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Karakuri Control Deck.Adv ((Ongoing construction))

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PostPosted: Sun Dec 26, 2010 6:05 pm


Monsters 18
3 Karakuri Strategist mdl 248 “Nishipachi”
3 Karakuri Soldier mdl 236 “Nisamu”
3 Karakuri Muso mdl 818 "Haipa"
3 Karakuri Ninja mdl 919 “Kuikku”
2 Karakuri Ninja mdl 339 “Sazank”
2 Karakuri Merchant mdl 177 “Inashichi”
2 Cyber Dragon

Magic: 14
3 Karakuri Showdown Castle
3 Karakuri Anatomy
3 karakuri Cash Cache
2 Solidarity
1 Terraforming
1 Limiter Removal
1 Giant Trunade

Traps:12
3 Karakuri Klock
3 Karakuri Trick House
2 Bottomless Traphole
2 Trap Stun
1 No entry

Extra Deck:
3 Karakuri Shogun mdl 00 “Burei”
2 Scrap Dragon
2 Karakuri Steel Shogun mdl 00X "Bureido"
2 Chimeratech Fortress Dragon
1 Ally of Justice Catastor
1 Armory Arm


Side deck: 6 of 15
2 Karakuri Barrel mdl 96 “Shinkuro”
2 Pot of Avarice
2 Karakuri Bushi mdl 6318 “Muzanichiha”
Looking for more ideas.
http://yugioh.wikia.com/wiki/Storm_of_Ragnarok
PostPosted: Sun Dec 26, 2010 6:06 pm


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PostPosted: Sun Dec 26, 2010 6:07 pm


PostPosted: Sun Dec 26, 2010 6:08 pm


Just because I have to shame the asshat-ers

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PostPosted: Sun Dec 26, 2010 7:13 pm


I have a few suggestions:

http://yugioh.wikia.com/wiki/Stronghold_Guardian

http://yugioh.wikia.com/wiki/No_Entry!!

http://yugioh.wikia.com/wiki/Limiter_Removal

http://yugioh.wikia.com/wiki/Machina_Armored_Unit

http://yugioh.wikia.com/wiki/Rare_Metalmorph
PostPosted: Sun Dec 26, 2010 7:29 pm


Legendary Pirate Plasma
I have a few suggestions:

http://yugioh.wikia.com/wiki/Stronghold_Guardian

http://yugioh.wikia.com/wiki/No_Entry!!

http://yugioh.wikia.com/wiki/Limiter_Removal

http://yugioh.wikia.com/wiki/Machina_Armored_Unit

http://yugioh.wikia.com/wiki/Rare_Metalmorph


Zero Gravity does the job better with the back field artillery going on. Limiter is fenceable depending on if an otk option can be made. Shrink is looking as a better option atm for boosting and such

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PostPosted: Sun Dec 26, 2010 7:39 pm


Full Decklist up atm.
PostPosted: Mon Dec 27, 2010 2:02 pm


I'd still consider running 3x Stronghold Guardian, but that's my opinion.

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PostPosted: Mon Dec 27, 2010 2:18 pm


Legendary Pirate Plasma
I'd still consider running 3x Stronghold Guardian, but that's my opinion.


Golden gearbox does the same thing + a 500 Atk boost.
Besides, stronghold is a warrior with 0atk, which misses out alot of support in the deck.
debating on adding Needle Soldier for extra synchro options.
Also looking into some options for more card popping ability
PostPosted: Mon Dec 27, 2010 2:47 pm



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PostPosted: Mon Dec 27, 2010 2:59 pm


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Legendary Pirate Plasma
I'd still consider running 3x Stronghold Guardian, but that's my opinion.


Golden gearbox does the same thing + a 500 Atk boost.
Besides, stronghold is a warrior with 0atk, which misses out alot of support in the deck.
debating on adding Needle Soldier for extra synchro options.
Also looking into some options for more card popping ability


I'm just saying Stronghold has a discard effect that can be used in case of Spell/Trap Removal.
PostPosted: Mon Dec 27, 2010 3:22 pm


Legendary Pirate Plasma
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Legendary Pirate Plasma
I'd still consider running 3x Stronghold Guardian, but that's my opinion.


Golden gearbox does the same thing + a 500 Atk boost.
Besides, stronghold is a warrior with 0atk, which misses out alot of support in the deck.
debating on adding Needle Soldier for extra synchro options.
Also looking into some options for more card popping ability


I'm just saying Stronghold has a discard effect that can be used in case of Spell/Trap Removal.

hmm -2 cyber phoenix then? Thats all I can think of to take out
And if they go for mass spell/trap removal they're going for an otk, monster would proly be gone next with a card effect

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PostPosted: Thu Feb 03, 2011 3:05 pm


Bumper Cars!
PostPosted: Sat Feb 05, 2011 3:32 pm


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Monsters 18
3 Karakuri Strategist mdl 248 “Nishipachi”
3 Karakuri Soldier mdl 236 “Nisamu”
3 Karakuri Muso mdl 818 "Haipa"
3 Karakuri Ninja mdl 919 “Kuikku”
2 Karakuri Ninja mdl 339 “Sazank”
2 Karakuri Merchant mdl 177 “Inashichi”
2 Cyber Dragon

Magic: 14
3 Karakuri Showdown Castle
3 Karakuri Anatomy
3 karakuri Cash Cache
2 Solidarity
1 Terraforming
1 Limiter Removal
1 Giant Trunade

Traps:12
3 Karakuri Klock
3 Karakuri Trick House
2 Bottomless Traphole
2 Trap Stun
1 No entry

Extra Deck:
3 Karakuri Shogun mdl 00 “Burei”
2 Scrap Dragon
2 Karakuri Steel Shogun mdl 00X "Bureido"
2 Chimeratech Fortress Dragon
1 Ally of Justice Catastor
1 Armory Arm


Side deck: 6 of 15
2 Karakuri Barrel mdl 96 “Shinkuro”
2 Pot of Avarice
2 Karakuri Bushi mdl 6318 “Muzanichiha”
Looking for more ideas.
http://yugioh.wikia.com/wiki/Storm_of_Ragnarok

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