Monday, April 4, 2011

Control Based Karakuri

 So I've been working in a more control build for karakuri and I've reached to this:

3x Karakuri Komachi MDL 224 'Ninishi'
3x Karakuri Merchant MDL 177 'Inashichi'
1x Karakuri Muso MDL 818 'Haipa'
3x Karakuri Ninja MDL 919 'Kuick'
2x Karakuri Soldier MDL 236 'Nisamu'
2x Karakuri Strategist MDL 248 'Nishipachi'
2x Karakuri Watchdog MDL 313 'Saizan'
2x Fossil Dyna Pachicephalo
1x Machina Fortress
1x Glow-Up Bulb
1x Unknown Synchron

Spells:

3x Karakuri Showdown Castle
2x Mystical Space Typhoon
2x Karakuri Cash Cashe
1x Dark Hole
1x Giant Trunade
1x Monster Reborn
1x Limiter Removal

2x Trap Stun
2x Solemn Warning
1x Royal Oppression
1x Torrential Tribute
1x Solemn Judgment
1x Mirror Force

1x T.G. Hyper Librarian
1x Ally of Justice Catastor
1x Black Rose Dragon
1x Trishula, Dragon of the Ice Barrier
1x Scrap Dragon
1x Stardust Dragon
1x Naturia Barkion
1x Naturia Beast
3x Karakuri Steel Shogun MDL 00X 'Bureido'
3x Karakuri Shogun MDL 00 'Burei'
1x Brionac, Dragon of the Ice Barrier


The Deck was build specifically to play around meta decks and shut off special summons from your opponent. The Fossil Dynas are there to destroy all their swarmed monsters and it is great for stopping decks like Six Samurai and Fish that Special Summons a lot. A first turn Naturia Beast can cripple their strategies in their very first turn. It can act like a Spell canceler for your opponent and when you are dealing with traps you can just use trap stuns. 
Oppression is great to kill your opponent's key special summon and whenever you wish to stop it just trap stun it and let your opponent waste 800 LP while protecting your from their traps.

The can deck play aggressively too, going with unknown synchron or glow-up bulb while the first you don't need to set up the field since you can just special summon it from your hand when your opponent control a monster. Glow-up Bulb is there because it can turn Machina Fortress and Burei to Bureido.



Karakuri Showdown Castle can kill your opponent synchros by running over them and gives you a level 4 or higher Karakuri when it is destroyed. Karakuri Showdown Castle enforces the use of 3 Kuicks since she can just abuse her effect and revive a Karakuri to synchro during Main Phase 2.


Cash Cashe is to speed up the deck. With Komachi + Cash Cashe in your hand, you can simply go for Naturia Beast or Burei.

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