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Karakuri Synchro: deck recipe [Mar 31]

Duel Links Karakuri Synchro deck, Karakuri Synchro deck in the meta, how to build Karakuri Synchro deck.
update 31/03/2022

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.

Required Card Boxes

Main Deck

Visions of Ice Revolution Beginning Arena of Sanctuary Antinomic Theory Chaotic Soldiers Phantom of Rebellion

Extra Deck

Valhalla Calling Dark Dimension Infinite Ray

Example Deck

Standard Version

Karakuri Bonze mdl 9763 Infinitrack Anchor DrillInfinitrack Anchor DrillInfinitrack Anchor DrillKarakuri Komachi mdl 224 "Ninishi"Karakuri Komachi mdl 224 "Ninishi"
Infinitrack HarvesterKarakuri Merchant mdl 177 "Inashichi"Infinitrack TrencherKarakuri Watchdog mdl 313 "Saizan"Karakuri Watchdog mdl 313 "Saizan"Karakuri Strategist mdl 248 "Nishipachi"
Karakuri Strategist mdl 248 "Nishipachi"Infinitrack TunnellerMystical Space TyphoonMystical Space TyphoonBook of MoonBook of Moon
Heavy ForwardHeavy ForwardTreacherous Trap HoleKarakuri Cash Inn--
Karakuri Shogun mdl 00 "Burei"Star EaterKarakuri Steel Shogun mdl 00X "Bureido"Karakuri Steel Shogun mdl 00X "Bureido"Samurai DestroyerHieratic Sun Dragon Overlord of Heliopolis
Constellar Ptolemy M7-----

Set Skill

[Skill] descriptionUser
Beatdown!
Until the end of the turn, increase the ATK of all face-up Level 5 or higher monsters on your field by the number of of Level 5 or higher monsters on your field times 300. This Skill can only be used once per Duel.
Common
Common

How to Use

Karakuri Bonze mdl 9763 "Kunamzan"

Karakuri Bonze mdl 9763
Karakuri Bonze mdl 9763 "Kunamzan"
EARTH Machine ★5
ATK 2000 / DEF 1500
Arena of Sanctuary [UR]
This card must attack, if able. If this card is targeted for an attack: Change the battle position of this card. If this card is in your hand: You can target 1 "Karakuri" monster you control; change its battle position, and if you do, Special Summon this card as a Tuner, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except EARTH Machine monsters. You can only use this effect of "Karakuri Bonze mdl 9763 "Kunamzan"" once per turn.

Normal Summon Inishichi first and use its effect to search Kunamzan. Then Special Summon Kunamzan to make Burei or Samurai destroyer. If you already have the monsters onhand, you can Normal Summon Sazank instead then Special Summon Kunamzan to make Bureido. The battle position changing is not really a cost so you essentially Special Summon Kunamzan for free, on the contrary changing your Karakuri monster's battle position is actually helpful to activate Anatomy.

Opening with 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.)

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. Since she is a Tuner, her effect that puts another monster on the field is great for Synchro plays.

  1. Normal Summon Ninishi and increase its Level by 2 by revealing a Inashichi in your hand (Level Augmentation).
  2. Normal Summon Inashichi to use its search effect. Synchro Summon Burei pairing your level augmented Ninishi and Inashichi.
  3. If you want to change a monster's battle position, Special Summon Nishipachi with Burei's effect; If you do not want to change an opponent's battle position, Special Summon Nisamu as a small beater with a floating effect.

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 with paired with any level-4 Karakuri.

Karakuri Tuners

Karakuri Watchdog mdl 313 "Saizan"
Karakuri Watchdog mdl 313 "Saizan"
EARTH Machine ★4
ATK 600 / DEF 1800
Dark Dimension [R]
This card must attack if able. When this face-up card is selected as an attack target, change its battle position. When you take Battle Damage from a battle involving this card, all face-up "Karakuri" monsters you control gain 800 ATK and DEF until the End Phase. While this card is in face-up Attack Position, it cannot be destroyed by battle.

A level 4 tuner means it can help with making some rank 4s, or to synchro into either Burei/Bureido.

With this in the deck, the deck will have level 3, 4, and 5 tuners so you can have more options for synchro monsters.

