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Karakuri Synchro: deck recipe [Oct 2019 Updated]

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update 05/10/2019

Overview

“Karakuri” is an archetype of EARTH Machine-Type monsters that was originally released in Valiant Souls and that has now, after several months, finally received further support.

“Karakuri” monsters have quite unique effects: as long as they are able to, most of them, with the exception of the Synchro monsters, are forced to attack and, when they are attacked, they change their battle position.

Example Deck

Updated Version

CockadoodledooCockadoodledooKarakuri Strategist mdl 248 "Nishipachi"Karakuri Komachi mdl 224 "Ninishi"Karakuri Komachi mdl 224 "Ninishi"Karakuri Komachi mdl 224 "Ninishi"
Karakuri Merchant mdl 177 "Inashichi"Karakuri Merchant mdl 177 "Inashichi"Karakuri Soldier mdl 236 "Nisamu"Karakuri Soldier mdl 236 "Nisamu"Karakuri Cash CacheKarakuri Cash Cache
Karakuri Cash CacheHey, Trunade!World Legacy ClashWorld Legacy ClashKarakuri AnatomyKarakuri Anatomy
Karakuri AnatomyTreacherous Trap Hole----
Armades, Keeper of BoundariesSamurai DestroyerKarakuri Steel Shogun mdl 00X "Bureido"Star EaterKarakuri Shogun mdl 00 "Burei"Karakuri Shogun mdl 00 "Burei"

Previous Version

Sphere KuribohKarakuri Komachi mdl 224 "Ninishi"Karakuri Komachi mdl 224 "Ninishi"Karakuri Komachi mdl 224 "Ninishi"Karakuri Merchant mdl 177 "Inashichi"Karakuri Merchant mdl 177 "Inashichi"
Karakuri Merchant mdl 177 "Inashichi"Karakuri Soldier mdl 236 "Nisamu"Karakuri Soldier mdl 236 "Nisamu"Karakuri Cash CacheKarakuri Cash CacheKarakuri Cash Cache
Offerings to the DoomedOfferings to the DoomedOfferings to the DoomedHey, Trunade!Hey, Trunade!Karakuri Anatomy
Karakuri AnatomyKarakuri Anatomy----
Stardust DragonKarakuri Shogun mdl 00 "Burei"Karakuri Shogun mdl 00 "Burei"Armades, Keeper of BoundariesArmades, Keeper of Boundaries-

Set Skill

[Skill] descriptionUser
Level Augmentation
Reveal 1 monster in your hand, then target 1 face-up monster on your side of the field; that target's level increases by the Level of the revealed monster. This skill can be used once per Duel.
Leo
Leo

Core Cards

Karakuri Komachi mdl 224 "Ninishi"

Karakuri Komachi mdl 224 "Ninishi"
Karakuri Komachi mdl 224 "Ninishi"
EARTH Machine ★3
ATK 0 / DEF 1900
Revolution Beginning [SR]
This card must attack if able. When this face-up card on the field is selected as an attack target, change its battle position. While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon a "Karakuri" monster in addition to your Normal Summon or Set. (You can only gain this effect once per turn.)

Karakuri Merchant mdl 177 "Inashichi"

Karakuri Merchant mdl 177 "Inashichi"
Karakuri Merchant mdl 177 "Inashichi"
EARTH Machine ★2
ATK 500 / DEF 1500
Revolution Beginning [SR]
This card must attack if able. When this face-up Attack Position card on the field is selected as an attack target, change it to Defense Position. When this card is Normal Summoned, add 1 "Karakuri" card from your Deck to your hand.

Armades, Keeper of Boundaries

Armades, Keeper of Boundaries
Armades, Keeper of Boundaries
LIGHT Fiend ★5
ATK 2300 / DEF 1500
Secrets of the Ancients [UR]
1 Tuner + 1 or more non-Tuner monstersIf this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step.

Karakuri Shogun mdl 00 "Burei"

Karakuri Shogun mdl 00 "Burei"
Karakuri Shogun mdl 00 "Burei"
EARTH Machine ★7
ATK 2600 / DEF 1900
Revolution Beginning [UR]
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 per turn: You can target 1 monster on the field; change its battle position.

