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Karakuri Muso mdl 818 "Haipa" →Used Deck
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Card Kind | Attribute | Level | Type | ATK | DEF |
---|---|---|---|---|---|
Effect Monster | - | 4 | Machine | 2100 | 1100 |
This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. | |||||
password:24150026 | |||||
Average Rating Score | 6.8(10) |
- Card Info
- Card Reviews (10 rating scores)
- Decks with Karakuri Muso mdl 818 "Haipa" (54 Decks)
- Card Category and Effect Category
- Products in Japan
- Ranking and View Num
"Karakuri Muso mdl 818 "Haipa"" card reviews and rating scores
6.8(10) |
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10% | (1) | |
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70% | (7) | |
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10% | (1) | |
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10% | (1) | |
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0% | (0) |
![japan japan](/img/common/japan.png)
2022/11/28 11:10
![Yugioh Icon](/img/icon/004.jpg)
A sharp naming sense. Interpreting 8 × 1 = 8 as hyper, or something like this, comes up with this idea.
Karakuri's 4 stars alone is worth it because you can get Bray and recruit with Ninishi. The other 4-star Karakuri are all shoddy, but this guy has the advantage in the elimination method due to the high RBI.
Karakuri's 4 stars alone is worth it because you can get Bray and recruit with Ninishi. The other 4-star Karakuri are all shoddy, but this guy has the advantage in the elimination method due to the high RBI.
![japan japan](/img/common/japan.png)
2020/04/03 23:55
![Yugioh Icon](/img/icon/060.jpg)
8 x 1 = 8
Karakuri gobutsu.
Karakuri wants to synchronize rather than beat, but there's no harm in having something like gobutsu.
The point is that it becomes a defense after the battle, which is normally a disadvantage, but considering that you can also increase the Kaitai Shinsho counter, it's a little profitable. Disadvantages The attacker itself is a concept that has been left behind by the times, so it is rarely adopted, but rather than supporting the battle-dependent deployment effects of other level 4 non-tuners, the high hit point is more useful. I think there is.
Karakuri gobutsu.
Karakuri wants to synchronize rather than beat, but there's no harm in having something like gobutsu.
The point is that it becomes a defense after the battle, which is normally a disadvantage, but considering that you can also increase the Kaitai Shinsho counter, it's a little profitable. Disadvantages The attacker itself is a concept that has been left behind by the times, so it is rarely adopted, but rather than supporting the battle-dependent deployment effects of other level 4 non-tuners, the high hit point is more useful. I think there is.
![japan japan](/img/common/japan.png)
2014/09/08 23:50
![Yugioh Icon](/img/icon/030.jpg)
Alongside Kuichiku, he is a card that is a candidate for a low-level attacker for Karakuri.
This one doesn't have a deployment effect, but the advantage is that he has an ATK of 2100, and you can knock down 《Thunder King Rai-Oh》.
You should choose one depending on the surrounding environment.
This one doesn't have a deployment effect, but the advantage is that he has an ATK of 2100, and you can knock down 《Thunder King Rai-Oh》.
You should choose one depending on the surrounding environment.
![japan japan](/img/common/japan.png)
2013/04/09 19:43
![Yugioh Icon](/img/icon/no.jpg)
There was no 6318.
An excellent card that compensates for Karakuri's low initial RBI.
It's huge to be able to beat Thunder King Rai-Oh, which hinders the effects of Merchant Storehouse, and Roach, a summoning negate, by itself.
With Karakuri, you don't have to worry about the demerit effect at all, so you can afford to be a candidate for adoption.
An excellent card that compensates for Karakuri's low initial RBI.
It's huge to be able to beat Thunder King Rai-Oh, which hinders the effects of Merchant Storehouse, and Roach, a summoning negate, by itself.
With Karakuri, you don't have to worry about the demerit effect at all, so you can afford to be a candidate for adoption.
![japan japan](/img/common/japan.png)
2011/10/08 18:59
![Yugioh Icon](/img/icon/018.jpg)
For Karakuri, who has no sense of stability in battle, the monster with his high ATK despite being a one-hit wonder is purely happy.