Karakuri Strategist mdl 248 "Nishipachi"
Karakuri Strategist mdl 248 "Nishipachi"
EARTH Machine ★3
ATK 500 / DEF 1600
Revolution Beginning [R]
Dark Dimension [R]
This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is Normal or Special Summoned, select 1 monster on the field and change its battle position.

Nishipachi is usually used when being Special Summoned by Burei or Bureido. Its ability to change the opponnent's battle position upon summoning can have some good utility. Aside from that, Nishipachi can also flip monsters that have been hit with Floodgate Trap Hole or Paleozoic Canadia back up.

Searcher

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.

Inashichi should always search Cash Cache whenever possible. When you want to search a Karakuri monster with Inashichi, search Cash Cache first then use Cash Cache to search the intended monster to cycle more cards out of your deck. Cash Cache also changes Inashichi to its less vulnerable defense position.

Infinitrack Engine

Infinitrack Anchor Drill
Infinitrack Anchor Drill
EARTH Machine ★4
ATK 1800 / DEF 500
Phantom of Rebellion [SR]
If this card is Normal or Special Summoned: You can Special Summon 1 EARTH Machine monster from your hand in Defense Position, except "Infinitrack Anchor Drill". You can target 1 other Machine monster you control; the Levels of both that monster and this card become the combined original Levels of those 2 monsters, until the end of this turn. You can only use each effect of "Infinitrack Anchor Drill" once per turn.

The starting card to this deck's plays because it has a special summoning effect to help make an Xyz or Synchro Monster. For example, you can special summon Anchor Drill, then use it's effect to special summon Ninishi or Watchdog to bring out Burei or Bureido.

Infinitrack Harvester
Infinitrack Harvester
EARTH Machine ★2
ATK 0 / DEF 2100
Phantom of Rebellion [SR]
If this card is Normal or Special Summoned: You can add 1 "Infinitrack" monster from your Deck to your hand, except "Infinitrack Harvester". You can target 1 other Machine monster you control; the Levels of both that monster and this card become the combined original Levels of those 2 monsters, until the end of this turn. You can only use each effect of "Infinitrack Harvester" once per turn.

A searcher for the deck, but not reliable on its own due to low ATK. It needs to be special summoned from Anchor Drill's effect. With Harvester's effect, you search another piece of Drill to help set up for next turn again.

Infinitrack Trencher
Infinitrack Trencher
EARTH Machine ★5
ATK 500 / DEF 2400
Phantom of Rebellion [R]
You can Tribute 1 EARTH Machine monster; Special Summon this card from your hand in Defense Position. You can banish this card from your GY, then target 1 Level 5 or lower "Infinitrack" monster in your GY, except "Infinitrack Trencher"; Special Summon that monster in Defense Position. You can only use each effect of "Infinitrack Trencher" once per turn.

A Level 5 EARTH Machine monster with an effect that can revive Level 5 or lower "Infinitrack" monster by banishing itself from the Graveyard. Usually this card will be used to revive Anchor Drill for setup.

Infinitrack Tunneller
Infinitrack Tunneller
EARTH Machine ★5
ATK 2200 / DEF 500
Phantom of Rebellion [N]
You can Tribute 1 EARTH Machine monster; Special Summon this card from your hand in Defense Position. You can banish this card from your GY, then target 5 EARTH Machine monsters in your GY; shuffle them into the Deck, then draw 2 cards. You can only use each effect of "Infinitrack Tunneller" once per turn.

Recycle 5 Earth Machine monsters to prevent out of source and also it can allows you draw 2 cards after activate this effect.

Heavy Forward
Heavy Forward
Continuous Spell
Phantom of Rebellion [SR]
When this card is activated: You can add 1 "Infinitrack" monster from your Deck to your hand. Once per turn: You can target 1 Machine Xyz Monster you control, then activate 1 of these effects;

● Change its battle position.
● Attach this card to it as material.

You can only activate 1 "Heavy Forward" per turn.

Mainly to help search for Drill so you can make some plays. The effect of becoming a material for an Xyz makes M7 can recycle or bounce monster more times.