Karakuri Cash Cache

Karakuri Cash Cache
Karakuri Cash Cache
Normal Spell
Revolution Beginning [SR]
Select 1 face-up "Karakuri" monster you control. Add 1 Level 4 or lower "Karakuri" monster from your Deck to your hand, and change the battle position of the selected monster.

How to Use

Opening with Karakuri Komachi mdl 224 "Ninishi"

Ninishi is a Level 3 Tuner that, once per turn, allows you to Normal Summon a “Karakuri” monster in addition to your Normal Summon/Set.

  • Normal Summon Ninishi, increase its Level by 2 by revealing a Karakuri Merchant mdl 177 "Inashichi" in your hand (Level Augmentation), Normal Summon Inashichi, search Karakuri Anatomy, Synchro Summon Karakuri Shogun mdl 00 "Burei", Special Summon Karakuri Strategist mdl 248 "Nishipachi" from your Deck via Burei’s effect, switch Burei into Defense Position via Nishipachi’s effect and then back into Attack via its own effect, send Karakuri Anatomy to the Graveyard to draw 2 cards.

If you do not have a Karakuri Merchant mdl 177 “Inashichi” in your hand, you can use Karakuri Cash Cache to search it. Alternatively, you can still get to Burei using Ninishi and Karakuri mdl 236 “Nisamu”.

Opening with Cockadoodledoo

“If there are no monsters on the field, you can Special Summon Cockadoodledoo from your hand as a Level 3 Tuner.”

Special Summon Cockadoodledoo, Normal Summon Karakuri mdl 236 “Nisamu”, Synchro Summon Karakuri Shogun mdl 00 “Burei”.

If you have Karakuri Merchant mdl 177 "Inashichi" or another Nisamu in your hand, you can utilize Burei’s effect to Special Summon a Karakuri Komachi mdl 224 "Ninishi" from your Deck and get another Synchro on the field. If you have Karakuri Cash Cache available, you can just Special Summon Nishipachi, switch Burei in Defense Position and then back into Attack, send the Continuous Spell to the Graveyard and draw 2 cards.

“If your opponent controls a monsters and you control no cards, you can Special Summon Cockadoodledoo as a Level 4 Tuner.”

Special Summon Cockadoodledoo, Normal Summon Karakuri mdl 236 “Nisamu”, Synchro Summon Karakuri Steel Shogun mdl 00X “Bureido”.

Just like Burei, when it’s Synchro Summoned, Bureido allows you to Special Summon a “Karakuri” monster directly from your Deck. You can use this effect to get another Synchro on the field or to simply draw more cards, which is always nice. Even if you don’t have Karakuri Cash Cache available, you can still Special Summon Nishipachi from your Deck in Defense Position, change it to Attack with its own effect and draw a card via Bureido’s effect.

Star Eater

How am I supposed to Summon a Level 11 Synchro?

Special Summon Cockadoodledoo as a Level 4 Tuner, Normal Summon Karakuri Soldier mdl 236 “Nisamu”, Synchro Summon Karakuri Steel Shogun mdl 00X “Bureido”, Special Summon Karakuri Komachi mdl 224 “Ninishi” or Karakuri Strategist mdl 248 “Nishipachi” from your Deck, Synchro Summon Star Eater.

If you still have one in your Deck, you should use Special Summon Nishipachi over Ninishi, unless you have another “Karakuri” monster in your hand to Normal Summon. Anyway, if Star Eater attacks, it is unaffected by other card effects until the end of the Damage Step, which makes it the perfect Synchro to go into if you’re trying to close a game.

Karakuri Anatomy

Karakuri Anatomy allows you to draw up to 2 cards, it has synergy with Karakuri Cash Cache, Karakuri Strategist mdl 248 "Nishipachi" and Karakuri Shogun mdl 00 "Burei", but you can also get Counters on it whenever one of your monsters is attacked.

Offerings to the Doomed

“Karakuri” monsters seem to lack removal; you could run Trap Cards such as Mirror Wall or Widespread Ruin to get rid of problematic monsters, but that you’d have to wait for your opponent to attack you.

Offerings to the Doomed provides immediate removal, it can enable OTKs and you really don’t have to care about its drawback: thanks to Karakuri Anatomy, Karakuri Cash Cache and Inashichi, even if you are not able to finish off your opponent, you are hardly going to miss that draw.