It can be said that it is worth it because it can defeat weak opponents such as "Thunder King Rai-Oh" and Roach by itself.
It can be said that it is worth it because it can defeat weak opponents such as "Thunder King Rai-Oh" and Roach by itself.
![japan japan](/img/common/japan.png)
2011/09/18 21:53
![Yugioh Icon](/img/icon/017.jpg)
Valuable monster that can knock out 《Steelswarm Roach》and 《Thunder King Rai-Oh》with Karakuri
Even if he becomes defensive after attacking, he should be able to use it well with Karakuri! !
Even if he becomes defensive after attacking, he should be able to use it well with Karakuri! !
![japan japan](/img/common/japan.png)
2011/09/17 17:02
![Yugioh Icon](/img/icon/023.jpg)
You are the true Karakuri Musou!
In short, he is the Karakuri version of Axe Dragonute, but his compatibility with the Karakuri gimmick is outstanding.
It's easy to satisfy the activation conditions for time bombs and Karakuri Cash Shed, and it's easy to place counters on Kaitai Shinsho.
It's simply a nice ability as an attacker, and his fragile flanks are not much different from his other Karakuri. A card that can act as a new attacker for Karakuri.
In short, he is the Karakuri version of Axe Dragonute, but his compatibility with the Karakuri gimmick is outstanding.
It's easy to satisfy the activation conditions for time bombs and Karakuri Cash Shed, and it's easy to place counters on Kaitai Shinsho.
It's simply a nice ability as an attacker, and his fragile flanks are not much different from his other Karakuri. A card that can act as a new attacker for Karakuri.
![japan japan](/img/common/japan.png)
2011/09/17 9:19
![Yugioh Icon](/img/icon/111.jpg)
Goodbye 6318...
Disadvantages of 2100 It's also strong as an attacker, and considering the castle, it's nice to be able to defeat Stardust and Skudra.
Although Karakuri has a lot of weaknesses compared to other generals, there is no loss because there is a lower class that can defeat 《Thunder King Rai-Oh》alone.
It can also be used as a trigger for time bombs, which are notorious for being difficult to trigger.
Disadvantages of 2100 It's also strong as an attacker, and considering the castle, it's nice to be able to defeat Stardust and Skudra.
Although Karakuri has a lot of weaknesses compared to other generals, there is no loss because there is a lower class that can defeat 《Thunder King Rai-Oh》alone.
It can also be used as a trigger for time bombs, which are notorious for being difficult to trigger.
![japan japan](/img/common/japan.png)
![Yu-Gi-Oh!Guest](/img/icon/guest.jpg)
Midra can win with a little RBI, trade with Photosula, and (with no Honest in the enemy's hand) be able to beat Thunder King Rai-Oh.
Decks with "Karakuri Muso mdl 818 "Haipa""
* is adopted as a key card.
● 2013-12-07 Inexpensive and with 15 extras Karakuri
● 2016-03-03 Unity! The unparalleled Twisted General!
● 2012-12-27 Shogun's Karakuri 1kill corps
● 2013-04-30 Karakuri Mecha Phantom Beast
● 2020-03-26 Aurora Don Start V.F.D
● 2013-05-13 High speed Karakuri
● 2012-11-23 Karakuri Deck
● 2014-01-29 Karakuri threw down their defenses and entered the final game!
● 2013-07-06 A medium-speed Karakuri that can kill the second attack
● 2014-11-16 Geargia Karakuri
● 2015-03-20 Gachi [putre Karakuri] 201504 limit
● 2013-09-12 Pure Karakuri
Card Category and Effect Category
Products in Japan
Product | No | Release Date | Rarity |
---|---|---|---|
EXTRA PACK Volume 4 | EXP4-JP034 | 2011-09-17 | Normal |
Ranking and View Num
Rating Score Rank | 6,047 / 13,013 Cards |
---|---|
View Num | 26,988 |
Others
Japanese card name | カラクリ無双 八壱八 |
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