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.
Card Ratings
Traditional: 2.00
Advanced: 4.20
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - March 7, 2011
The Karakuri Shogun is a force to be reckoned with,
as I've written about in my articles. You need only
a Machine and a level (most often) 3 Tuner. Black
Salvo and Karakuri Strategist are both dupe-able, so
you won't have problem getting the Tuner, and
standard level 4 monsters are everywhere--and
Karakuris have loads of search power and recursion.
Automatically summoning a Karakuri along with
himself? That's what makes this guy truly amazing.
You can jump your Tuners up to this guy at no cost,
and if you're attacking directly, you reach
strengths higher than Dark Strike Fighter!
The Burei is capable of destroying virtually any
other monster in battle--if it has an ATK or DEF
less than 2600, it's out. It's also a level 7
Synchro worth summoning, with all the Karakuri power
behind him (and an even quicker +1 from Anatomy).
There isn't much more to say about this guy. He has
support, he can tear down anything, makes his own
army, and he's accessible.
4.5/5
Art: Looks a little rusty.
Fun Fact: POKEMON BLACK AND WHITE!!!
Tomorrow: Someone's dropping the Watt bomb.
General
Zorpa
Karakuri Shogun mdl "Burei"
This is one of the Karakuri Boss monsters, which is
actually not saying very much. Burei is a level 7
EARTH Machine Synchro monster with 2600 ATK and 1900
DEF. It is not a generic Synchro, needing all
Machine Type non-Tuners. As it is a Machine that is
hard to bring out, it suffers from Chimeratech
Fortress Dragon, which is in almost every extra or
side deck. It is also not generic, so it must be
pretty damn good in order to be playable.
The effect is that when it is Synchro Summoned you
can Special Summon a Karakuri monster or Mechanical
Spider from your deck. Also, once per turn you can
change the battle position of one monster on the
field. Okay, so it helps to replace the card
advantage lost form it's Summon, which is nice, and
getting a Haipa from your deck can mean some serious
firepower just got added to your team. The changing
battle position things is rather pathetic for a boss
monster, but enables it to take out almost every
monster that you will see in battle.
As it is, it is not even the best Synchro monster
out there to use to change battle position. Junk
Gardna will do it during either players turn and
also when it dies. Gardna is also a million times
easier to bring out, which is a major plus in its
column. Basically, I can see this guy as being an
alpha striker, bringing out Haipa and then a quick
Limiter Removal in order to OTK an opponent, other
than that it is almost completely less powerful than
other monsters you can bring out.
Alright, Earth, machine, level 7, 2600 ATK, 1900
DEF, 1 tuner + one or more non-tuners. Given
these facts, Karakuri Shogun mdl 00 “Burei” is
already a decent card. First off, he is a 2600
level seven monster, which is good for a level
seven. Also, he is a machine synchro that
doesn’t suck, like Power Tool Dragon, and that isn’t
banned, like Dark Strike Fighter.
So, you’ve got this pretty nice synchro on your
hands. However, this card's effect is what makes him
far better than the standard synchro.
Its effects are as follows: when this card is
synchro summoned, you can special summon a Karakuri
monster from your deck. Once per turn, you may
select 1 monster on the field, and change its battle
position. Holy poo, that’s some good effects.
So it’s first effect, in a nut shell, is that you
make your synchro out of two monsters, and then you
pull out a monster to replace a monster lost to
summon this card. This card is a synchro that
won’t decrease your field presence. How awesome is
that?
And to top things off, you can change a monster on
the field’s battle position, activating various
Karakuri support cards and effects, or just getting
ready to maul a big monster. I don’t really see a
downside to this card. I know there are better
things out there, but this adds a great deal of
power to machines, Karakuris, and who knows what
else.
Traditional: 3
Advanced: 4.5
darthluigi36
Burei is basically Konami's way of saying "You
know what, Karakuris?
You OTK decently, but how would you like to OTK
FABULOUSLY?!".
Basically, now Karakuri win the game any time they
draw Machine Duplication + a tuner. There's not much
else to say really, Burei can fit into non-Karakuri
machine decks, but all he does is change something's
position. There are better LV7's to go for than him
outside of his own deck.
Traditional: 2/5 Karakuri OTK might be somewhat
consistent here, but it's still nothing compared to
the other FTK's.
Advanced: 5/5 You can definitely expect to see some
Karakuri action at tournaments now, largely in part
thanks to this fellow.