Additional Notes

Skills

[Skill] descriptionUser
Level Augmentation
Reveal 1 monster in your hand, then target 1 face-up monster on your side of the field; that target's level increases by the Level of the revealed monster. This skill can be used once per Duel.
Leo
Leo

This Skill notably increases the consistency of the Deck, allowing you to bring out Karakuri Shogun mdl 00 “Burei” on Turn 1 with ease.

[Skill] descriptionUser
Beatdown!
This turn, the Atk of all Level 5 or higher face-up monsters on your field increases by the number of monsters of Level 5 or higher on your field times 300.
Vellian Crowler
Vellian Crowler

Thanks to Cockadoodledoo, it’s pretty easy to get two Level 5 or higher Synchros out in the same turn, which means Beatdown is actually a viable option. There are a lot of high ATK monsters around: use this Skill to allow Burei and Burei to get over them.

[Skill] descriptionUser
Firm as the EARTH
Can be used after your Life Points are at 3000 or below. Play the Field Spell "Gaia Power." If there already is Field Spell on your side of the Field, rerturn it to your hand. This skill can only be used once per Duel.
Bastion Misawa
Bastion Misawa

At the cost of 400 DEF, all of your monsters, including the Level 4 or lower ones, will gain 500 ATK. If you think the synergy with Cosmic Cyclone, which can be played over Hey, Trunade! for backrow removal, and the fact that the ATK boost doesn’t go away during your opponent’s turn are valuable enough, you can play this Skill instead of Level Augmentation or Beatdown.

Weaknesses

  • Disrupting your plays and preventing you from Synchro Summoning is not that difficult. Treacherous Trap Hole and Six Style - Dual Wield, in particular, can be devastating, but they are definitely not the only threats you have to look out for.

  • Strongback row can be problematic to deal with. You do have a pretty good chance of drawing into Hey, Trunade! or Cosmic Cyclone, if that’s what you decided to run, but, if you don’t, there isn’t much you can do against a Set Drowning Mirror Force.

  • Only being able to use Level Augmentation once per Duel can be quite a hindrance.

  • None of your Synchros, with the exception of Star Eater, have any kind of protection, which makes them pretty easy to get rid of.

Comments

Hot New Top
Anonymous 22days ago
Plz give us Karakuri Super Shogun mdl 00N "Bureibu" and have this deck clap everyone.
Anonymous
Bureido is great
Powa
Offerings to the Doomed is mvp with this deck
Anonymous
Holy cow I can tell this deck is 100% tier 1 material. Its drawing power it's pretty crazy you can draw 4 cards in just one turn even after activating offerings to the doomed. No wonder why people made it to KOG in the first days of the season with it !
<< Anonymous
Anonymous Reply
It is
damn
Claps cheeks
Anonymous
all we need now is karakuri bureido.
<< Anonymous
Anonymous Reply
Already here
Anonymous
Holy Guard is decent with this deck
Anonymous
Guard Penalty is a great card to add to this deck
<< Anonymous
Anonymous Reply
And curse of Anubis
<< Anonymous
Anonymous Reply
Holy crap yes
YerBoyToy
Been having fun with this build. Love Genex Neutron and being Level 4 is awesome. Iron Call is just OP. Lol Extra Deck is 2x Burei 1x Scrap Archfiend 1x Armades 1x Mist Wurm
You can do whatever you want in the Extra tbh.
<< Anonymous(YerBoyToy)
Anonymous Reply
Cool
Anonymous
My favorite part about this deck is how much it throws off the AI duelists. Something about it, but when they can attack something that would switch modes and then be destroyed, they just sit there and don't react. Not sure how well it would work on lvl 40 legendries, but I feel like they would just cheese it with their unique cards.
<< Anonymous
Anonymous Reply
Yeah the AI has no end of trouble with this lot, especially if you auto-duel against a vagabond. I've even had to take over due to AI freak outs.
<< Anonymous
Anonymous Reply
lol wtf
dF
Where's the new synchro?
Anonymous
Damn

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Also "fun deck" is very common in Legend Rank or 1st stage event, compared to 2nd stage...
Me: Want to play with Superheavy Samurai as a new Player Konami: Wanna try Cybers?
Hella does chimeratect fortress dragon have effect damage
Clear Kuriboh isn't available yet. But that's the only niche for this skill.
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