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Karakuri Synchro: deck recipe [Oct 2020]

Duel Links Karakuri Synchro deck, Karakuri Synchro deck in the meta, how to build Karakuri Synchro deck.
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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.

Required Card Boxes

Rampage of the Forest Valiant Souls Revolution Beginning Arena of Sanctuary

Example Deck

Post-Banlist Version

Karakuri Bonze mdl 9763 Karakuri Bonze mdl 9763 Karakuri Muso mdl 818 "Haipa"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"Cosmic CycloneCosmic CycloneCosmic CycloneForbidden Lance
Karakuri Cash CacheKarakuri Cash CacheKarakuri Gama OilFiendish ChainPaleozoic CanadiaPaleozoic Canadia
Bad AimBad AimKarakuri Cash InnKarakuri Cash Inn--
Karakuri Shogun mdl 00 "Burei"Karakuri Shogun mdl 00 "Burei"Star EaterKarakuri Steel Shogun mdl 00X "Bureido"Samurai DestroyerSuperheavy Samurai Swordmaster Musashi
Deskbot Jet-----
[Skill] descriptionUser
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Common
Common

Level Augmentation Version

Karakuri Bonze mdl 9763 Karakuri Bonze mdl 9763 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 Merchant mdl 177 "Inashichi"Karakuri Soldier mdl 236 "Nisamu"Hey, Trunade!Hey, Trunade!Offerings to the Doomed
Offerings to the DoomedKarakuri Cash CacheKarakuri Cash CacheKarakuri AnatomyKarakuri Cash InnKarakuri Cash Inn
Karma CutKarma Cut----
Black Rose DragonKarakuri Shogun mdl 00 "Burei"Karakuri Shogun mdl 00 "Burei"Star EaterKarakuri Steel Shogun mdl 00X "Bureido"Samurai Destroyer
[Skill] descriptionUser
Level Augmentation
Reveal 1 monster in your hand and select 1 monster on your side of the field. The selected monster's level increase by the level of the monster you revealed. This Skill can only be used once per Duel.
Crow Hogan
Crow Hogan

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. 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.

Searcher

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.

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.

Non-Tuners

Karakuri Muso mdl 818 "Haipa"
Karakuri Muso mdl 818 "Haipa"
EARTH Machine ★4
ATK 2100 / DEF 1100
Valiant Souls [SR]
This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. If this card attacks, change it to Defense Position at the end of the Battle Phase.
Karakuri Soldier mdl 236 "Nisamu"
Karakuri Soldier mdl 236 "Nisamu"
EARTH Machine ★4
ATK 1400 / DEF 200
Revolution Beginning [R]
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 destroyed by battle and sent to the Graveyard, you can Special Summon 1 Level 4 or lower "Karakuri" monster from your Deck in face-up Attack Position.

Nisamu is an excellent floater letting you Special Summon any of your Karakuri monsters upon battle destruction. You can Special Summon another copy of Nisamu with his effect to stall your opponent until you are sure they have run out of attacks, then Special Summon Ninishi with Nisamu's effect. On your turn you should be able to comeback with a Synchro Summon. This usually comes up when you don't open with Ninishi or Cash Cache.

Nisamu also is the closest thing this deck has to a Main Deck beater to be Special Summoned by Burei or Bureido when pushing damage.

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.

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 searchers such as Blackwing - Simoon the Poison Wind and Aleister the Invoker. 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.

Hey, Trunade

Hey, Trunade!
Hey, Trunade!
Normal Spell
Rampage of the Forest [SR]
Return all Set Spells and Traps on the field to the hand.

Karakuri decks lack any form of removal including backrow removal. This can be a problem when your boss monster, specifically Bureido, lacks any form of protection. Hey, Trunade gets rid of all your opponent's set backrow giving you an opening to attack safely.

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.

Extra Decks

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.

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 and Invoked Cocytus. You can also use this effect on your monsters that have been hit with Floodgate Trap Hole.

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.

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.

Boost Nisamu or Ninishi by 4 levels with your Skill and use both to make Star Eater. 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.

