[edit] Introduction

Karakuri are a Earth Machine-Type Archetype whose original appearance was in the booster pack Starstrike Blast. Since their debut, they have received additional support in Storm of Ragnarok and Extreme Victory, which has granted them competitive viability.

The definition of "Karakuri" is a "mechanical device to tease, trick, or take a person by surprise". The monsters resemble mechanized puppets from Japan between the 17th to 19th century, which could only move in a predetermined path. This linear pattern is shown in card effects, as the monsters do not have much control over attacking or defending.

The pronunciation of a few Karakuri cards have English puns related to their role, such as Karakuri Barrel mdl 96 "Shinkuro" being pronounced as "Synchro".

[edit] Gameplay

Although most Karakuri monsters have effects based upon position control, the general strategy behind the deck is unrelated to actual position control, aside from the various Spell Card and Trap Card support given to the archetype.

The actual game-play with the deck relies on large amounts of Special Summons each turn, Swarming the field with Synchro Monsters and overwhelming the opponent. This is achieved through the effect of Karakuri Komachi mdl 224 "Ninishi", whose effect allows for quick Synchro Summons through its double-summon. To maintain card advantage, each Karakuri Synchro Monster Special Summons additional Karakuri monsters from the deck, allowing for fast Swarming. Furthermore, Karakuri Ninja mdl 919 "Kuick" can be used with the position-changing effects of Karakuri Shogun mdl 00 "Burei" to allow for additional card advantage to be obtained through destroying mosnter(s) by battle.

[edit] Members

[edit] Monsters:

[edit] Spells:

[edit] Traps

[edit] Extra:

Last edited by Swampert X on 9 July 2012 at 04:55
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