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. If another "Karakuri" monster on the field is destroyed, this card gains 400 ATK.
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - Jan. 18, 2011
Karakuri Bushi mdl 6318 “Muzanichiha” opens our
abbreviated week, and I'll open by saying this whole
Archtype really just strikes me as odd. We
have an Earth attributed, Level 4, Machine type
monster, none of which are bad qualities, with 1800
attack and 600 defense.
Now, this card must attack when able. Cards
that have said text and only 1800 attack, I would
qualify this as a drawback, more often than not.
When attacked, it is changed to defense position
(600) so that means about anything can destroy it.
Finally, if another "Karakuri" monster on the Field
is destroyed, this card gains 400 attack.
Unfortunately, that isn't game breaking enough to
really help you. It's nice that it says
"another monster" instead of something along the
lines of "you control" but it isn't enough.
1/5 both Formats
We kick off this [late] week with Karakuri Muz..a..blag?
Machina? Mochiha? Uchiha? We kick off this week with
Karakuri Shanky Mitsubishi, which is one home ec
robot you might not miss.
Attack-boosting effect, good. Solid effect, good.
Defense, bad. Any attacker will be able to take out
Shanky Mitsubishi, making it even harder to benefit
from the ATK boosting effect. There are better cards
Art: Doesn't look like a shanky Mitsubishi to me.
Fun Fact: If your Mitsubishi does shank you, return
it and file a lawsuit.
Tomorrow: I swear I won't make a crap pun.
Hello COTD readers, we're back after a 3-day
weekend. We kick off the week with a card from the
Karakuri line, Karakuri Bushi mdl 6318 “Muzanichiha”.
Quite a mouthful. Anyway, like all Karakuri's he is
an EARTH Machine. Which is ok, but not terribly
great. He sports an 1800 attack and 600 defense,
which makes him the strongest non synchro Karakuri.
His effect is as always he needs to attack at all
times when able and when hes selected as an attack
target his battle position changes. But his third
effect is whenever another Karakuri monster is
destroyed, he gains 400 attack.
This effect isnt particularly useful, but its there
if you need it. He's an 1800 beater so chances are
if you are using Karakuri's you are going to use
him, and if he happens to gain that 400 attack, well
Advanced 4/5 (Karakuri Decks only)
Art- A robotic samurai, awesome. Karakuri's have
So, today’s card of the day is Karakuri Bushi mdl
6318 “Muzanichiha”. A card that is almost as good as
its name is long. This is an Earth machine with 1800
atk and 600 def. That’s pretty decent for starters.
However, his effect works for and against him. You
have the basic archetype effect, where he has to
attack if able and if he is in attack position and
is attacked, he switches to def. Whenever a karakuri
monster on the field is destroyed, he gains 400 atk.
So with all karakuris attacking, or if you even
scrap dragon them, it won’t be hard for him to deal
the big blow. However all that attack is worthless
if he gets attacked, so if you want to use him, you
better have some back up. He’s most likely that last
little muscle in the otk, or just a strong starter
in the deck, if of course that deck is karakuri.
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