Skill Suggestion

[Skill] descriptionUser
Level Augmentation
Reveal 1 monster in your hand and select 1 monster on your side of the field. The selected monster's level increase by the level of the monster you revealed. This Skill can only be used once per Duel.
Crow Hogan
Crow Hogan

Weaknesses

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

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

Other Cards Option

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.

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.

Brionac, Dragon of the Ice Barrier
Brionac, Dragon of the Ice Barrier
WATER Sea Serpent ★6
ATK 2300 / DEF 1400
Aerial Assault [UR]
1 Tuner + 1+ non-Tuner monsters
You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn.

Brionac is a staple in any deck capable of making level-6 Synchros. His mass removal effect can be costly but can clear your opponent's field for an OTK. When using his effect conservatively you want to only target your opponent's boss monsters and Extra Deck monsters for removal.

Naturia Landoise
Naturia Landoise
EARTH Rock ★7
ATK 2350 / DEF 1600
Dimension of the Wizards [SR]
1 EARTH Tuner + 1 or more non-Tuner EARTH monsters
While this card is face-up on the field, you can send 1 Spell Card from your hand to the Graveyard to negate the activation of an Effect Monster's effect, and destroy that Effect Monster.

Having an EARTH monster Synchro deck gives you access to Naturia Synchros which specialize in negation. Naturia Landoise is a great first turn play if you have Spell cards on hand. Most combo starters are monsters,think Shiranui Squire and Magicians Rod, so a properly timed negation by Landoise can shut down some deck's entire turn.

However one problem with Landoise is its effect cost. This deck doesn't really have any Spells you want to keep on hand, much less discard as cost. Cash Cache will usually be immediately used to fetch a Karakuri, so deciding whether to set your Quick-Play Spells depends on predicting your opponent's deck.

Naturia Barkion
Naturia Barkion
EARTH Dragon ★6
ATK 2500 / DEF 1800
Selection Box Vol. 03 [UR]
1 EARTH Tuner + 1 or more non-Tuner EARTH monsters
During either player's turn, when a Trap Card is activated: You can banish 2 cards from your Graveyard; negate the activation, and if you do, destroy it. This card must be face-up on the field to activate and to resolve this effect.

Barkion gives Trap negation which is useful against some decks, particularly control decks. His effect cost is easier to provide compared to Landoise, because this deck does not really have ways to recycle cards in the graveyard except with Samurai Destroyer. Between Synchro Summonings and cycling your deck with Nisamu and Cash Cache, you should have enough cards in your graveyard for multiple Barkion effect cost.

Notable cards you should negate are Magician Navigation, Fiendish Chain, Floodgate Trap Hole, battle traps such as Wall of Disruption, and removal effects such as Raigeki Break.

[October 2020] KOG Notes

Ahmed Helmy


Karakuri SynchroAhmed HelmyKarakuri Synchro Ahmed Helmy2
IGN: Ahmed Helmy, Skill: Restart, Date Submitted: Oct 14

Note by Ahmed Helmy:

Merchant is the core combo of the deck , the main point of the deck is to use restart in hope to draw Merchant if you already have him just don't activate your skill.

Comments

Hot New Top
Anonymous 1days ago
this deck is so overrated
<< Anonymous
Anonymous 11hour ago Reply
if the decks lives of pure backrow then it is not a karakuri deck it is just a glorified stall deck.

And even at that there by far better stall decks like invoked and roids
<< Anonymous
Anonymous 11hour ago Reply
There's also a deck that has draw power, negation and also it doesn't skip draw phase and has destruction effect unlike karakuri:

