This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. If this card attacks, change it to Defense Position at the end of the Battle Phase.
Card Ratings
Traditional: 1.10
Advanced:
2.88
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - March 10, 2011
What is this week, re-made versions of other cards
week or something? Karakuri Muso MDL 818 "Haipa"
is more or less a Fusion of Goblin Attack Force and
Beserk Gorilla (for starters). This is an
Earth attributed Machine, with 2100 attack and 1100
defense, and is Level .
He has to attack if able (Gorilla) and changes to
defense position when selected as an attack target
(take your pick), and changes itelf to defense
position at the end of the Battle Phase (Goblins).
I don't like him even where he belongs. Good
maybe for a Direct Attack to win but not much else.
Ratings:
Traditional: 1/5
Advanced: 2/5
Art: 4/5
Mark
Howard
Karakuri Muso mdl 818 "Haipa"
The Haipa adds a phenomenal amount of power to the
Karakuri deck. It's not just a 2100 beater. It's a
2100 beater searched by Soldier, summoned by Ninja,
protected by Trick House, and fueled by Anatomy and
Showdown Castle. What's amazing about the Haipa is
that it has no downsides in a Karakuri deck, only in
other decks. Turning to DEF after he attacks just
lets you activate more effects!
In fact, if you summon him via a Shogun, you'll lay
5000 damage on the opponent. That's more powerful
than DSF, and you're keeping your monsters for the
next round. By himself, Haipa tears down anything
with 2000 or less ATK or DEF when you pair him up
with the already-amazing Geartown imitation of
Karakuri Showdown Castle.
4/5
Art: He looks so scary. Junkyard Poseidon or
something?
Fun Fact: Insert generic epic praise for Black and
White.
Tomorrow: Just imagine Lt. Surge and his Dundabowt
attack.
General
Zorpa
Karakuri Muso mdl 818
Haipa
Haipa is a level 4 EARTH Machine with 2100 ATK and
1100 DEF and one sick moustache. The stats are
pretty good, but if it has a bad drawback like most
of the high ATK monsters of level 4 in Yugioh, then
I would think that is not the best card ever. The
fact that it is a Machine hurts it due to
chimeratech Fortress Dragon, but other than that the
stats are solid.
The effect is that when it attacks you change it to
defense position and when it is attacked it is
changed to defense position. It also must attack
each turn if able. At this point the card is almost
unplayable. It can be used in an OTK hit with Burei,
which is kinda cool, but that is far too hard to do
and pretty much not worth doing. So another filler
card for the Karakuri deck, but not so bad in that
particular deck.
Traditional-1/5
Advanced-2/5
darthluigi36
Today we come to Karakuri Muso mdl 818 "Haipa",
an excellent piece of support for the Karakuri
theme. Haipa is a huge beater, clocking in at 2100
ATK, but a poor 1100 DEF. When he attacks, he
switches to defense position. Like his brethen, he
is switched to defense when he's attacked, but
that's not really important with the first effect.
Haipa is awesome in the theme for giving them a
large 4-star monster finally. Haipa is also able to
manually trigger several of the Karakuri's theme
cards like Karakuri Anatomy and Bureido. He's
summonable by Burei and Bureido's effects as well,
leading to easy and quick games.
Traditional: 1/5 Karakuri OTK is too slow for this
format of OTKs.
Advanced: 4/5 Great piece of support for the theme.
The
Crowing
Ah, a Karakuri card. This one is Haipa, an EARTH
4 star Machine. Pretty standard stuff. Its stats are
2100/1100 and it has the standard, "Must attack if
able and if selected as anattack target while in
faceup attack it will switch to defense" clause that
all Karakuris have. So what does this one do? He's
like the goblin attack force of the group, after he
attacks he switches to his more vulnerable defense
mode. So, you can summon him in attack position, but
if you do he HAS to attack. If he doesnt attack,
when hes selected as an attack target he will switch
anyway. So theres almost no way to use his 2100
attack unless you do the attacking first.
This is pretty bad, even for karakuris, which IMO
are pretty decent, but I dont think they should
bother with this one. 2100 is nice and all, but it
comes with too many clauses.
Traditional 1/5
Advanced 2/5 (Karakuri Decks Only)
Art- "You are terminated"
David
the
Nameless
Today’s card of the day is our favorite robot
samurai, the Karakuri muso Haipa. I don’t want to
say his full name, so the muso has his ups and
downs. First of all, this card's effect states that
when this card attacks, its battle position is
changed at the end of the battle phase.
Also, if this card is attacked, change it to defense
position. It may not seem so good at first, but its
stats are amazing. It topples almost any level four
monsters and can beat down most defense position
monsters with an incredible atk of 2100. Making it
better, when this card attacks, it changes on YOUR
turn. So then you can activate trick houses on your
turn or set up with a Karakuri clock. The down side
of this monster is that its defense is only a measly
1100. So when you get your attack off, it will die
next turn unless you have a Karakuri klock or some
other trick. Well that’s all I can really say about
our robot friend. This is David the nameless
signing out.
Traditional: 1.5
Advanced: 3
Art: Is it me or does it look like a marauder from
Samurai Jack.