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HOME > Yu-Gi-Oh! Deck List > KarakuriDeck List > black and white Deck and Deck Instructions

"black and white" Deck 2013

Karakuri Deck List Image


Deck Introduction/Deck Commentary

Deck Category / how to win
"Karakuri" / Beatdown
Key Card
Black and White Wave
Deck commentary

Playing

Hello, my name is Akara. I came up with an interesting Deck for the first time in a while, so I'd like to get some opinions and post it. I would appreciate your advice if possible.
As a characteristic of Karakuri, in the case of Attack Position, you have to fight forcibly (with some exceptions).
So, as much as possible, he should be careful not to leave monsters with low ATK in Attack Position.
Let's start with the basic operation of monsters, etc.
≪Karakuri Soldier Vol.2≫
Karakuri recruiter. Because it is easy to be destroyed in battle with the effect unique to Karakuri, its effect is easy to activate.
In today's exclusion/destruction environment, it's difficult to intentionally aim for battle destruction, but you can also do a self-destruct suicide attack, so if you can activate it, you can summon his Karakuri at level 4 or below.
If you summon ≪Karakuri Staff Officer 248≫ (see below for effects), you can avoid subsequent attacks for that turn.
I'm a recruiter, so I have 3 stacks.
≪Karakuri staff officer 248≫
Those who know it know that it is a moderately strong card.
A monster that changes the same battle position as Enemy Controller when summoned or Special Summoned.
Since I am a tuner myself, it is one of the important parts of the Karakuri Deck, so I have 3 stacks.
Karakuri Guard San Ichi San
Rare level 4 tuner from Karakuri.
It has the effect of not being destroyed when in Attack Position, and when you receive battles damage when this card battles, the ATK and DEF of his Karakuri monsters on the field will increase by 800 points. has the effect of raising
Since it's a level 4 tuner, it makes it easier to Synchro Summon 《Karakuri Daishogun Mureidō》.
I don't think there is a problem with 3 stacks.
Karakuri Komachi 2nd 24th
For me personally, it's a substantial Karakuri ace card.
If this card exists face-up, it has an effect similar to Karakuri-exclusive 《Double Summon》. (However, even if multiple units are deployed on the field, it can only be activated once.)
If you have this card and other Karakuri monsters in your starting hand, you can Synchro Summon it.
So I think you need 3 stacks. It's also a point that the defense is high.
≪Karakuri Ninja 919≫
When an opponent's monster is destroyed in battle, a monster that can Special Summon his Karakuri of level 4 or lower from his GY.
It is a very useful card as it can be linked to a Synchro Summon in Main 2.
I would like to say that, since his ATK is a delicate figure of 1700, the number of monsters that can be destroyed with this card alone is quite limited.
If it can be deployed together with 《Karakuri Staff Officer Nishihachi》, the number of monsters that can be destroyed in battle will increase dramatically, but before that, many of them may become Synchro materials.
However, it's a convenient card, so it's a stack of 3 (don't call it level matching).
Karakuri Warriors 818
Karakuri's attacker. At the end of the battle phase where he fought, there is a disadvantageous effect that he will be in Defense Position, but his ATK of 2100 is the same line as attackers who can Special Summon, such as 《Cyber Dragon》, so if you start a battle from here It will be a good slashing captain.
By becoming a Defense Position, it is possible to meet the activation conditions for Karakuri's Spell/Trap cards, so it cannot be said that it is only a disadvantage.
Since the lack of ATK is conspicuous, this is also three stacks.
≪Karakuri Ninja 7749≫
Karakuri The only advanced monster.
When Tribute Summon succeeds, it has the effect of drawing a card for each monster named Karakuri in his Defense Position on his field.
Aiming for this effect is quite difficult, so you may simply think of him as an attacker with his ATK 2200.
However, it's not like it's an effect that can't be used at all, so if you can aim for multiple Synchro Summons, dare to deploy it defensively, and after Tribute Summon, put it in Attack Position with the effect of 《Karakuri Shogun Muzero》and launch an all-out attack. There may also be
≪《Solar Wind Jammer》≫
It's not a Karakuri monster, but it can be used with a loose Special Summon condition that allows you to Special Summon from your hand if there are no monsters on your field, so it's useful as a starting monster, and if your opponent destroys all monsters. can also be used as a return hand.
Since it's level 5, I'm going to aim for 《Karakuri Daishogun Mureidō》by synchronizing with a 3 tuner.
Karakuri Cash Cache
By changing the battle position of her Karakuri-named monster on your field, you can add 1 her Karakuri-named monster of level 4 or lower from your Deck to your hand.
Aiming for a combo with 《Karakuri Ninja 7749》might be a surprise.
It's a useful card, so I have 3 stacks.
De-Synchro
important key card. Karakuri's Synchro Monsters activate when both of them are successfully Synchro Summoned.
Therefore, you can activate the effect again by returning it to the material with this card and performing a Synchro Summon.
When the battle position of his Karakuri-named monster on the field of 《Karakuri Daishogun Mureidō》is changed, the effect of drawing 1 can be activated again, so you can aim for a large amount of draws.
Three stacks may be fine.
Pot of Avarice
A lot of Karakuri monsters accumulate in GY, so I don't think it's very rare that you don't have a chance to activate it.
