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Pojo's Yu-Gi-Oh Card of the Day

Karakuri Muso 818
"Haipa"
#STOR-EN083 

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

Back to the main COTD Page

 

Dark Paladin
Thursday
 
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.


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