Karakuri Cash Inn

Karakuri Cash Inn
Karakuri Cash Inn
Normal Trap
Arena of Sanctuary [SR]
Target 1 "Karakuri" monster you control and 1 Effect Monster your opponent controls; change the battle position of your monster, and if you do, negate the effects of that opponent's monster until the end of this turn. If you control a "Karakuri" monster(s): You can banish this card from your GY, then target 1 face-up monster on the field; change that monster's battle position. You can only activate 1 "Karakuri Cash Inn" per turn.

Cash Inn is a great turn one set to negate disrupt your opponent. This won't get rid of the opponent's monster, but the free negate should be enough to hinder your opponent from building their ideal board.

Cash Inn's graveyard effect can be used to change the battle position of an opponent's monster, letting you attack over powerful monsters.

Extra Decks

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.

Burei is the Synchro monster you want to make when going first. You mostly want him to Special Summon Nisamu from your deck for increased field presence. When your Nisamu is destroyed by battle, you can keep up field presence by Special Summoning another Nisamu or Special Summoning Ninishi to make a Synchro on your next turn.

The battle position changing effect can be used on your opponent's monster to expose their weaker stat. Good against monsters with high ATK but low DEF like Shiranuis, or monsters with high DEF but low ATK like Superheavy Samurai. You can also use this effect on your monsters that have been hit with Floodgate Trap Hole.

Star Eater
Star Eater
LIGHT Dragon ★11
ATK 3200 / DEF 2800
Valhalla Calling [SR]
1 Tuner + 1 or more non-Tuner monsters
Must be Synchro Summoned, and cannot be Special Summoned by other ways. This card's Synchro Summon cannot be negated. When Synchro Summoned, cards and effects cannot be activated. If this card attacks, it is unaffected by other card effects until the end of the Damage Step.

Star Eater's effect compensates for this deck's lack of backrow removal similar to Samurai Destroyer. But instead of preventing your opponent from activating effects, Star Eater makes itself immune to all effects during battle.

Karakuri Steel Shogun mdl 00X "Bureido"
Karakuri Steel Shogun mdl 00X "Bureido"
EARTH Machine ★8
ATK 2800 / DEF 1700
Dark Dimension [SR]
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, when the battle position of a face-up "Karakuri" monster you control is changed (and remains face-up): Draw 1 card.

Bureido is an amazing resource generator. Karakuris are known for battle position changing so the draw effect is very easy to activate. Upon Synchro Summoning Bureido, you can Special Summon Nishipachi in attack position. Target Nishipachi with his own effect and this will also trigger Bureido's draw effect, replenishing your resource count after summoning such a costly Synchro monster.

Cash Cache is also a good way of triggering Bureido's draw effect, but make sure you control another Karakuri monster or put Bureido in defense position first. Attack position Karakuri monsters are automatically changed to defense position when attacked, letting you also use the once per turn draw effect on your opponent's turn.

Samurai Destroyer
Samurai Destroyer
EARTH Machine ★7
ATK 2600 / DEF 1400
Dark Dimension [R]
1 Tuner + 1+ non-Tuner monsters
If this card battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step, also that opponent's monster has its effects negated during the Battle Phase only. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can target 1 Machine monster in your GY; Special Summon it.

Summon Samurai Destroyer as an offensive option. He prevents your opponent from activating effects when he battles, stopping battle traps and disruption like Sphere Kuriboh and Kiteroid, letting all of Samurai Destroyer's attacks go through.

Assuming he does not get changed to defense position, your opponent would most likely get rid of Samurai Destroyer with removal effects before he battles. This is where his floating effect becomes useful to float into any of the Machines in your graveyard, including Synchro monsters and Samurai Destroyer himself. This floating effect can be triggered by any form of removal, making it somewhat unavoidable.

Monsters battling Samurai Destroyer have their effects negated. This makes Samurai Destroyer a good way to get rid of monsters without triggering their floating effects. You can also attack into monsters and ignore their self ATK boosts.

Hieratic Sun Dragon Overlord of Heliopolis
Hieratic Sun Dragon Overlord of Heliopolis
LIGHT Dragon ★8
ATK 3000 / DEF 2500
Infinite Ray [UR]
2 Level 8 monsters
Once per turn: You can detach 1 Xyz Material from this card; Tribute any number of monsters from your hand and/or your side of the field (minimum 1), then destroy an equal number of cards on the field.

