Karakuri is an extremely fast Synchro-swarm deck with a mechanic centered around changing monster positions. Karakuri Anatomy helps draw through your deck and is facilitated by Karakuri Cash Cache and the boss monster, Karakuri Shogun mdl 00 “Burei”. The main support monsters are Karakuri Komachi mdl 224 “Ninishi”, a Tuner which allows a second summon; Karakuri Merchant mdl 177 “Inashichi”, which searches any Karakuri card; and Karakuri Soldier mdl 236 “Nisamu”, which floats into other Karakuri monsters. Because of the speed at which Karakuri draws through the deck, high-impact tech cards like Hey, Trunade! and Offerings to the Doomed support the deck’s ability to OTK and are often used.
Because this deck has been out of the meta for a while, we do not have enough statistics on the deck to generate an up-to-date breakdown. See below for the most recent available decklists.
- The non-Synchro monsters are all forced to attack if able, so be mindful about how you summon monsters and how you use Shogun’s effect to keep from suiciding your monsters.
- Soldier and Merchant only change battle position when attacked while in attack position; Komachi changes battle position when attacked in any position.
- Level Augmentation is primarily used to make Shogun with Komachi (boosted to level 5) + Merchant, but can also make Stardust Dragon with Merchant (boosted to level 5) + Komachi, Giganticastle with Komachi (boosted to level 5) + Soldier, and – in a pinch – Armades with Komachi (boosted to level 4) + Sphere Kuriboh.