Post by g1nz0 on Nov 11, 2013 4:11:56 GMT -6
**** The "Karakuri" archetype is an Earth, Machine-Type themed archetype that intends to swarm the field with multiple high level Synchro Monsters, or create soft locks via the Naturia Synchros; Beast and Barkion. The "Karakuri" monsters resemble mechanized puppets or automata from Japan from the 17th century to 19th century. The word "karakuri" means a "mechanical device to tease, trick, or take a person by surprise". Like Wind-Up toys, they could only move in a predetermined pattern - this is reflected by the cards' effects, as they do not have a choice about whether they attack or defend.
Let's Begin:
* RUN 3 Ninishi is your Main Level 3 Tuner. What sets it apart is it's ability to connect Karakkuri Monsters in your hand to the current turn's play, which can often be the difference in a sub-par hand causing your turn to be less dynamic otherwise.
* RUN 3 Nishipachi is the other Level 3 Tuner for the Karakuri deck. It's effect allows you to trigger Bureido's draw effect, or it can allow you to be offensive by allowing you to change the position of one Monster on your opponent's side of the field. It's effect is also relevant in the Geargia Karakuri variant in regards to Geargiarmor.
The inclusion of these three Monsters really depends on what variation of the Karakuri deck, or one of it's hybrids, you may be piloting.
* Saizan is generally the "go-to" Karakuri for the Geargia hybrid. While it's ATK boosting effect rarely comes into play, there are random situations where you may need to take advantage of it.
* Kuick is generally one of the two Level 4, Karakuri Monsters for the most common Karakuri variants that opens up the Burei play. Also, remember it's effect that can potentially allow you to make a Karakuri Synchro all on it's own if it destroys an opponent's Monster by battle and sends it to the Graveyard.
* Haipa is probably the least used of these three since it really offers the deck very little other than a Level 4 body with 2100 ATK.
* RUN 0-2 Inashichi is your Karakuri card Tutor if it is Normal Summoned. It can grab any piece of your combo that you may need, but also keep in mind that it's presence in your Karakuri deck will give you the oppurtunity to end a Karakuri Synchro run with a Naturia Beast.
* RUN 0-2 Nisamu is the other Level 4 body that sees play in the standard Karakuri builds that facilitates your Synchro plays. It also has the benefit, in regards to weaker opening hands, to be a Battle Recruiter which can dig out a vital combo piece Monster from your deck.
* Karakuri Bushi mdl 6318
* Karakuri Barrel mdl 96
* Cyber Dragon and Solar Wind Jammer are your Main Deck Level 5 Monsters that will give you quick access to the Bureido play. Solar Wind Jammer has become the standard since it does not require your opponent to control a Monster to put itself into play. On top of the fact that it can't be used against you to clear your field via Chimeratech Fortress Dragon.
* Genex Neutron is an older style tech card for the Karakuri deck. It's application is quite generic in that it is a Tutor for your in-deck Karakuri Tuners. But, it can also grab your copy of Genex Ally Birdman as well.
* Since the secret to the Karakuri's deck success is generally the Level 3 Tuner, it only makes sense that you may be considering Genex Ally Birdman for your deck. It's ability to be a Special Summon is where it's quality lies, especially in the Geargia variations of the deck.
* While Redox, Dragon Ruler of the Boulders may not be common place for the Karakuri deck, there is some synergy to be had. It has a Level 7 body which can lend itself easily to the Rank 7 play that some Karakuri players have started to lend space to in their Extra Decks. Mulitple Bureis can, and will, hit the field on your most explosive turns, and can quite often be field hogs that can cause you to end before your hand/field/deck contents would have you. The Rank 7 play can also just be a way to gain additional value out of the Level 7 Synchro play, and Redox would only strengthen that aspect. Also consider the fact that the majority of your in-deck Monsters will be of the Earth Attribute, so having fodder to Banish to summon Redox will be at a premium, as well as in-hand Monsters to use it's "Monster Reborn" effect.
* Emergency Teleport and Psychic Commander are quite common place for the Karakuri deck since they will give quicker, and more consistent, access which can often be the touch the deck needs to get itself into motion. These two cards will help either the Burei, or Bureido, Synchro play.
* Instant Fusion into Cyber Saurus is yet another card combination that helps the Karakuri deck set itself into motion at a higher rate of success. Note that these two cards will only facilitate the Bureido play.