Make Heliopolis using a combination of Bureido or Two EARTH Machine monsters including Anchor Drill as materials. With sufficient cost, Heliopolis can destroy everything on your opponent's board resulting in an easy OTK.

Constellar Ptolemy M7
Constellar Ptolemy M7
LIGHT Machine ★6
ATK 2700 / DEF 2000
Infinite Ray [UR]
Selection Box Vol.03 Mini [UR] [UR]
2 Level 6 monsters
You can also Xyz Summon this card by using a "Constellar" Xyz Monster you control as the Xyz Material, other than "Constellar Ptolemy M7". (Xyz Materials attached to that monster also become Xyz Materials on this card.) If Summoned this way, the following effect cannot be activated this turn. Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster on the field or in either player's Graveyard; return that target to the hand.

Ptolemy M7 provides non-destruction removal which also doesn't send the target to the graveyard, bypassing most floating. Monsters that do not end up in the graveyard are also harder to recycle, especially if it was an Extra Deck monster.

You can also recycle a monster in your own graveyard especially Anchor Drill or other Karakuri Tuners for the next setup.

Other Cards Option

Psychic Tracker

Psychic Tracker
Psychic Tracker
EARTH Psychic ★3
ATK 1600 / DEF 600
Dimension of the Wizards [R]
If you control a Level 3 monster other than "Psychic Tracker", you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Psychic Tracker" once per turn this way. A Synchro Monster that used this card as material gains 600 ATK.

Psychic Tracker is a self Special Summoning monster making him good for Synchro plays. His summoning condition for this deck only require you control a Ninishi. Psychic Tracker can then be paired with Ninishi to make a level-6 Synchro, or you can combine Psychic Tracker, Ninishi, and Inashichi to make Bureido.

Left & Right Driver

Righty Driver
Righty Driver
EARTH Machine ★1
ATK 100 / DEF 300
Future Horizon [SR]
For a Synchro Summon, you can substitute this card for any 1 "Synchron" Tuner. If this card is Normal Summoned: You can Special Summon 1 "Lefty Driver" from your hand, Deck, or GY. You can only use this effect of "Righty Driver" once per turn.

Righty Driver is a good Synchro enabler because it fetches a non-Tuner to to pair with itself.

Lefty Driver
Lefty Driver
EARTH Machine ★2
ATK 300 / DEF 100
Future Horizon [R]
If this card is Special Summoned: You can make this card become Level 3 until the end of this turn. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Righty Driver" from your Deck to your hand. You can only use this effect of "Lefty Driver" once per turn.

You only really need to run one copy of Lefty Driver because Righty Driver can Special Summon it from anywhere. Lefty Driver's level modulation gives you a ton of flexibility on what you can make, usually with Righty Driver, Lefty Driver, plus one more monster.

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.

Inashichi and Cash Cache are great consistency boosters. They fetch any Karakuri monster you need to make your plays, with Inashichi also being able to fetch Karakuri Spell/Traps like Cash Cache. Cash Cache should prioritize searching Ninishi which is your only Tuner. If you already have Ninishi on hand, go for your non-Tuners prioritizing Inashichi to perform the combo mentioned in the previous section.

Revival

Karakuri Gama Oil
Karakuri Gama Oil
Equip Spell
Arena of Sanctuary [R]
Activate this card by targeting 1 "Karakuri" monster in your GY; Special Summon it and equip it with this card. Once per turn, if the battle position of a face-up "Karakuri" monster(s) you control is changed: The equipped monster gains 500 ATK/DEF (even if this card is no longer equipped). You can only activate 1 "Karakuri Gama Oil" per turn.

Helps to continue combos by bringing back a tuner or non-tuner back to the field or as comeback card since it can bring back the synchro Karakuri boss monsters.

Draw Engine

Karakuri Anatomy
Karakuri Anatomy
Continuous Spell
Valiant Souls [N]
Revolution Beginning [N]
Each time a "Karakuri" monster's battle position is changed, place 1 Karakuri Counter on this card (max. 2). You can send this card from the field to the Graveyard to draw 1 card for each Karakuri Counter on this card.

Karakuri Anatomy is a great representation of the Karakuri playstyle, namely battle position changing and resource gaining. It is very easy to get 2 counters on this card since all your Karakuri monsters have innate effects that change their battle position. Cash Cache is a good search card that also helps fuel Anatomy for efficient deck thinning.