Both of Karakuri's Synchro Monsters are Special Summons from the Deck, so he is very grateful for the cards he can return to the Deck.
However, it is not very compatible with ≪ De-Synchro ≫, so be careful when aiming.
Karakuri Anatomy
Each time the battle position of a monster named Karakuri on his field changes, a counter is added (up to 2), and he sends this card with a counter to GY. Only he can draw cards from the deck.
I don't think Karakuri rots very often because the battle position changes so quickly.
So I have 3 stacks.
Black and White Wave
It's a card with strict activation conditions, but if you can activate it, you can banish cards on the opponent's field.
It has a powerful effect that allows you to draw 1 card by banishing cards on the field.
Moreover, since it is a Quick-Play Spell, you can also remove powerful monsters that your opponent has deployed as well as his Spells and Traps.
I have 3 stacks, but if I'm looking for stability, it might be better to omit it, but since it's like the centerpiece card of this Deck, I have 3 of them.
Limiter Removal
Needless to say, a card that raises his ATK on his Machine.
A deep explanation may not be necessary.
≪《Karakuri Trick House》≫
The activation condition is that the battle position of the monster named Karakuri changes, and it can be fulfilled very easily.
It has the effect of destroying one card on the field, and since it is a valuable removal card, it is stacked three times.
≪《Karakuri Cash Shed》≫
For him in Defense Position, the existence of a monster named Karakuri is a condition for activation, and I don't think it's difficult to meet that condition itself.
The effect is a powerful effect that negates the activation of her opponent's Spell / Trap card and destroys it.
When attacking yourself, if you put even one of them in his Defense Position, you can attack with peace of mind.
I have 3 stacks because I can rest assured that I will have it in case of emergency.
≪Karakuri General Muji≫
Karakuri's level 7 Synchro Monster.
When he succeeds in a Synchro Summon, he can Special Summon any monster named Karakuri from his Deck, which is attractive because it can lead to the next Synchro Summon.
It can change the battle position of monsters on the field once per turn, so it boasts unparalleled strength in battle.
Also, if you use this card itself as a Synchro Material and have a lot of cards in your hand, bring a Level 3 Tuner and try Synchro Summoning 《Ascension Sky Dragon》, or bring a Level 4 Tuner and try to Synchro Summon 《Star Dragon》. ≫ It may be good to pierce the void of the opponent even if you try to synchro summon.
When multiple units are lined up, you can Xyz Summon and become 《No.
Karakuri Daishogun No Zero Fury
As with 《Karakuri Shogun Muzero》, he can Special Summon a monster named Karakuri from the Deck when successfully Synchro Summoned.
Once per turn, when the battle position of a monster named Karakuri on his field changes, it has a powerful effect that allows you to draw one card, and by combining it with the above De-Synchro, you can draw a large amount of cards. You can also aim for a draw.
This can also be Synchro Summoned to Star Eater by bringing a Level 3 Tuner.
If you line up multiple units, you can Xyz them to 《Divine Dragon Knight Felgrand》and so on, and you can polish their durability.
Ice Barrier Dragon Trishula
It rarely appears, but it can be Synchro Summoned with the token that comes out with the effect of Mecha Phantom Beast Dracossack and a Level 3 Tuner.
If you Synchro Summoned with this in mind, you would inevitably be able to fulfill the conditions for activating 《Black and White Wave》, so if you can activate it together, it wouldn’t be a dream to completely strip the opponent’s field.
Star Eater
With his level 11 Synchro Monster, he can come out of both 《Karakuri Shogun Muzero》and 《Karakuri Daishogun Muzerou》.
When fighting, it has the effect of not being affected by spells, traps, and monster effects, so it may be desirable to use it as a finisher.
However, since this card is immune to his spells, traps, and monster effects, it is powerless against your opponent's 《Honest》, so be careful.
No.15 Gimmick Puppet - Giant Killer
A rank 8 Special Summon killer monster.
It's inferior in terms of offense, but since Special Summons are mainly more abundant these days, it should be fairly easy to activate the effect.
It can also be a finisher in case of emergency.
Divine Dragon Knight Felgrand
His Xyz Monster, which is relatively strong among Rank 8.
By removing one of this card's Xyz materials, it has the effect of shutting out all effects other than this card's effect and negates the effect. Also useful for special attacks.
Also, since it can be used on opponent's monsters, it can be used in unexpected situations.
No.11 Big Eye
It goes without saying that this is a Rank 7 super-powerful card.
The effect is a control seizure effect that is not inferior to a living 《Change of Heart》.
It's not uncommon for the situation to change completely with just one of these cards.
No.74 Magical Crown - Missing Sword
A fairly powerful monster among Rank 7.
When this card is targeted by a Spell/Trap/Monster effect, you can remove 1 of this card's materials to negate that effect and destroy it, then destroy 1 card on the field.
ATK is also not low, so it is useful in battle.
Mecha Phantom Beast Dracossack
A convenient rank 7 monster.
With the tokens you can get from this card and the level 3 Tuner, you can aim for 《Ice Barrier Dragon Trishula》, so it might be interesting to try.
Also, by Releasing a 《Mecha Phantom Beast》monster on the field, you can destroy 1 card on the opponent's field.
Since it can also be a token, it can also be used as a simple removal card.

