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Karakuri Synchro: deck recipe

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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

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

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. You can Normal Summon Ninishi and then Karakuri Merchant mdl 177 "Inashichi" or, if you don’t have another monster in your hand, you can use Karakuri Cash Cache to search it by switching Ninishi into Defense Position. When you Normal Summon it, Inashichi’s effect will trigger and you will get to add a “Karakuri” card from your Deck to your hand.

You would normally want a 0 ATK monster to stay in Defense Position, but the issue here is that Ninishi, when attacked, will be switched automatically back into Attack by its effect. If it’s the 1st Turn of the Duel, then you can Normal Summon Ninishi and leave it as it is, but, if it’s not and your opponent has any monsters on the field, you would be forced to crash into them.

This is just something you need to keep in mind when you are playing “Karakuri” monsters. Ninishi is obviously something you Summon and use right away to get Armades, Keeper of Boundaries or Karakuri Shogun mdl 00 "Burei" on the field, but, since all of your Main Deck monsters function in the same way, I thought it would be a good idea to say it in primis.

Karakuri Komachi + Karakuri Merchant = Armades, Keeper of Boundaries

Karakuri Komachi mdl 224 "Ninishi"
Karakuri Komachi mdl 224 "Ninishi"
Karakuri Soldier mdl 236 "Nisamu"
Karakuri Soldier mdl 236 "Nisamu"
Armades, Keeper of Boundaries
Armades, Keeper of Boundaries

Having access to Armades is a great thing for any deck: thanks to Karakuri Cash Cache, you are able to search Inashichi after Summoning Ninishi, which makes it easier to get to the Level 5 Synchro.

Armades is a great answer to backrow-heavy decks with its ability to shut down cards like Wall of Disruption, Drowning Mirror Force and even Sphere Kuriboh.

Karakuri Komachi + Karakuri Soldier = Karakuri Shogun mdl 00 "Burei"

Karakuri Komachi mdl 224 "Ninishi"
Karakuri Komachi mdl 224 "Ninishi"
Karakuri Soldier mdl 236 "Nisamu"
Karakuri Soldier mdl 236 "Nisamu"
Karakuri Shogun mdl 00 "Burei"
Karakuri Shogun mdl 00 "Burei"

At first glance, Burei may not seem that powerful: its ATK doesn’t even allow it to get over Masked HERO Anki, which is definitely still a relevant card in the current meta, but its ability to once per turn, change the Battle Position of a monster on the field, can be surprisingly helpful.

First of all, when Burei is Synchro Summoned, it allows you to Special Summon a “Karakuri” monster directly from your Deck: assuming you are able to clear the opponent’s backrow with a Hey, Trunade! or a Cosmic Cyclone on Turn 2 and destroy whatever monster they have face-up on the field with Offerings to the Doomed, Summoning Nisamu would already be enough to OTK your opponent.

If you think about, even when you are not considering Karakuri Anatomy, changing the Battle Position of a monster on the field is not a bad effect at all: Masked HERO Anki, Cosmo Brain, Koa'ki Meiru Maximus and Silent Magician LV8 would all become vulnerable to an attack from Burei after being switched into Defense.

Karakuri Komachi + Karakuri Merchant = Karakuri Shogun mdl 00 "Burei"

Karakuri Komachi mdl 224 "Ninishi"
Karakuri Komachi mdl 224 "Ninishi"
Karakuri Merchant mdl 177 "Inashichi"
Karakuri Merchant mdl 177 "Inashichi"
Karakuri Shogun mdl 00 "Burei"
Karakuri Shogun mdl 00 "Burei"

Thanks to Level Augmentation, you can Normal Summon Ninishi, Normal Summon Inashichi, add another Inashichi to your hand and then increase the Level of one of your two monsters by 2. Now you have thinned your Deck, you have a play available for your next turn and you can Special Summon a Level 7 Synchro from your Extra Deck.

Stardust Dragon is great for certain matchups: it can deal quite well with Yubel Fire King and it can even be useful against Vampire and Koa'ki Meiru.

Normal Summon Ninishi, Normal Summon Inashichi, add another Ninishi to your hand and increase the Level of one of your monsters by 3: you can now Special Summon a Level 8 Synchro.

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

I’ve already explained how you can use this Skill to Summon a Level 7 or 8 Synchro using Ninishi and Inashichi. It’s a great Skill, the only drawback is being limited to a “once per Duel” use.

[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

With a 500 ATK boost, Burei is able to get over Blue-Eyes White Dragonand even Koa'ki Meiru Maximus. Pair this Skill with Cosmic Cyclone, if you want to have direct access to it.

Weaknesses

  • Like many other decks, Karakuri doesn’t have a reliable Turn 1 play: it’s quite easy to OTK this this deck and Offerings to the Doomed can turn out to be completely useless against Koa'ki Meiru. Sphere Kuriboh is very effective against any version of Koa'ki Meiru, except for the The Tie that Binds one.
  • Without Hey, Trunade!, Paleozoic Canadia and Floodgate Trap Hole can shut down your combo by flipping Ninishi face-down.

Comments

Anonymous 6days ago
After playing it for a while and reaching legend 2 with it, I only can say that this deck is definitely kog worthy. I think it should be considered as tier 3-2 as I plan to reach kog with it in the next days
Anonymous 8days ago
Why sazank doesn't added? It can be used as monster removal
Anonymous 9days ago
How would a non-OTK deck look? I'm not really having luck with the OTK variant in Platinum.
<< Anonymous
Anonymous 9days ago Reply
You can play more control with pulse mine.
YerBoyToy 9days ago
Trying this out with Geargias. Too bad we don’t have the Armor yet but Arsenal and Accelerator isn’t too bad. Just need to protect monsters with backrow to go off.
Anonymous 11days ago
Worth it to build this deck?
I have everything except Armades.
<< Anonymous
ValleCula 11days ago Reply
Koa'ki Meiru is still a better deck, if you ask me. Anyway you can build this without Armades: focus on Burei and run 3 copies of Nisamu. You can even run Ancient Fairy Dragon and Goyo Chaser (other Level 5 Synchro). If you choose to go for Goyo Chaser, then I'd advise running Paleozoic Hallucigenia or Mirror Wall.
<< Anonymous
ValleCula 11days ago Reply
Koa'ki Meiru is still a better deck, if you ask me. Anyway you can build this without Armades: focus on Burei and run 3 copies of Nisamu. You can even run Ancient Fairy Dragon and Goyo Chaser (other Level 5 Synchro). If you choose to go for Goyo Chaser, then I'd advise running Paleozoic Hallucigenia or Mirror Wall.
<< Anonymous
Another Anon 11days ago Reply
My thought on playing this: karakuri' weakness is their lack Of answer to back row (even more so if heavy BR deck). Also, you MUST attack if your monsters are in attack position even if you know there are threatening back row in play.

However it's quite fun to play compared to KM. Moreover armades is in a mini box. You can go back to draw it later time or just use a dream ticket.
<< Anonymous
Anonymous 10days ago Reply
Thank you guys. I have a Koa'ki deck, but i want to try this out.
Anonymous 12days ago
Bless the consistency of Karakuri but no matter how you slice it the deck will get it's metallic cheeks clapped by Blue Eyes and Koaki Maximus
Níggérs 12days ago
Nïggêrs
12days ago
s
Anonymous 14days ago
nice

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Replay shared! #DuelLinks https://duellinks.konami.net/att/052ea8f626eefea752e5b253f947d2bba81d7...
And this card plus TTH is why I don't like to have more than 1 monster on the field at a tim...
this will be next card on the limited list
King of darknesss deck comming Yu-Gi-OH
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