Here is a sample of a full combo you can perform, netting you a total 3 searches and 2 draws!

  1. Normal Summon Inashichi and activate his search effect. Activate Karakuri Anatomy.
  2. Special Summon Kunamzan and change Inashichi's battle position.
  3. Activate Cash Cache to get a search and change Inashichi's battle position.
  4. Activate Anatomy to draw 2 cards.
  5. Synchro Summon Burei and use his search effect.

This combo involves a lot of cards but is actually quite consistent due to all the searching.

Offerings to the Doomed

Offerings to the Doomed
Offerings to the Doomed
Quick Spell
Stardust Acceleration [SR]
Selection Box Vol. 01 mini [SR]
Target 1 face-up monster on the field; destroy that target, also skip your next Draw Phase.

If your Karakuri draw engine is working properly, losing one Draw Phase to Offerings' cost is not really that big of a loss. Offerings helps compensate for Karakuri's lack of removal effects. Activating multiple Offerings on the same turn will still only cost you one Draw Phase, so this is a possible way to minimize resource loss.

Karakuri Cash Shed

Karakuri Cash Shed
Karakuri Cash Shed
Counter Trap
Revolution Beginning [N]
Dark Dimension [N]
Activate only if you control a "Karakuri" monster in face-up Defense Position. Negate the activation of an opponent's Spell/Trap Card and destroy it.

Stops commonly used and dangerous spell cards like Book of Moon or to interrupt enemy combos. The requirement can be a little dangerous if you have a position switching Karakuri with a low ATK since it will mean that you can take some damage.

Other Extra Decks

Comments

Hot New Top
Anonymous
this deck didn't need a ban it was a high risk high reward deck, you bricked 80% of the time and negating merchant was death too
<< Anonymous
Anonymous Reply
If you can draw your 1 and only merchant out on your first turn then you deserve this win.
<< Anonymous
Anonymous Reply
This deck after losing trunade was garbage merchant at 3 didn't do 🔥 the limit was unnecessary
Anonymous
Life is so good after Merchant at limit 1.
Anonymous
Well karakuri it’s been a fun a three weeks winning occasionally but bricking more than anything else, I’m not sure who thought you were tier 1 but with merchant at one konami has taken you behind the barn and put a bullet in your engine
RIP
<< Anonymous
Anonymous Reply
Lol yeah karakuri is trash u can't even get king of games with it tier 1 for no reason losses to almost everything going 2nd if.u can't get merchant and Cosmic with restart.. and Even going first fails to get merchant/ninishi+cash... Blackwings should've been limited as it can already beat decks like karakuri pre banlist
<< Anonymous
Anonymous Reply
Broken deck should go. Merchant is indeed a broken card. Drawing it on turn 1 is like drawing exodia. Your victory is guaranteed. There is no way your opponent can fight back when you have 2800/2600/2100 on the field +3 traps including cash shed.
<< Anonymous
Anonymous Reply
that's not merchants doing, the deck synergies really well, all merchant is, is a low attack searcher that when not used properly needs to battle with 500 atk, lets be real here
<< Anonymous
Anonymous Reply
I always hope that someone will attack me with that 500ATK but it never happen in my life. Forget about something that will never happen in your life. Merchant deserved that ban hammer. They should have ban this card a year ago. This broken card is older than the much hated Invoker.
Anonymous
This is a tier 1 for sure but you need to have all the core & tech cards.

You are not going to say that "I have only 1 Cash Cache" but it is a tier 1. - "NO"

"I have only 2 Merchants and it is a tier 1" - "NO"
<< Anonymous
Anonymous Reply
Buy recently released cards? The like of Gagaga, Geargia & Sharks are too weak in PvP.
<< Anonymous
Anonymous Reply
The only new deck that is somehow good is graydle with the new water support and shark‘s skill. But most of those cards aren‘t even new.
<< Anonymous
Anonymous Reply
More than half of the deck are Crystron card and you can't call that a Graydle deck. When you need so many Crystron cards to play Graydle then you should just play a standard Crystron deck.
<< Anonymous(Trash ndhasmu coeg)
Anonymous Reply
Neither can it otk like blackwings because it can only summon 2600+2000 most if time with no destruction effect and any deck can get kog it was only good when ninishi was not semi limited and u could play 20 card restart with 2 trunades after restart and ninishi semi limit it sas clearly not tier 1 and now it's dead
Anonymous
Tl;dr Think twice before investing in Karakuri.
It is over-rated and should not be Tier 1. I regret it so much after dumping my hard earned 9k savings of gem into this deck, it just hurts so much. This deck HAS to be used with restart, but it can/will possibly brick of course. It is not versatile/consistent enough and have many situations they can't deal with. This deck is fast and saves you time in climbing though, you just surrender straight away if you have un-playable hand after restart. I Went back to my DM invoks, easy KOG climb.

