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Karakuri Trick House | Deck and Rulings

This page notes details of Karakuri Trick House (Trap Card/Normal) : decks, tips, effect and rulings. Learn and enjoy playing Yu-Gi-Oh! Duel Links!
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update 29/11/2016

Karakuri Trick House

Karakuri Trick House
TypeTrap Card
PropertyNormal
Card Effect TypeActivation requirement / Card effect
Passcode33184236
ArchetypesKarakuri
Supports ArchetypesKarakuri

text

Activate only when the battle position of a face-up "Karakuri" monster you control is changed. Select 1 card on the field, and destroy it.

How to Get

PackRevolution Beginning [R]
Level-up reward--
Victory against--
Card trader--
Other--

Evaluation

RatingB-

Pros

Cons

Tips

Decks

Rulings

Classifications

Monster/Spell/Trap categoriesDestroys Monster Cards / Destroys Spell Cards / Destroys Trap Cards

Comments

Anonymous
Destroys any card on the field and it's just a R card? wow, it seems op ^^
Anonymous
Not a bad card at all since it's actually pretty easy to activate, and it can remove any card from the field.
Shadow
I like this card. A little slow but can easily pop big monsters that you can't get over and it can be even done on your opponent's turn.
<< Anonymous(Shadow)
Another Anon Reply
Side note: it does target even though it uses "select" in its text.
<< Anonymous(Shadow)
Anonymous Reply
Lately I've been running a casual Karakuri deck against the AI duelists, and I've really come to appreciate how versatile this thing is. Can hit monsters, spell or traps as needed, and doesn't care if the target's face up, face down, Attack or Defense position.

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Comments (updated every hour)

This deck is pretty fun with Xyz... if we had more monster zones...
Aero Shark is a terribly bad card, it totally should have been an N card reward in the event lol
I don't know what's even the point of the Xyz Summon in here. You already can Miracle S...
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