Next week I'm gonna get myself a new deck and YES!! its Karakuri!! No idea whats Karakuri? Its Mechanical if translated. But thats not the specifics you want I guess. Its a new archtype from Star Strike Blast and they are machines!!
We needed more Machine archtypes!! seriously ... we do ...
Enough with that, I find the Karakuri cool cause their names and effects. 1 thing most Karakuri have in common is that :
1. Their names are in numbers. Well, they ARE robots, so, manufacturing codes?
2. When they are selected an attack target, they are switch into defense. Oh!
3. They have their own Mirror Force thats quite easily activated unlike Koaki Meiru's. And ITS A BOMB!!
4. They MUST attack if possible, but they are (generally) quite small.
Off to printing and test playing ...
Wa-Lah!! ... or maybe ... wA-LA!! ... or WAALA ... how do you spell this ...?
Karakuri Control (42):
2x Cyber Dragon
3x Karakuri Warrior 6318 (beat stick)
3x Karakuri Merchant 177 (searcher for Karakuri CARD)
3x Karakuri Soldier 236 (floater)
3x Karakuri Ninja 339 (snowman eater with 1200 attack)
2x Karakuri Officer 248 (lv3 tuner)
3x Karakuri Castle of Elements (Karakuri's Deformer Map)
3x Karakuri Disassembling Manual ( Karakuri's Six Sam. United)
1x Pot of Avarice
1x Limit Remover
1x Mystic Space Typhoon
2x Timed Karakuri Bomb
2x Karakuri Resident
2x Bottomless Traphole
2x Zero Gravity
2x Dust Tornado
1x Torrential Tribute
1x Mirror Force
1x Trap Dustshoot
1x Solemn Judgment
2x Karakuri Shogun Burei
2x Scrap Dragon
1x Scrap Twin Dragon
7x Generic Syncro
1x Chimera Tech Fortress
Play style :
Not unlike Machina Gadgets but they are a lot more tricks up this deck's sleeve. But the fact that the boss is not as powerful as Machina Fortress is a minus.
Lets see, they have their own Searcher AND Floater.
Their own tuner that can change its own battle position (with its position changing effect).
Their own Snowman Eater that CAN attack and CAN get rid of Stardust!!
... and a beatstick which is sorta useless aside from the fact that its a beatstick.
For spells, they have their own Gear Town and Six Samurai United. Which SPELLS advantage.
And for traps, they have their own Mirror Force and their own Crystal Raigeki (which is not exactly easy to activate).
For better builds, we would have to wait for this deck to come out next weekend, if its good, I might use it in next sunday's Trishula tourney. Or maybe I'll stick with my original plan of Scar-Red Nova ... will see.