https://imgur.com/a/cghCBsA
Anonymous
Why is deskbot in the deck?
<< Anonymous
Anonymous Reply
for the off chance you can actually summon that thing, I guess. The deck indeed can, but requires 5 + 2 + 3 level configuration.

At first I thought Lava Golem, but Lava Golem is Level 8, and the only Tuner in the deck is Level 3......
<< Anonymous
Anonymous Reply
In this case, Kunamzan must be on the field as a non-Tuner instead of a Tuner, with Ninishi being the Tuner instead.
<< Anonymous
Anonymous Reply
.....Oh yeah, just realized that means 5 + 5 is possible too, with 2 Kunamzan, 1 special summoned as Tuner the other summoned as non-Tuner.

Anyway, Deskbot Jet has a decent destruction effect I think, which is the reason why it's used (besides the fact that the deck can summon it)
<< Anonymous
Anonymous Reply
it's mostly 7+3, i.e ninishi + burido
Anonymous
This thing is just brick after brick. I should've built something else
<< Anonymous
Anonymous Reply
if they allow you to have a Merchant in your starting hand in every duel then it deserve an immediate ban

this deck is much more broken that the currently banned cyber stein
<< Anonymous
Anonymous Reply
Limit merchant to either 2 or 1. Also limit their stupid trap to 1. Problem solved.
Anonymous
How is this 🔥 tiered, honestly I’ve played it for 2 hours with the best tech and all support and I’ve bricked 90% of the time even with restart
<< Anonymous
Anonymous Reply
It is just a crystron 2.0, tier 1 with no merits at all just go and check when was the last time a karakuri made it to top 8 in a tournament
<< Anonymous
Anonymous Reply
its so trash I find it hard to believe it was ever meta, back to ritual beasts I guess
Anonymous
I don't think that Merchant will be at 3 after this KC Cup.
you know what?
who's in charge of the game?
specific names, please

the tiered deck should be Cyber Dragon
<< Anonymous(you know what?)
Anonymous Reply
in charge "of the game" or "of this website"?
<< Anonymous
Anonymous Reply
100% METAL
<< Anonymous
Anonymous Reply
^This.
<< Anonymous
Anonymous Reply
100% overrated
Anonymous
Summon 177, adds 9763 from deck
Special Summon 9763
Synchro Summon Burei
Special Summon 224
Summon 177, get Gama Oil from deck
Synchro Summon SHS Mushashi, retrieve 177, activate Gama Oil,
Special Summon 224
Synchro Summon Bureido
Summon Haipa

It must be hit hard with the ban hammer.
<< Anonymous
Anonymous Reply
This is a tier 1 deck and it can run 3 Cyclone. Even Shiranui/ Blackwing turn 2 is no match to it. This deck will be hit in the next banlist for sure.
<< Anonymous
Anonymous Reply
Man, i really hope this deck get a banlist soon.. their draw power are insane, not to mention after completing all of their combos, they will end the turn with 3 set trap cards (annoying tho)
<< Anonymous
Anonymous Reply
It is turn 3 and only 6 cards remaining in their main deck.
<< Anonymous
Anonymous Reply
Karakuri will get another hit again for sure.
Anonymous
If this is tier 1, blackwings, cyber dragons, dragunities, lunalights, superheavy samurai, and flower cardians are too.
<< Anonymous
Anonymous Reply
There's just this cringe preference of Japan themed decks...
<< Anonymous
Anonymous Reply
People keep bringing up these concepts of uniqueness in deck building when it has nothing to do with the original comment.
<< Anonymous
Anonymous Reply
It has everything to do with it.

