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 Karakuri Plants Article

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Stardust Dragon
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PostSubject: Karakuri Plants Article   Sun Jul 31, 2011 4:12 am

Hey guys so this is my second article and im here to talk about Karakuris!!
Now some of them may be total shit but im here to talk about the main and important ones
karakuris can be combined with many stuff and im doing that with plants ofc

Karakuris are known by their unbelievable sworn capability , especially the synchros since they summon a karakuri from your deck when it's summoned so let's get started oh and btw their names are so freakin complicated dammit xD

Main Priority Cards:

1-Karakuri Komachi Mdl 224 "Ninishi"


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, you can Normal Summon a "Karakuri" monster in addition to your Normal Summon or Set during each of your turns.

So simply this card runs the whole deck , it's the main tuner and main speed of the deck , it can be used with many stuff and ill explain that later...

2-Karakuri Strategist Mdl 248 "Nishipachi"

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.

Now this card is another tuner which can be used with instant fusion for a bureido synchro which will really start the swarm and give u a free draw when u summon bureido and get nishipachi , switch to def and get a free draw Wink

3-Karakuri Ninja Mdl 919 "kuick"


This card must attack if able. When this face-up card is selected as an attack target, change its battle position. When this card destroys an opponent's monster by battle and sends it to the Graveyard, select 1 Level 4 or lower "Karakuri" monster in your Graveyard, and Special Summon it in face-up Defense Position.


Pretty cool card with ninishi and so , can be summoned with burei's effect and use burei's second effect to put an opponent's monster in defense which makes it an easy target for kuick
and continue the swarm !!

3-Instant Fusion and Cyber Saurus



Now this is what i call the main non tuner since its the best and fastest way to summon bureido which is the best karakuri synchro and gives u an instant draw or even more swarming

4-Karakuri Cash Cache


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.

Pretty epic card with ninishi and can be used in many ways like with karakuri anatomy or use it with bureido to gain a hell lot of more combos if u summon ninishi and can be used with another karakuri which im gonna talk about later

5-Karakuri Shogun Mdl 00 "Burei"



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 select 1 monster on the field, and change its battle position.

Badass card that can help kuick as i said and can help swarming pretty bad since it also gets to summon a karakuri from your deck probably ninishi and if u have a karakuri in ur hand u can swarm even more Oo

karakuri shogun mdl 00X bureido



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, draw 1 card.


OMG that card in my opinion is broken and it's so badass because it can be used in many ways one of the main combos is summon nishipachi and get a free draw and a tuner and if u have another instant fusion then well ill leave the rest for you Smile

Secondary Cards

1- Karakuri Merchant Mdl 117 "Inashichi"



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, you can add 1 "Karakuri" card from your Deck to your hand.

Nice Card can be used with many stuff like Nishipachi and synchro for a naturia beast and get a karakuri card and can be used to bring trishula if u manage to bring the needed cards and can be used in many other combos

2- Karakuri Anatomy



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.

Don't really need to explain it , its like a six samurai united for the karakuris and can be used with cash cache and many many more

3-Karakuri Watchdog mdl 313 “Saizan”



this Card must attack if able. When this face-up card on the field 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.

Not a good effect but it can be used with kuick for yet another bureido , not bad

4-Karakuri Ninja mdl 339 “Sazank”



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 flipped face-up, select 1 face-up monster on the field, and send it to the Graveyard. During the turn this card is flipped face-up, it can attack your opponent directly.

It's like a karakuri ryko and can be used with ninishi for a barkion which is it's main reason , too bad it only destroys monsters and they have to be faceup but still not bad


5-Lonefire,Glow up Bulb,Dandylion




Won't say much since most of you know what's the use of them and dandylion is a Earth which can be used with karakuris for naturia beasts or tokens for some draw and stuff

Deck Sample:

Monsters:20
x3 Karakuri Ninishi
x3 Karakuri Nishipachi
x3 Karakuri Kuick
x2 Karakur Sazank
x1 Cyber Dragon
x2 Lonefire blossom
x1 Glow up bulb
x1 Dandylion
x1 Karakuri
x2 Karakuri Saizan
x2 Karakuri Inashichi

Spells:12
x2 Instant fusion
x2 Karakuri Anatomy
x3 Karakuri Cash Cache
others....

Traps:8
2 seven tools
and the rest are pretty known

Extra Deck:15
x3 Burei
x3 Bureido
x1 Barkion
x1 Beast
x2 Cyber Saurus
Others....




Last edited by Stardust Dragon on Sun Jul 31, 2011 10:58 pm; edited 1 time in total
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WilBer
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PostSubject: Re: Karakuri Plants Article   Sun Jul 31, 2011 1:35 pm

nice article , but u are somehow a lazy boi .-. but i dont like using anatomy (fail artwork)

*happy now?*


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Snakedoc(Lord)
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PostSubject: Re: Karakuri Plants Article   Sun Jul 31, 2011 1:42 pm

the deck looks good
and its an interesting approuch

u can also try running the physic engine here




















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Stardust Dragon
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PostSubject: Re: Karakuri Plants Article   Sun Jul 31, 2011 10:57 pm

how am i lazy ? last time i typed the whole deck list everyone said i should'nt
the "others" are solemn warnings mirror force torrential monster reborn mst trunade and the usual stuff xD

thanks for the comments
@snake i don't know what's a physic engine xD


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death-coder
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PostSubject: Re: Karakuri Plants Article   Mon Aug 01, 2011 12:27 am

its the fail engine with mind master who is getting a ban soon and e-tele

anyway nice article, but karakuri plants, karakuri machina or a fusion of both were never a good choice to run, pure karakuri are much better


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