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