Tiers of decks are decided by which standard copy-pastable meta of an archetype is stronger.

Deal with it kiddo. This game has nothing to do with the way of playing. Only winning with less mental calculation matters.
<< Anonymous
Anonymous Reply
Therefore, originality does not matter, only efficiency. But where was disagreement with that implied, or are people here just making (wrong) assumptions?

Commens and feedback

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How to beat/farm Legendary Duelists Lvl 40

Other Zexal Duelists

Yu-Gi-Oh Dark Side of Dimension [DSOD]

Legendary Duelists

How to beat/farm Legendary Duelists Lvl 40

Yu-Gi-Oh 5D's

Legendary Duelists

How to beat/farm Legendary Duelists Lvl 40

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Decks to farm LD Lvl 40

Characters (Legendary Duelists)

Yu-Gi-Oh! (DM)

Yu-Gi-Oh! GX

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The Ultimate RisingAge of DiscoveryNeo-ImpactFlame of the TyrantValkyries Rage
Wonders of the SkyChaotic ComplianceLand of the TitansCrimson KingdomDawn of Destiny
Electric OverloadEchoes of SilenceServants of KingsGalactic Origin
Blades of Spirit Primal BurstResonance of ContrastAbyss EncounterRampage of the Forest
Valiant SoulsVisions of IceCrusaders BattlegroundClash of WingsBurning Nova
Empire of ScarletGaia GenesisStardust AccelerationPower of BraveryBlackstorm Rising
Secrets of the AncientsRevolution BeginningTornado of PhantomsAbsolute InfernoDimension of the Wizards
Warriors UniteLords of ShiningBlazing RoseGuardians of RockCybernetic Rebellion
Curse of DreadValhalla CallingDark DimensionSpirit of the BeastAerial Assault
Soul of ResurrectionFuture HorizonMasters of ShadowJudgement ForceFortress of Gears
Truth UniverseFlames of the HeartWitchs SorceryChronicle of GloryInfernity Destruction
Arena of SanctuaryShining HopeVoltage of the MetalShark FangRage of Volcano
Infinite RayPhotons of GalaxyAntinomic TheorySign of HarpiesEternal Stream
The King of VermillionDarkness GimmickArts of AtlantisPendulum GenesisIdea of Armageddon
Chaotic SoldiersForce of InfinityFantastic ArcPhantom of RebellionMaximum Gustav
Heart of XyzShining SunriseStars of SynchroLink RevolutionStage of Trickstar
Braver VictoryArms of GiantFuture CircuitLord of BorrelRaiders Requiem

Selection Box

Selection Boxes
Selection Box Vol. 01Selection Box Vol. 01 MiniSelection Box Vol.01 Super MiniSelection Box Vol. 02Selection Box Vol. 02 Mini
Selection Box Vol. 03Selection Box Vol.03 MiniSelection Box Vol.04Selection Box Vol.04 MiniSelection Box Vol.05
Selection Box Vol.06

Special Packs

Special Pack
Special Pack Vol. 01Special Pack Vol. 02Special Pack Vol. 03Special Pack Vol. 04Special Pack Vol. 05

Structure decks

Structure decks
Sorcerers AllianceDragonic ForceHero RisingLegendary WarriorsDestiny Rulers
Dragonic KnightsSpellbound SilenceSynchro ConnectionThe White Dragon of LegendSwordbound Silence
Ancient Gear AwakeningNeos FusionReturn of the Red-EyesFull Metal DesperadoMaster of Chaos
Kings ResonanceDragunity OverdriveGladiators StormHERO GenerationReturn of the Fire Kings
Gagaga XyzTales of the Noble KnightsBlue-Eyes EvolutionStardust NexusRise of Gaia
Evil DominationMagicians ArcD/D/D ApocalypseCyber Style ExtremeSword of Paladin
Tellarknight AdventBrave HopeRuddy Rose BurningCyberse CodeThousand Illusion
Imperial JokerSecret of Magicians

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Duel Links Basics

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Standard duelists & Legendary Duelist Lvl 30

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Comments (updated every hour)

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Here's a video showing the deck guide and gameplay https://youtu.be/lpiB2wMc49g
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If you trick your opponent's blue eyes chaos max dragon into attacking this card you get a 7...
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