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