Strength

Since you can aim for a large amount of draws, you can aim for super damage if you connect it with 《Dragore Ascension》.
Even if you are attacked, there is still the possibility of a counterattack, so it is strong against fisticuffs.

Weakness

It is still weak against Exclusion/Special Summon Bind.
I want to make an effort to be able to expand a little more stably.

Customize

Extra Deck is your choice.
If you want to specialize in Synchro, remove 《Black and White Wave》and insert another removal card.
Please advise if you have any questions.

Deck self-score
deck score
Each item description
Deck Maker
Yu-Gi-Oh! Icon 赤裸羅 ( Total 10 decks )
Posted date : 2013/09/07 12:53
Main Deck (16 Types・40)
monster (8 Types・21)
NumNameAttributeLevelTypeATK / DEFcheapest price
2 List of decks using this cardSolar Wind Jammer LIGHT 5 Machine 0800 / 2400 ¥20
2 List of decks using this cardKarakuri Ninja mdl 7749 "Nanashick" EARTH 5 Machine 2200 / 1800 ¥19
3 List of decks using this cardKarakuri Soldier mdl 236 "Nisamu" EARTH 4 Machine 1400 / 0200 ¥10
2 List of decks using this cardKarakuri Watchdog mdl 313 "Saizan" EARTH 4 Machine 0600 / 1800 ¥10
3 List of decks using this cardKarakuri Ninja mdl 919 "Kuick" EARTH 4 Machine 1700 / 1500 ¥20
3 List of decks using this cardKarakuri Muso mdl 818 "Haipa" EARTH 4 Machine 2100 / 1100 ¥10
3 List of decks using this cardKarakuri Strategist mdl 248 "Nishipachi" EARTH 3 Machine 0500 / 1600 ¥20
3 List of decks using this cardKarakuri Komachi mdl 224 "Ninishi" EARTH 3 Machine 0000 / 1900 ¥40
spell (6 Types・13)
1 List of decks using this cardPot of Avarice - - - - ¥49
2 List of decks using this cardDe-Synchro - - - - ¥10
3 List of decks using this cardKarakuri Cash Cache - - - - ¥50
3 List of decks using this cardKarakuri Anatomy - - - - ¥20
3 List of decks using this cardBlack and White Wave - - - - ¥8
1 List of decks using this cardLimiter Removal - - - - ¥5
trap (2 Types・6)
3 List of decks using this cardKarakuri Trick House - - - - ¥18
3 List of decks using this cardKarakuri Cash Shed - - - - ¥27
Extra Deck (9 Types・14)
1 List of decks using this cardStar Eater LIGHT 11 Dragon 3200 / 2800 ¥30
1 List of decks using this cardTrishula, Dragon of the Ice Barrier WATER 9 Dragon 2700 / 2000 ¥20
3 List of decks using this cardKarakuri Steel Shogun mdl 00X "Bureido" EARTH 8 Machine 2800 / 1700 ¥30
3 List of decks using this cardKarakuri Shogun mdl 00 "Burei" EARTH 7 Machine 2600 / 1900 ¥30
1 List of decks using this cardNumber 15: Gimmick Puppet Giant Grinder DARK 8 Machine 1500 / 2500 ¥30
2 List of decks using this cardDivine Dragon Knight Felgrand LIGHT 8 Warrior 2800 / 1800 ¥30
1 List of decks using this cardMecha Phantom Beast Dracossack WIND 7 Machine 2600 / 2200 ¥40
1 List of decks using this cardNumber 11: Big Eye DARK 7 Spellcaster 2600 / 2000 ¥370
1 List of decks using this cardNumber 74: Master of Blades EARTH 7 Psychic 2700 / 2300 ¥30
Main deck minimum construction amount ¥1601


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