big thing about it is it's never a permanent answer. The biggest thing you'll want to nail is a Synchro or a Tuner.

Jazzy Synchron
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PostPosted: Thu Feb 03, 2011 3:09 pm


Fresh Porn
Current List: ((Still adding))
Monsters 18
3 Karakuri Strategist mdl 248 “Nishipachi”
3 Karakuri Soldier mdl 236 “Nisamu”
2 Karakuri Muso mdl 818 "Haipa"
2 Karakuri Ninja mdl 339 “Sazank”
2 Karakuri Bushi mdl 6318 “Muzanichiha”
2 Karakuri Ninja mdl 919 “Kuikku”
2 Karakuri Merchant mdl 177 “Inashichi”
2 Cyber Dragon

Magic: 14
3 Karakuri Showdown Castle
2 Book of Moon
2 Solidarity
2 Karakuri Anatomy
2 Borrowed karakuri Warehouse
1 Terraforming
1 Limiter Removal
1 Giant Trunade

Traps:10
3 Karakuri Klock
3 Karakuri Trick House
2 Bottomless Traphole
1 Starlight Road

Extra Deck:
3 Karakuri Shogun mdl 00 “Burei”
2 Scrap Dragon
2 Karakuri Steel Shogun mdl 00X "Bureido"
2 Chimeratech Fortress Dragon
1 Ally of Justice Catastor
1 Armory Arm


Side deck: 2 of 15
2 Karakuri Barrel mdl 96 “Shinkuro”

Bumpeth
PostPosted: Thu Feb 03, 2011 10:04 pm


Not gonna lie, their RotA spell seems awesome :v

Delta Four Sicilian
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PostPosted: Thu Feb 03, 2011 10:26 pm


Delta Four Sicilian
Not gonna lie, their RotA spell seems awesome :v

I love how Merchant can search any karakuri card. Trying to find a balance and abusing the scrap dragon + showdown castle retardedness. I want the next two packs in a bad way. >_>
and scrap dragons
PostPosted: Sat Feb 05, 2011 3:31 pm


Fresh Porn
Monsters 18
3 Karakuri Strategist mdl 248 “Nishipachi”
3 Karakuri Soldier mdl 236 “Nisamu”
3 Karakuri Muso mdl 818 "Haipa"
3 Karakuri Ninja mdl 919 “Kuikku”
2 Karakuri Ninja mdl 339 “Sazank”
2 Karakuri Merchant mdl 177 “Inashichi”
2 Cyber Dragon

Magic: 14
3 Karakuri Showdown Castle
3 Karakuri Anatomy
3 karakuri Cash Cache
2 Solidarity
1 Terraforming
1 Limiter Removal
1 Giant Trunade

Traps:12
3 Karakuri Klock
3 Karakuri Trick House
2 Bottomless Traphole
2 Trap Stun
1 No entry

Extra Deck:
3 Karakuri Shogun mdl 00 “Burei”
2 Scrap Dragon
2 Karakuri Steel Shogun mdl 00X "Bureido"
2 Chimeratech Fortress Dragon
1 Ally of Justice Catastor
1 Armory Arm


Side deck: 6 of 15
2 Karakuri Barrel mdl 96 “Shinkuro”
2 Pot of Avarice
2 Karakuri Bushi mdl 6318 “Muzanichiha”
Looking for more ideas.
http://yugioh.wikia.com/wiki/Storm_of_Ragnarok

Fresh Porn

Generous Conventioneer

7,850 Points
  • Tycoon 200
  • Money Never Sleeps 200
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Fresh Porn

Generous Conventioneer

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PostPosted: Sun Feb 06, 2011 10:35 pm


Fresh Porn
Monsters 18
3 Karakuri Strategist mdl 248 “Nishipachi”
3 Karakuri Soldier mdl 236 “Nisamu”
3 Karakuri Muso mdl 818 "Haipa"
3 Karakuri Ninja mdl 919 “Kuikku”
2 Karakuri Watchdog mdl 313 "Saizan"
2 Karakuri Merchant mdl 177 “Inashichi”
2 Cyber Dragon

Magic: 14
3 Karakuri Showdown Castle
3 Karakuri Anatomy
3 karakuri Cash Cache
2 Solidarity
1 Terraforming
1 Limiter Removal
1 Giant Trunade

Traps:12
3 Karakuri Klock
3 Karakuri Trick House
2 Bottomless Traphole
2 Trap Stun
1 No entry

Extra Deck:
3 Karakuri Shogun mdl 00 “Burei”
2 Scrap Dragon
2 Karakuri Steel Shogun mdl 00X "Bureido"
2 Chimeratech Fortress Dragon
1 Ally of Justice Catastor
1 Armory Arm


Side deck: 6 of 15
2 Karakuri Barrel mdl 96 “Shinkuro”
2 Pot of Avarice
2 Karakuri Bushi mdl 6318 “Muzanichiha”
Looking for more ideas.
http://yugioh.wikia.com/wiki/Storm_of_Ragnarok

Monsters 18
3 Karakuri Strategist mdl 248 “Nishipachi”
3 Karakuri Soldier mdl 236 “Nisamu”
3 Karakuri Muso mdl 818 "Haipa"
3 Karakuri Ninja mdl 919 “Kuikku”
2 Karakuri Watchdog mdl 313 "Saizan"
2 Karakuri Merchant mdl 177 “Inashichi”
2 Cyber Dragon

Magic: 14
3 Karakuri Showdown Castle
3 Karakuri Anatomy
3 karakuri Cash Cache
2 Solidarity
1 Terraforming
1 Limiter Removal
1 Giant Trunade

Traps:12
3 Karakuri Klock
3 Karakuri Trick House
2 Bottomless Traphole
2 Trap Stun
1 No entry

Extra Deck:
3 Karakuri Shogun mdl 00 “Burei”
2 Scrap Dragon
2 Karakuri Steel Shogun mdl 00X "Bureido"
2 Chimeratech Fortress Dragon
1 Ally of Justice Catastor
1 Armory Arm


Side deck: 6 of 15
2 Karakuri Barrel mdl 96 “Shinkuro”
2 Pot of Avarice
2 Karakuri Bushi mdl 6318 “Muzanichiha”
Looking for more ideas.
http://yugioh.wikia.com/wiki/Storm_of_Ragnarok
PostPosted: Wed Feb 09, 2011 2:42 pm


thinking -1 no entry for a third trap stun or mirror force/torrential tribute

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Nexus Bar - Deck Discussion and Creation

 
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