* While the Geargia variation of the Karakuri deck will still have the ability to be quite explosive and be a constant OTK threat, the deck, overall, defends itself muc better. The Geargia Karakuri deck will run a noticeably higher Trap count, and less of the connector play Spell cards such as De-Synchro and Instant Fusion. Also, the Extra Deck is a bit more flexible and less linear in what it can do. The open game for the Geargia variant will be about building resources through Geargiarmor. It will hope to make Gear Gigant X as soon as possible since Gear Gigant X can lead to important combo pieces such as Genex Ally Birdman which will allow the deck to make Geargiaccelerator a much more dynamic piece to the OTK puzzle. The Geargia Karakuri deck generally only runs three Karakuri Monsters:
1. Karakuri Strategist mdl 248 "Nishipachi" x1
2. Karakuri Watchdog mdl 313 "Saizan" x2
* These two cards will give access to one, or two, copies each of the Karakuri Synchros.
* RUN 1-2 (3) Karakuri Anatomy is an excellent card that will help you regain resources on your explosive turns via the effects of cards like Nishipachi and Burei. It can also be used in a grind game where you may open weak thus having to use your Karakuri Monsters effects which change their battle positions when they are attacked to gain the counters on Anatomy.
* RUN 0-1 (2) Karakuri Cash Cache is a Tutor which can grant you access to to your in-deck Tuner Monsters, or your Level 4 bodies which can kick start your turn. Since it will change the Battle Position of one of your Karakuri Monsters, it can also be used to gain counters on your Karakuri Anatomy.
These three Spell Cards help to define the Turbo style Karakuri deck that is the most common today.
* De-Synchro will help you reset after an Effect Veiler negates one of your first Karakuri play which can generally stop you in your tracks, or simply just continue a turn.
* Iron Call can grab in-Graveyard combo pieces to set you on your way, or continue your turn.
* Machine Duplication can snatch remaining copies of Ninishi, or Nishipachi, from your deck to deliver some of your most potent turns.
* While most players have begun to drop this card from their deck for cards that serve a "real" purpose for the deck, there is still no erasing of the fact that this card will allow you to outright steal games. It's real quality comes in Game 1 since you should generally be dropping this to the Side Deck for more match-up appropriate cards in Game 2-3.
* Karakuri Gold Dust
* Karakuri Showdown Castle
* Runaway Karakuri
* Not including the Geargia variants of the Karakuri deck, the Karakuri deck generally runs little, to no, Trap Cards. And when the deck does, they serve a purpose that intends to secure their "one big turn." While these two Traps cards can see play from the Extra Deck, with the banning of Heavy Storm, Main Deck play may just be what you are looking for.
* Since the deck will often not have a problem setting up a big feild which tells the opponent to have the right card(s), or lose, what better way to secure a victory by saying that there are even less options to surviving. Just don't put Naturia Beast on the field with this card since a single negation will also take this out of play as well.
* Karakuri Cash Shed
* Karakuri Klock
* Karakuri Trick House
THE SYNCHRO MONSTERS
* Burei is generally the easier of the two Karakuri Synchros to make in the more standard versions of the Karakuri deck. Besides the obvious big turn playability it offers, it's effect that can allow you to change the Battle Position of one Monster on the field can be quite dynamic. This can be used as an offensive weapon, but also a continuation play for the Geargia deck in combination with Geargiarmor.
* Bureido offers the deck a bit of recovery from it's draw effect outside of it's recruiting and big body.
* Naturia Beast can be made with either of your Level 3 Tuners + Inashichi, and will help you to blow out the Prophecy Match-Up.
* Naturia Barkion can be made with Saizan + Inashichi (Maxx "C"), or with any of your Level 3 Tuners and either Geargiano, or Geargiano MK II. Barkion will rarely be used in all honesty, though.
* Naturia Landoise is generally the only other Level 7 Synchro besides Burei, even over Black Rose Dragon, since, in the Utility Spell heavy versions of the deck, Landoise can be a shut-out Monster as well.
THE XYZ MONSTERS
* If your deck can make Gear Gigant X, and this is generally just the Geargia variants, Gear Gigant X can serve as a direct path to very important combo pieces, or simple resource building in general.
* As I mentioned before, the Rank 7 play is starting to garner some Extra Deck attention from Karakuri players, and not just the Geargia/Machina variants. Mecha Phantom Beast Dracossack has found it's way into the standard Karakuri deck as well to put Burei's to use beyond their intial use.
