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Meet the Karakuri!

October 27th, 2010

We’ve seen many new and exciting families of monsters that made their debut in recent booster sets. Hidden Arsenal 2 introduced Duelists to Naturia, which can work together with existing cards to lock down opponents. Scrap monsters made a big splash in Duelist Revolution and have already seen tournament success, making it to the Top 16 of Yu-Gi-Oh! Championship series events across the globe! Scraps and Naturia get all new cards in Starstrike Blast, but we’ll also see a brand new set of cards make their first appearance. It’s time to meet the Karakuri!

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The Karakuri are all EARTH Machine-Type monsters that must attack the opponent each turn if they’re in Attack Position. Also, when they’re in Attack Position and they’re attacked by the opponent, they automatically switch to Defense Position, so you won’t lose any Life Points when your opponent Summons a stronger monster!

Karakuri Bushi mdl 6318 “Muzanichiha” is a Level 4 monster with 1800 ATK, but whenever another Karakuri monster is destroyed he gains another 400 ATK. This ATK gain is permanent, so if 2 Karakuri are destroyed Muzanichiha goes up to 2600 ATK, and if 3 are destroyed its ATK increases to a whopping 3000! The stronger Muzanichiha gets the less you have to worry about which monster(s) you must attack during your turn.

The Karakuri monsters also like to play around with your opponent’s cards! Karakuri Strategist mdl 248 “Nishipachi” can change the battle position of any monster on the field when it’s Normal or Special Summoned, so you can turn any of your Karakuri to Defense Position if you don’t want them to attack this turn, or you could switch your opponent’s monster’s positions to make them easier to destroy. This works well against Decks like Blackwings and Infernities, as both have several monsters with very low ATK or DEF that make them easier to take down. Nishipachi’s also a Level 3 Tuner, which will help you to Synchro Summon Karakuri Shogun mdl 00 “Burei”!

Karakuri Shogun mdl 00 “Burei” is the Deck’s most powerful monster, a Level 7 Synchro with 2600 ATK. When it’s Synchro Summoned, you can Special Summon any Karakuri monster you want from your Deck! On top of that, once per turn you can change the battle position of any monster on the field. Finally, Burei doesn’t have to attack whenever possible (or switch to Defence Position when attacked), but with 2600 ATK you’ll want to take down your opponent’s monsters whenever you can!

Another Tuner that will greatly help out your strategies is the world premiere Karakuri Barrel mdl 96 “Shinkuro”. Like all Karakuri it must attack when it can, and is switched to Defense Position when it’s attacked, but once per turn it can’t be destroyed by battle, so you’ll be able to keep it on the field long enough to Synchro Summon Burei or any other Synchro Monster.

There are many other Karakuri monsters in Starstrike Blast too. Karakuri Soldier mdl 236 “Nisamu” can Special Summon another Level 4 or lower Karakuri from your Deck when it’s destroyed in battle,  and Karakuri Merchant mdl 177 “Inashichi” lets you add another “Karakuri” card from your Deck to your hand, even Karakuri Spell and Trap Cards! Finally, Karakuri Ninja mdl 339 “Sazank” can send a face-up monster from the field to the Graveyard whenever it’s flipped face-up, and can attack your opponent directly on the same turn!

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As well as introducing the Karakuri monsters to Duelists, Starstrike Blast offers enough Spell and Trap Cards to make the Deck as strong as possible right from the off. One of the most useful is Karakuri Showdown Castle, which lets you change the battle position of your opponent’s face-up monsters when you attack them. As most of the Karakuri have low ATK to begin with, Showdown Castle will give your monsters the best possible chance of winning or at least not losing  battles. With Showdown Castle messing with your opponent’s battle plans they’ll want to destroy it as soon as possible, but even that will be of benefit to you as you get to Special Summon a Level 4 or higher Karakuri from your Graveyard when it’s destroyed! That’s useful if your Burei winds up in the Graveyard.

Another Spell card you probably want to use in your Karakuri Deck is Golden Gearbox, a Quick-Play Spell that gives 1 of your monsters 500 ATK and 1500 DEF for the turn. That should be enough for you to take down monsters when you’re attacking, and survive attacks from your opponent’s strongest monsters on their turn. Karakuri Anatomy will help you draw your best cards (like Showdown Castle and mdl 6318 “Muzanichiha”)  faster, letting you draw a card for every Karakuri Counter on it. You get counters whenever the battle position of your monsters change, and you can have up to 2 counters on Karakuri Anatomy.

The 2 Karakuri Trap Cards in Starstrike Blast will be cards that your opponent will never want to see. First up is Karakuri Klock, which is like the Deck’s own Mirror Force, but instead of just destroying Attack Position monsters when your opponent declares an attack, it destroys all of their face-up monsters! Karakuri Trick House is a handy alternative for when you don’t have Klock Set, as you can destroy 1 card on the field whenever the battle position of a Karakuri monster is changed. You’ll be able to use this whenever your opponent declares an attack, but it can also work well on your turn, letting you destroy your opponent’s cards or even a Karakuri of your own to make mdl 6318 “Muzanichiha” even stronger.

The Karakuri work together in a way like nothing you’ve ever seen before, and can cause all sorts of problems for those that don’t know what’s coming. You’ll be able to find all the Karakuri cards you need at the Starstrike Blast Sneak Peek next month!

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