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Mark Howard on Yu-Gi-Oh

Karakuri Potpourri

Alright, I'm back from my Black/White coma, and I'll actually be writing new articles, now. Yay! A beacon of hope in your otherwise Mark-less world!

A Karakuri deck has tons of different options for tech cards and engines, but which is the best? You may have heard of Karakuri decks utilizing Plants, Machina, Geartown, the Salvo engine, and a huge supply of individual cards that are constantly varying between builds. Decks are becoming more and more cramped these days, especially in the current format, which is plagued with staples. But for those of us who don't feel like shelling out for Solemn Warning and Pot of Duality, there are still options.

Not all Karakuri support cards are commonly used. To sum up a few, I would always recommend three Anatomy and Showdown Castle whenever possible. The Castle is what makes the deck a true threat, and extra copies become likeKarakuriShowdownCastleSTBL-EN-R-1E.jpg Monster Reborn. Simple, costless cards like Haipa will take down just about any huge monster--while making your opponent sorry they ever summoned low-ATK monsters and tokens. Anatomy is a Pot of Greed when used right, and an MST decoy otherwise--two fates you won't hate to see.

The three traps you may have looked at are Trick House, Klock and Cash Shed. Their timing isn't quite worth it unless your deck really centers around the robots. Trick House can fill a lot of different roles if you can hit its timing--it ultimately depends on the deck. Same with Klock, being a much more powerful Mirror Force, but I prefer the latter for KarakuriCashShedEXVC-EN-SR-1E.jpgconsistency's sake.

The new Super, Cash Shed, is a real godsend for Karakuri. Negating any Spell/Trap for free is HUGE, and this works off of Haipa, Shogun, Strategist, and last turn's Merchant. As with Solemn Judgment, this gives you a large degree of control over the state of the duel, and is definitely a staple if your build is pure enough.



Finally, Karakuri Komachi "Ninishi" fills the exact same niche as Strategist, KarakuriKomachimdl224NinishiEXVC-EN-C-1E.jpgbut replaces combo power with brute force. Her DEF is high enough that she will likely last a few turns, but extra copies don't get their effects. Karakuri decks can have a lot of monsters to play, but I wouldn't recommend replacing your Strategists unless your deck is all-out OTK with Limiter Removal, in which case this robot lady can be deadly.

No doubt, a Karakuri deck takes skill to wield, and is almost as customizable as Quickdraw. But the cards in the deck--and how they're used--are all up to the Duelist, and what a decision that can be!


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