* With the high level of Level 3 Earth Monsters in the deck, there is no reason to not at least consider Soul of Silver Mountian. Most will opt out of playing this guy since it is just not as dynamic as other choices that could be made; but the choice is there all the same.
* Your Main Deck just may include one, or both, of these. If you are not Main Decking one, or both, of these, they are obvious choices to consider for the Side Deck. I think overall that Effect Veiler stands to be the more vital of the two in regards to protecting the Karakuri Deck.
* Karakuri Ninja MDL 339 "Sazank" and Xyz Encore are your two quality options versus the Evilswarm match-up. The Evilswarm deck presents the greatest difficulty to your deck since it's one, most natural and consistent, play virtually shuts you out of the game. A nice balance of these two cards would be 2/3.
* In Games 2-3 these newly limited stun cards could present themselves as game winners. Not only will you not have to worry about Veiler, Maxx "C" or Swift Scarecrow, but in a slow, open game they could potentially give you advantage over your opponent. More particularly the Dragon match-ups.
* These two cards are very obvious choices for your Side Deck, although, as mentioned earlier, they could see themselves in the Main Deck.
* Gozen Match can be a great asset to your deck since your deck is generally all Earth Monsters, including your big plays from the Extra Deck. Great in the Dragon Match-Up.
* Soul Drain is flexible as well, but really helps in the Mermail match-up.
* Versus the Karakuri deck Effect Veiler has the potential to be great, but Maxx "C" is probably the card you would want to see first since there is the potential that your opponent takes the Maxx "C" challenge.
* Standard and generic, these three choices are very obvious, but unfortunately not played as much, if ever at all which is a benefit to the Karakuri player.
* Catastor can push through almost any field the Karakuri deck can make outside of one being protected by Stardust Dragon.
* Colossal Fighter sees a lot of play currently and can be a potential super star Synchro versus the Karakuri match-up since it can point-for-point with every Bureido on board and then come back and swing over what ever is left.
* Chain Disappearance doesn't see much play currently, but it can take the Tuners the Karakuri must have out of the equation which can shut them down for several turns while searching for another.
* Deck Devastation sees a lot of play currently and if it resolves can potentially destroy the Karakuri player since most all of the key combo pieces the deck needs to succeed will be destroyed by Deck Devastation Virus.
* Summon Limit sees sporadic play here recently, and although it doesn't have excellent quality, if you are Side Decking it, it can be used to slow down the Karakuri deck long enough for you to take control of the game.
* Another card to consider would be Needle Ceiling. You would let the Karakuri player special summon to a choke point, and then wipe out their board leaving them very little room for recovery.
Requirements: Solar Wind Jammer + Karakuri Strategist mdl 248 "Nishipachi" + Machine Duplication
* Special Summon Solar Wind Jammer.
* Normal Summon Karakuri Strategist mdl 248 "Nishipachi".
* Activate Machine Duplication with Karakuri Strategist mdl 248 "Nishipachi".
* You will have 3 Karakuri Strategist mdl 248 "Nishipachi" face-up on your side of the field.
* Send Solar Wind Jammer and the 1st Karakuri Strategist mdl 248 "Nishipachi"" to the Graveyard to Synchro Summon Karakuri Steel Shogun mdl 00X "Bureido".
* Activate Karakuri Steel Shogun mdl 00X "Bureido"s effect to Special Summon Karakuri Soldier mdl 236 "Nisamu" from your deck.
* Send Karakuri Soldier mdl 236 "Nisamu" and the 2nd Karakuri Strategist mdl 248 "Nishipachi" to the Graveyard to Synchro Summon the 1st Karakuri Shogun mdl 00 "Burei".
* Activate Karakuri Shogun mdl 00 "Burei"s effect to Special Summon the 2nd Karakuri Soldier mdl 236 "Nisamu" from your deck.
* Send the 2nd Karakuri Soldier mdl 236 "Nisamu" and the 3rd Karakuri Strategist mdl 248 "Nishipachi" to the Graveyard to Synchro Summon the 2nd Karakuri Shogun mdl 00 "Burei".
* Activate Karakuri Shogun mdl 00 "Burei"s effect to Special Summon the Karakuri Ninja mdl 919 "Kuick" from your deck.
* You will have 1 Karakuri Steel Shogun mdl 00X "Bureido", 2 Karakuri Shogun mdl 00 "Burei" and 1 Karakuri Ninja mdl 919 "Kuick" for your OTK.