Desperado

And do you see it being meta despite having what karakuri lacks?
<< Anonymous
Anonymous 5hour ago Reply
Offerings to the doomed is a trash card not because it skips the next draw phase, but because in top of that it targets and only destroyes a monster, not a backrow. If Sunsaga is on the field or Cocytus or Dark Cavalry or BE Ultimate dragon, any good boss monster, ur dead. None of ur cards can pass them, u have to HARD DRAW karma Cut "Puff-Puff" did u forget bat that ? And u can't search it
<< Anonymous
Anonymous 3hour ago Reply
Karakuri plays doomed because the skill restart skip next draw phase anyways
Anonymous 22days ago
Rip
<< Anonymous
Anonymous 10hour ago Reply
Memekuri is nowhere near the lvl of Shira. Because simply Memekuri has 0 way to recover after being disrupted. Shiranui doesnt even care of being floodgated, Ballista squad solves it all. A Shiranui deck can have space for 2 Lances, 1 CC, and 2 Ballista Squads, which gives them almost guaranteed immunity against backrow. Karakuri just loses if disrupted once. Karakuri Tier 3, Shiranui easy Tier 1
<< Anonymous
Anonymous 9hour ago Reply
What if shiras initial summon get negated?
<< Anonymous
Anonymous 8hour ago Reply
They set 3 backrow.
<< Anonymous
Anonymous 8hour ago Reply
Lets be real here i played shira too befote ghost meets girl version was a thing.. You dont always get 3 backrows.. Sometimes you get none.. Shira is very strong but has 1 weakness..they're really reliant on that 1 normal summon
Anonymous 5days ago
The decklist here did not mention anything about SHS Musashi. Another broken card that can recover any monster from the GY.
Anonymous 5days ago
This deck can special summon 10 times in a turn and it deserve a heavier ban.
<< Anonymous
Anonymous 5days ago Reply
You are talking about super heavy Samurai I believe
<< Anonymous
Anonymous 5days ago Reply
Those guys special summons nearly 10 times turn 1.
How can this be normal?
<< Anonymous
Anonymous 5days ago Reply
Yes those guys discarded more than 10 cards into the grave in turn 1 deserve a ban too.
Anonymous 8days ago
sorry to say it but this deck is really overrated, no out for one of the most fusion monsters in the game? No out for the most common syncro monster? no destruction or banishing?

Consistent? Yes.

Good? Hell no.
Anonymous 8days ago
The big problem with this deck is it has average boss monsters, and it can't do anything in terms of Banishing, Destruction effects and in terms of GY control. Due to its solid consistency and draw power it deserves the Tier 3 but not more.
Anonymous 12days ago
This decks going first gets clapped by Invoked Magician girls, all u need is to have Berry in starting hand, they will target her with INN to negate her effects and u will still chain ur effect. After that, neither Burei or Bureido with 2800 ATK can do anything good. U bringg Purgatrio and KABOOM
Anonymous 25days ago
It‘s annoying that some decks/cards never see the banlist . They are always tier 1 to 3 and nobody seems to cry. But as soon as a new/old archetype rises, everyone seems to be angry. I was waiting for so long to get my (loved) karas support so they became competetive and just after a few weeks, the got limited. Embarissing!
<< Anonymous
Anonymous 25days ago Reply
There are always tier 1 to 3 but everyone is hoping that their own decks will be tiered and all other decks that they don't play got nerfed. Human Nature.
Anonymous 31days ago
I'll call it know: next banlist is gonna hit a karakuri card to stop them from using trunade.

My bet: Karakuri Anatomy to 2.
<< Anonymous
Anonymous 31days ago Reply
Yeah especially because they are tier 1 now based on the most recent DLM tier list.
<< Anonymous
Anonymous 31days ago Reply
Most KOG Karakuri deck don't even use Anatomy.

My guess is Merchant to 2.
Heck, I'm not even suprised if Ninishi also goes to 3 on top of it.

The deck is just too good now.
<< Anonymous
Anonymous 28days ago Reply
You’re smokin crack this deck is hardly even used in legend, and between bricking and your combos getting interrupted anytime you go second to back row this still needs tons of help to be consistent, especially when you literally have no plays whatsoever if your merchant gets negated or removed. It’s alright but not at all OP until your field is set up to draw a lot.
<< Anonymous
Anonymous 28days ago Reply
It‘s currently one of the best decks.
Powa
Offerings to the Doomed is mvp with this deck
<< Anonymous(Powa)
Anonymous 31days ago Reply
especially if goes 1st. It may lock the opponent's play and seal our victory afterwards
Anonymous
Superheavy can be taken out
Anonymous
this deck are insane, I saw my opponent draw 6 times, first turn 3 monster 3 backrow two card in hand, how even this fair?
<< Anonymous
Anonymous Reply
its not

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