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 (and remains face-up): Draw 1 card.
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - June 27, 2012
Another Synchro? Karakuri Steel Shogun MDL 00X "Bureido"
is a Level 8, Earth attributed, Machine type
Synchro, with 2800 attack and 1700 defense, who is
Synchro Summoned with a Tuner and one or more
non-Tuner type Monsters. This guy wants to be T.G.
Hyper Librarian, but he's not, AT ALL. When Synchro
Summoned, he allows you to Special Summon another
Karakuri Monster from your Deck. That's a good
thing, a +1, and another Monster at your disposal.
Once a turn, when the Battle Position of a face-up
Karakuri Monster you control is changed, you can
Draw one card. Drawing is obviously a good thing,
and this can be done to most Karakuri Monsters with
relative ease. But it's just too much work just to
Draw an extra card. The 2800 attack is nice, but I
think your Karakuri Deck (IF you're playing it at
all) can do without this card.
Karakuri Steel Shogun MDL 00X “Bureido” is the
Syncho monster that makes Karakuri’s worth playing.
At 2800 attack with the ability to plus 2 with a
summon of another Karakuri and a draw, Steel Shogun
makes a strong case for playing a Karakuri deck.
Summoning Steel Shogun is easy. Set Karakuri Soldier
MDL 236 “Nisamu” and let it get destroyed in battle
to get its effect to special summon Karakuri
Watchdog MDL 313 “Saizan”. Then on your turn, summon
a level 4 Karakuri monster and tune for Steel
Shogun. If you do not have any of these monsters,
you can get them easily with Karakuri Merchant MDX
177 “Inashichi” or Karakuri Cash Cache.
What is so special about Karakuri Steel Shogun is
that the Karakuri theme is all about changing battle
positions, so that turns Steel Shogun into a draw
engine. As a matter of fact, all you have to do in
summon Steel Shogun and use its effect to summon
Karakuri strategist MDL 248 “Nishipachi”. Then use
that monster’s effect to switch itself to defense so
you can draw a card. You can also use Karakuri Cash
Cache to change the battle position of a Karakuri
monster to get a level 4 or lower Karakuri monster
from your Deck and draw a card.
While not top tier any more, Karakuri decks are
still very powerful and fun decks to play.
We dug deeper into Yu-Gi-Oh!'s Haunted Mine Gold
Series set and hit paydirt with the go to synchro
monster for the Karakuri archtype, Karakuri Steel
Shogun mdl 00X Bureido. a level 8 synchro, needing 1
Tuner monster and 1 or more Machine-Type non tuner
monsters. Bureido is a must for the Karakuris. His
ATK and DEF stats are good at 2800 and 1700. When
Bureido is special summoned, you can special summon
1 Karakuri monster from your deck, also whenever the
position of a face up Karakuri monster you control
is changed, Draw 1 card. Karakuris always had a
thing for changing positions and field control and
Bureido is no different. Drawing cards for what they
do best is pretty good, especially when you team
them with cards like Enemy Controller, Zero Gravity
and No Entry!!. If you are using Karakuris, then I
would hope to see a copy of two in your extra deck.
Advanced: 3.5 *In a Karakuri deck only.
Tomorrow: Lady Bird...
And behold, the strongest Karakuri monster there
is, the Steel Shogun ("Big General" in the original
Double-oh-ex here is perhaps the most dynamic play
Karakuris can pull. First of all, upon his summon,
he immediately provides you with any Karakuri out of
your deck to compensate for the likely two monsters
you used as Synchro Material (usually Kuick +
Watchdog or maybe with a Level 3 Tuner). The
strongest Main Deck Karakuri is Nanashick, the
2200-attacker. Nanashick itself is a rather
lacklustre card, though; if you haven't used her
already, you might want to summon Komachi instead,
and through her effect continue to swarm further
from your hand. After you're done swarming, you can
proceed to smash your opponent with that nitojutsu
Oh yeah, and if you change one of your Karakuri's
positions (which should happen ideally near every
turn), you get a draw, so that's an extra draw every
turn! This if you mongus when you combine with
Karakuri Anatomy. Usually you will use effects that
constantly improve your advantage and simultaneously
change your position at the side effects, cards like
Cash Cache and the other Karakuri Shogun.
Now...a Level 8 Synchro... Most decks' go-to Synchro
is Scrap Dragon, infamous for the one-for-one's it
produces even outside of Scrap Decks. While Scrap
reduces your opponent's resources, Zero Zero Roman
Numeral Ten build them up for you. Sometimes, and
perhaps even most of the time, Scrap Dragon is the
more reliable effect to roll with, but Robo-Shogun
has much more potential for advantage. Really, would
have to depend on the situation, but yeah, don't
make a Karakuri Deck without The General.
Traditional: 2.25/5 (not quite sure what good
Karakuris have, but speed-drawing is good)
Aesthetics: 1.9/5 You know, it's sort of funny not
every Karakuri monster is a ninja. It sorta presents
a community-sorta feeling, how Karakuri Merchant is
actually a merchant and not really a ninja, but is
part of the Karakuri family (karakuri means
"mechanical"), so it's like a village of robotic
puppets! The common effect of being forced to attack
and battle positions of most Karakuri illustrate
their "ninja puppet" design, their internal gears
rotating as they are forced to march forward in the
name of the Great Shogun (actually, shogun were
leaders of samurai, not ninja). I don't know what's
the deal with the whole "Model" thing though. I
understand it's an Easter Egg that relates to simple
multiplication and puns (for example, Kuick/Quick is
mdl 919 and Nanashick is 7749), but...really, it's
just so random (nana means "seven," shi sorta sounds
like "four," kyu means "nine," and the same pattern
can be found in most every Karakuri, but we have
three different "Karakuri Ninjas" and it is very
damn confusing for the opponents of Karakuri to
understand which one does what). Karakuri ningyo are
sorta like Japanese wind-up toys back from 1600.
Bureido's Japanese name is simply "Karakuri Great
Shogun Blade." I forgive the English department for
not translating Shogun to General and I guess not
translating Karakuri to Mechanical is passable, but
they had to incorporate the over-the-top
Japanese-accented English of Blade as "Bureido" and
then they threw on the completely random "mdl 00X"
and they even substituted the word "Steel" over
Philosophy Corner: I like how they didn't remove the
horns in the TCG and he sorta looks like Turtle
Oath. That is all.
Copyrightę 1998-2012 pojo.com
This site is not sponsored, endorsed, or
otherwise affiliated with any of the companies or
products featured on this site.
This is not an Official Site.