2800 + 2600 + 2600 + 1700 = 9,700
Let's Begin:
MONSTER
* RUN 3 Ninishi is your Main Level 3 Tuner. What sets it apart is it's ability to connect Karakkuri Monsters in your hand to the current turn's play, which can often be the difference in a sub-par hand causing your turn to be less dynamic otherwise.
* RUN 3 Nishipachi is the other Level 3 Tuner for the Karakuri deck. It's effect allows you to trigger Bureido's draw effect, or it can allow you to be offensive by allowing you to change the position of one Monster on your opponent's side of the field. It's effect is also relevant in the Geargia Karakuri variant in regards to Geargiarmor.
The inclusion of these three Monsters really depends on what variation of the Karakuri deck, or one of it's hybrids, you may be piloting.
* Saizan is generally the "go-to" Karakuri for the Geargia hybrid. While it's ATK boosting effect rarely comes into play, there are random situations where you may need to take advantage of it.
* Kuick is generally one of the two Level 4, Karakuri Monsters for the most common Karakuri variants that opens up the Burei play. Also, remember it's effect that can potentially allow you to make a Karakuri Synchro all on it's own if it destroys an opponent's Monster by battle and sends it to the Graveyard.
* Haipa is probably the least used of these three since it really offers the deck very little other than a Level 4 body with 2100 ATK.
* RUN 0-2 Inashichi is your Karakuri card Tutor if it is Normal Summoned. It can grab any piece of your combo that you may need, but also keep in mind that it's presence in your Karakuri deck will give you the oppurtunity to end a Karakuri Synchro run with a Naturia Beast.
* RUN 0-2 Nisamu is the other Level 4 body that sees play in the standard Karakuri builds that facilitates your Synchro plays. It also has the benefit, in regards to weaker opening hands, to be a Battle Recruiter which can dig out a vital combo piece Monster from your deck.
OTHER KARAKURI MONSTERS
* Karakuri Bushi mdl 6318
* Karakuri Barrel mdl 96
SUPPORT MONSTERS
* Cyber Dragon and Solar Wind Jammer are your Main Deck Level 5 Monsters that will give you quick access to the Bureido play. Solar Wind Jammer has become the standard since it does not require your opponent to control a Monster to put itself into play. On top of the fact that it can't be used against you to clear your field via Chimeratech Fortress Dragon.
* Genex Neutron is an older style tech card for the Karakuri deck. It's application is quite generic in that it is a Tutor for your in-deck Karakuri Tuners. But, it can also grab your copy of Genex Ally Birdman as well.
* Since the secret to the Karakuri's deck success is generally the Level 3 Tuner, it only makes sense that you may be considering Genex Ally Birdman for your deck. It's ability to be a Special Summon is where it's quality lies, especially in the Geargia variations of the deck.
* While Redox, Dragon Ruler of the Boulders may not be common place for the Karakuri deck, there is some synergy to be had. It has a Level 7 body which can lend itself easily to the Rank 7 play that some Karakuri players have started to lend space to in their Extra Decks. Mulitple Bureis can, and will, hit the field on your most explosive turns, and can quite often be field hogs that can cause you to end before your hand/field/deck contents would have you. The Rank 7 play can also just be a way to gain additional value out of the Level 7 Synchro play, and Redox would only strengthen that aspect. Also consider the fact that the majority of your in-deck Monsters will be of the Earth Attribute, so having fodder to Banish to summon Redox will be at a premium, as well as in-hand Monsters to use it's "Monster Reborn" effect.
SUPPORT ENGINES
* Emergency Teleport and Psychic Commander are quite common place for the Karakuri deck since they will give quicker, and more consistent, access which can often be the touch the deck needs to get itself into motion. These two cards will help either the Burei, or Bureido, Synchro play.
* Instant Fusion into Cyber Saurus is yet another card combination that helps the Karakuri deck set itself into motion at a higher rate of success. Note that these two cards will only facilitate the Bureido play.
