Blast from the Past, Karakuris!

What’s up boys and girls, its T-Time! Welcome to the first of many Thunder Thursdays! Today I want to take a look at a deck that will become much better with a format switch in February. When the fire deck becomes more popular, Karakuris will find their place once again. The deck’s ability to quickly summon Naturia Beast makes the deck a great option against the deck, and its ability to summon a 2800 ATK beat stick makes it even better. Without further ado, here is my current Karakuri deck list.

Monsters: 26
Karakuri Ninja mdl 919 “Kuick” x3
Karakuri Soldier mdl 236 “Nisamu” x3
Karakuri Komachi mdl 224 “Ninishi” x3
Karakuri Merchant mdl 177 “Inashichi” x3
Maxx “C” x3
Karakuri Watchdog mdl 313 “Saizan” x2
Karakuri Strategist mdl 248 “Nishipashi” x2
Tragoedia x2
Cyber Dragon x2
Solar Wind Jammer x2
Gorz the Emissary of Darkness

Spells: 14
Forbidden Lance x3
Karakuri Anatomy x2
Karakuri Cash Cache x2
Mystical Space Typhoon x2
Mind Control
Pot of Avarice
Heavy Storm
Monster Reborn
Limiter Removal

Extra Decks: 15
Karakuri Shogun mdl 00 “Burei” x2
Karakuri Steel Shogun mdl 00X “Bureido” x2
Stardust Dragon
Scrap Dragon
Black Rose Dragon
Naturia Barkion
Chimeratech Fortress Dragon
Ally of Justice Catastor
Naturia Beast
T.G. Hyper Librarian
Tiras, Keeper of Genesis
Gagaga Cowboy
Abyss Dweller

So it’s the same old concept it always has been, Synchro Summon lots of monsters and try to OTK. When you can’t, do as much damage and draw as many cards as possible and hope to overwhelm them. In many instances, however, it is to summon Naturia Beast and ride it to a win. Naturia Beast devastates some of the most annoying decks such as Dark World, Prophecy, Six Samurais, and the Fire themes. Naturia Beast is also one of the main reasons to play this build over the Geargia build. The aggression of the deck also allows it to keep up with a lot of the other fast decks out right now. Geargia is a defensive deck no matter how you slice it, due to the reliance on Geargiarmor.

Karakuri’s just recently picked up a new weapon in Solar Wind Jammer. It is a more versatile Cyber Dragon, at least when it comes to Synchroing out. The fact that you don’t have to rely on your opponent having a monster is amazing, considering that you can Special Summon the Jammer on your first turn. Solar Wind Jammer with Komachi and any other Karakuri monster is an insane opening. You will end with a Stardust Dragon and Bureido, or 2 Bureidos, a Strategist, and 2 cards drawn. Jammer also punishes your opponent for playing conservatively by blasting them with big Synchro plays.

Cyber Dragon is still used because on its own, Cyber Dragon is still a stronger card. The 2100 attack is still pretty big, and it is a way to go one for one into Thunder King Rai-Oh. With Extra Decks running thin these days, you can feel pretty secure leaving him on the field with another Machine Monster, since most people cannot fit Chimeratech Fortress Dragon. However, since you are packing your own copy, you can punish your opponent for finding safety in Zenmaines or counting on the Card Trooper draw. Plus with Tragoedia and Solar Wind Jammer, you can count on dropping a Tiras every once in awhile.

You aren’t playing any traps, so you are maxed out on Maxx “C”s. After all, if they let you draw more than they should, you will be sure to OTK them in the next turn with your synchro plays. It also gives you an alternative way to summon a Naturia monster. You are playing 2 Tragoedias because that card is more than amazing right now and the same can be said for Gorz. The rest of your monster lineup should seem pretty self explanatory, since they are all cards necessary to create the big synchro monsters that you have up your sleeve. Remember though, Merchant is your way to make both Naturia monsters, so be sure to use him wisely. He also sets up a lot of plays with your Karakuri Spells.
Speaking of which, lets get into those. Most Karakuri decks do not play Anatomy. I think that any time you are given a version of “Six Samurai United”, you should play it. Where it lacks the versatility of Six Samurai United in having to have your monsters switch, it makes up for that by being searchable with Merchant. It may take a turn or two, but you will get your draw power out of it. It also gives you a good alternative when using merchant in instances where you are monster flooded. With 26 monsters, that will be relatively frequently. The card is surprisingly good and will be useful more often than not.

Karakuri Cash Cache is another searchable card with Merchant and can be combined with Bureido and Anantomy. It is also a good option with Watchdog, since tilting Watchdog to defense means that when it is attacked, it will change to attack position where it cannot be destroyed by battle. It will also gain 600 Attack and Defense for the rest of the turn, so if it is switched to defense by another attack, it will have to be a pretty big monster.

Three Forbidden Lance’s are there to make sure monsters you need on the field stay there. It also takes care of Thunder King and Steelswarm Roach in a reasonable way. It is also one of the only defensive weapons in your deck, but set it wisely since your opponent will have less targets with MST. It can be used to keep Naturia monsters floating on your field. Mind Control is amazing in this deck and in any deck that runs ample tuner monsters. Finally, Limiter Removal is a card that I have heavily criticized in the past. In this deck, I think it has a great fit. It is able to capitalize on a moment where you can attack for game, then you can XYZ or Synchro your way out of the pickle you put yourself in if your opponent hand the answers necessary to weather the storm.

With this deck it is important to mind the positions that your monsters are in. When doing the double Bureido combo, it should go like this. Special Summon Solar Wind Jammer, Normal Summon Ninishi, then Normal Summon a lv 4 Karakuri Monster. Synchro Ninishi with Solar for Bureido, searching either Watchdog or Soldier, then Synchro into another Bureido summoning Strategist in Defense mode. Strategist’s effect will turn it to attack mode, allowing you to draw two cards. The reason you want it to stay in attack mode is that if it is attacked on your opponent’s turn, it switches to defense, and you again draw 2 cards. If not, you can switch it manually on the next turn. This all seems incredibly simple, and it is. However, there have been many times I have seen a player mess up the position of Strategist when they Synchro out and miss added draw power.

The most important thing to be aware of with this deck is your opponent. Your moves should be determined based on the way they play their deck. Against a water or wind-up deck, Ally of Justice Catastor is often better than Naturia Beast against them. It all depends on what you are holding, but you need to be able to read which monster will have the biggest impact against your opponent. Also make sure you know when to make your push. Force them to waste cards on monsters that don’t require you to exhaust a lot of resources. Naturia Beast will often be a card like this. Catastor can also be one, but it can be as simple as Soldier or Cyber Dragon. When you think the time is right to Synchro out, do it. Finding these striking points can be one of the hardest parts of the game to master, but doing so will up your gameplay dramatically.

I know a lot of this is rehashing of an old deck, but it may see a Renaissance with the emergence of some upcoming decks. It is still a good surprise deck and can be just as devastating as many other Tier 2 decks. If you want to have a good time, this will definitely keep you amused, and also bring back the nostalgia of the Synchro Summon. Until next time, play hard or go home!



Hello, I am Alex Vansant. If you want to know more about me you can add me on Facebook or check out my youtube site ate

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