GEARGIA KARAKURI
* While the Geargia variation of the Karakuri deck will still have the ability to be quite explosive and be a constant OTK threat, the deck, overall, defends itself muc better. The Geargia Karakuri deck will run a noticeably higher Trap count, and less of the connector play Spell cards such as De-Synchro and Instant Fusion. Also, the Extra Deck is a bit more flexible and less linear in what it can do. The open game for the Geargia variant will be about building resources through Geargiarmor. It will hope to make Gear Gigant X as soon as possible since Gear Gigant X can lead to important combo pieces such as Genex Ally Birdman which will allow the deck to make Geargiaccelerator a much more dynamic piece to the OTK puzzle. The Geargia Karakuri deck generally only runs three Karakuri Monsters:
1. Karakuri Strategist mdl 248 "Nishipachi" x1
2. Karakuri Watchdog mdl 313 "Saizan" x2
* These two cards will give access to one, or two, copies each of the Karakuri Synchros.
SPELLS
* RUN 1-2 (3) Karakuri Anatomy is an excellent card that will help you regain resources on your explosive turns via the effects of cards like Nishipachi and Burei. It can also be used in a grind game where you may open weak thus having to use your Karakuri Monsters effects which change their battle positions when they are attacked to gain the counters on Anatomy.
* RUN 0-1 (2) Karakuri Cash Cache is a Tutor which can grant you access to to your in-deck Tuner Monsters, or your Level 4 bodies which can kick start your turn. Since it will change the Battle Position of one of your Karakuri Monsters, it can also be used to gain counters on your Karakuri Anatomy.
These three Spell Cards help to define the Turbo style Karakuri deck that is the most common today.
* De-Synchro will help you reset after an Effect Veiler negates one of your first Karakuri play which can generally stop you in your tracks, or simply just continue a turn.
* Iron Call can grab in-Graveyard combo pieces to set you on your way, or continue your turn.
* Machine Duplication can snatch remaining copies of Ninishi, or Nishipachi, from your deck to deliver some of your most potent turns.
* While most players have begun to drop this card from their deck for cards that serve a "real" purpose for the deck, there is still no erasing of the fact that this card will allow you to outright steal games. It's real quality comes in Game 1 since you should generally be dropping this to the Side Deck for more match-up appropriate cards in Game 2-3.
OTHER KARAKURI SPELLS
* Karakuri Gold Dust
* Karakuri Showdown Castle
* Runaway Karakuri
TRAPS
* Not including the Geargia variants of the Karakuri deck, the Karakuri deck generally runs little, to no, Trap Cards. And when the deck does, they serve a purpose that intends to secure their "one big turn." While these two Traps cards can see play from the Extra Deck, with the banning of Heavy Storm, Main Deck play may just be what you are looking for.
* Since the deck will often not have a problem setting up a big feild which tells the opponent to have the right card(s), or lose, what better way to secure a victory by saying that there are even less options to surviving. Just don't put Naturia Beast on the field with this card since a single negation will also take this out of play as well.
OTHER KARAKURI TRAPS
* Karakuri Cash Shed
* Karakuri Klock
* Karakuri Trick House
EXTRA DECK
THE SYNCHRO MONSTERS
* Burei is generally the easier of the two Karakuri Synchros to make in the more standard versions of the Karakuri deck. Besides the obvious big turn playability it offers, it's effect that can allow you to change the Battle Position of one Monster on the field can be quite dynamic. This can be used as an offensive weapon, but also a continuation play for the Geargia deck in combination with Geargiarmor.
* Bureido offers the deck a bit of recovery from it's draw effect outside of it's recruiting and big body.
* Naturia Beast can be made with either of your Level 3 Tuners + Inashichi, and will help you to blow out the Prophecy Match-Up.
* Naturia Barkion can be made with Saizan + Inashichi (Maxx "C"), or with any of your Level 3 Tuners and either Geargiano, or Geargiano MK II. Barkion will rarely be used in all honesty, though.
* Naturia Landoise is generally the only other Level 7 Synchro besides Burei, even over Black Rose Dragon, since, in the Utility Spell heavy versions of the deck, Landoise can be a shut-out Monster as well.
THE XYZ MONSTERS
* If your deck can make Gear Gigant X, and this is generally just the Geargia variants, Gear Gigant X can serve as a direct path to very important combo pieces, or simple resource building in general.
* As I mentioned before, the Rank 7 play is starting to garner some Extra Deck attention from Karakuri players, and not just the Geargia/Machina variants. Mecha Phantom Beast Dracossack has found it's way into the standard Karakuri deck as well to put Burei's to use beyond their intial use.
* With the high level of Level 3 Earth Monsters in the deck, there is no reason to not at least consider Soul of Silver Mountian. Most will opt out of playing this guy since it is just not as dynamic as other choices that could be made; but the choice is there all the same.
SIDE DECKING FOR KARAKURI
* Your Main Deck just may include one, or both, of these. If you are not Main Decking one, or both, of these, they are obvious choices to consider for the Side Deck. I think overall that Effect Veiler stands to be the more vital of the two in regards to protecting the Karakuri Deck.
* Karakuri Ninja MDL 339 "Sazank" and Xyz Encore are your two quality options versus the Evilswarm match-up. The Evilswarm deck presents the greatest difficulty to your deck since it's one, most natural and consistent, play virtually shuts you out of the game. A nice balance of these two cards would be 2/3.
* In Games 2-3 these newly limited stun cards could present themselves as game winners. Not only will you not have to worry about Veiler, Maxx "C" or Swift Scarecrow, but in a slow, open game they could potentially give you advantage over your opponent. More particularly the Dragon match-ups.
* These two cards are very obvious choices for your Side Deck, although, as mentioned earlier, they could see themselves in the Main Deck.
* Gozen Match can be a great asset to your deck since your deck is generally all Earth Monsters, including your big plays from the Extra Deck. Great in the Dragon Match-Up.
* Soul Drain is flexible as well, but really helps in the Mermail match-up.
PLAYING AGAINST KARAKURI
* Versus the Karakuri deck Effect Veiler has the potential to be great, but Maxx "C" is probably the card you would want to see first since there is the potential that your opponent takes the Maxx "C" challenge.
* Standard and generic, these three choices are very obvious, but unfortunately not played as much, if ever at all which is a benefit to the Karakuri player.
* Catastor can push through almost any field the Karakuri deck can make outside of one being protected by Stardust Dragon.
* Colossal Fighter sees a lot of play currently and can be a potential super star Synchro versus the Karakuri match-up since it can point-for-point with every Bureido on board and then come back and swing over what ever is left.
* Chain Disappearance doesn't see much play currently, but it can take the Tuners the Karakuri must have out of the equation which can shut them down for several turns while searching for another.
* Deck Devastation sees a lot of play currently and if it resolves can potentially destroy the Karakuri player since most all of the key combo pieces the deck needs to succeed will be destroyed by Deck Devastation Virus.
* Summon Limit sees sporadic play here recently, and although it doesn't have excellent quality, if you are Side Decking it, it can be used to slow down the Karakuri deck long enough for you to take control of the game.
* Another card to consider would be Needle Ceiling. You would let the Karakuri player special summon to a choke point, and then wipe out their board leaving them very little room for recovery.
COMBOS
Requirements: Solar Wind Jammer + Karakuri Strategist mdl 248 "Nishipachi" + Machine Duplication
* Special Summon Solar Wind Jammer.
* Normal Summon Karakuri Strategist mdl 248 "Nishipachi".
* Activate Machine Duplication with Karakuri Strategist mdl 248 "Nishipachi".
* You will have 3 Karakuri Strategist mdl 248 "Nishipachi" face-up on your side of the field.
* Send Solar Wind Jammer and the 1st Karakuri Strategist mdl 248 "Nishipachi"" to the Graveyard to Synchro Summon Karakuri Steel Shogun mdl 00X "Bureido".
* Activate Karakuri Steel Shogun mdl 00X "Bureido"s effect to Special Summon Karakuri Soldier mdl 236 "Nisamu" from your deck.
* Send Karakuri Soldier mdl 236 "Nisamu" and the 2nd Karakuri Strategist mdl 248 "Nishipachi" to the Graveyard to Synchro Summon the 1st Karakuri Shogun mdl 00 "Burei".
* Activate Karakuri Shogun mdl 00 "Burei"s effect to Special Summon the 2nd Karakuri Soldier mdl 236 "Nisamu" from your deck.
* Send the 2nd Karakuri Soldier mdl 236 "Nisamu" and the 3rd Karakuri Strategist mdl 248 "Nishipachi" to the Graveyard to Synchro Summon the 2nd Karakuri Shogun mdl 00 "Burei".
* Activate Karakuri Shogun mdl 00 "Burei"s effect to Special Summon the Karakuri Ninja mdl 919 "Kuick" from your deck.
* You will have 1 Karakuri Steel Shogun mdl 00X "Bureido", 2 Karakuri Shogun mdl 00 "Burei" and 1 Karakuri Ninja mdl 919 "Kuick" for your OTK.
2800 + 2600 + 2600 + 1700 = 9,700
DECKS