Featured Card Ranking


Best Card Ranking by Card-Type


Best Monster Ranking by Type


Best Monster Ranking by Attribute


Best Monster Ranking by Level


Best Xyz Monster Ranking by Rank


Best Link Monster Ranking by Link-Num

HOME > Yu-Gi-Oh! Deck Lists > Karakuri > Karakuri Card List
HOME > Yu-Gi-Oh! Category list > Karakuri > Karakuri Card List

"Karakuri" Card List (All Cards)

Karakuri Deck List

"Karakuri" Deck List
"Karakuri" Card List
"Karakuri" Product List

Card Type : 28 Types
Monster : 17 Types
Normal 1-40 Types Effect 1-412 Types Ritual0 Types
Normal 5~60 Types Effect 5~62 Types Pendulum0 Types
Normal 7~0 Types Effect 7~0 Types Fusion0 Types
Synchro3 Types Xyz0 Types Link0 Types
Machine (17 Types)
EARTH (17 Types)
Spell : 7 Types
Normal Spell1 Types Continuous Spell1 Types Equip Spell1 Types
Quick-Play Spell3 Types Ritual Spell0 Types Field Spell1 Types
Trap : 4 Types
Normal Trap3 Types Continuous Trap0 Types Counter Trap1 Types

Rating Score Card Name Card-Type
Attribute Level Type ATK DEF
Karakuri Gama mdl 4624 ▶︎ Deck 9.2 6 Karakuri Gama mdl 4624 "Shirokunishi" Effect Monster
Tuner Monster
- 1 Machine 200 1000
This card must attack, if able. If this card is targeted for an attack: Change the battle position of this card. (Quick Effect): You can banish this card from your GY, then target 1 "Karakuri" monster you control; change its battle position. You can only use this effect of "Karakuri Gama mdl 4624 "Shirokunishi"" once per turn.
Karakuri Spider ▶︎ Deck 2.6 14 Karakuri Spider Effect Monster
- 2 Machine 400 500
If this card attacks a DARK monster, destroy the attack target after damage calculation.
Karakuri Komachi mdl 224 ▶︎ Deck 9.6 17 Karakuri Komachi mdl 224 "Ninishi" Effect Monster
Tuner Monster
- 3 Machine 0 1900
This card must attack if able. When this face-up card is selected as an attack target, change its battle position. While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon 1 "Karakuri" monster in addition to your Normal Summon or Set. (You can only gain this effect once per turn.)
Karakuri Strategist mdl 248 ▶︎ Deck 7.8 8 Karakuri Strategist mdl 248 "Nishipachi" Effect Monster
Tuner Monster
- 3 Machine 500 1600
This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is Normal or Special Summoned, select 1 monster on the field, and change its battle position.
Karakuri Watchdog mdl 313 ▶︎ Deck 6.3 10 Karakuri Watchdog mdl 313 "Saizan" Effect Monster
Tuner Monster
- 4 Machine 600 1800
This card must attack if able. When this face-up card is selected as an attack target, change its battle position. When you take Battle Damage from a battle involving this card, all face-up "Karakuri" monsters you control gain 800 ATK and DEF until the End Phase. While this card is in face-up Attack Position, it cannot be destroyed by battle.
Karakuri Merchant mdl 177 ▶︎ Deck 9.3 15 Karakuri Merchant mdl 177 "Inashichi" Effect Monster
- 2 Machine 500 1500
This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is Normal Summoned, add 1 "Karakuri" card from your Deck to your hand.
Karakuri Barrel mdl 96 ▶︎ Deck 4.6 7 Karakuri Barrel mdl 96 "Shinkuro" Effect Monster
Tuner Monster
- 2 Machine 400 400
This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. Once per turn, this card cannot be destroyed by battle.
Karakuri Ninja mdl 919 ▶︎ Deck 6.7 9 Karakuri Ninja mdl 919 "Kuick" Effect Monster
- 4 Machine 1700 1500
This card must attack if able. When this face-up card is selected as an attack target, change its battle position. When this card destroys an opponent's monster by battle and sends it to the Graveyard, select 1 Level 4 or lower "Karakuri" monster in your Graveyard, and Special Summon it in face-up Defense Position.
Karakuri Ninja mdl 339 ▶︎ Deck 6.4 15 Karakuri Ninja mdl 339 "Sazank" Effect Monster
- 3 Machine 1200 1200
This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is flipped face-up, select 1 face-up monster on the field, and send it to the Graveyard. During the turn this card is flipped face-up, it can attack your opponent directly.
Karakuri Ninja mdl 7749 ▶︎ Deck 5.6 7 Karakuri Ninja mdl 7749 "Nanashick" Effect Monster
- 5 Machine 2200 1800
This card must attack if able. When this face-up card is selected as an attack target, change its battle position. When this card is Normal Summoned, you can draw a number of cards equal to the number of face-up Defense Position "Karakuri" monsters you control.
Karakuri Soldier mdl 236 ▶︎ Deck 6.8 12 Karakuri Soldier mdl 236 "Nisamu" Effect Monster
- 4 Machine 1400 200
This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 Level 4 or lower "Karakuri" monster from your Deck in face-up Attack Position.
Karakuri Bonze mdl 9763 ▶︎ Deck 8.1 7 Karakuri Bonze mdl 9763 "Kunamzan" Effect Monster
- 5 Machine 2000 1500
This card must attack, if able. If this card is targeted for an attack: Change the battle position of this card. If this card is in your hand: You can target 1 "Karakuri" monster you control; change its battle position, and if you do, Special Summon this card as a Tuner, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except EARTH Machine monsters. You can only use this effect of "Karakuri Bonze mdl 9763 "Kunamzan"" once per turn.
Karakuri Bushi mdl 6318 ▶︎ Deck 3.9 8 Karakuri Bushi mdl 6318 "Muzanichiha" Effect Monster
- 4 Machine 1800 600
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 another "Karakuri" monster on the field is destroyed, this card gains 400 ATK.
Karakuri Muso mdl 818 ▶︎ Deck 6.8 10 Karakuri Muso mdl 818 "Haipa" 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.
Karakuri Super Shogun mdl 00N ▶︎ Deck 9 7 Karakuri Super Shogun mdl 00N "Bureibu" Synchro Monster
Effect Monster
- 9 Machine 3000 1500
1 Tuner + 1+ non-Tuner Machine monsters
If this card is Synchro Summoned: You can Special Summon 1 "Karakuri" monster from your Deck. Monsters you control in Defense Position cannot be destroyed by battle. Once per turn, if the battle position of a face-up "Karakuri" monster(s) you control is changed (except during the Damage Step): You can target 1 card your opponent controls; banish it.
Karakuri Steel Shogun mdl 00X ▶︎ Deck 8.4 16 Karakuri Steel Shogun mdl 00X "Bureido" Synchro Monster
Effect Monster
- 8 Machine 2800 1700
1 Tuner + 1 or more non-Tuner Machine-Type monsters
When this card is Synchro Summoned: You can Special Summon 1 "Karakuri" monster from your Deck. Once per turn, when the battle position of a face-up "Karakuri" monster you control is changed (and remains face-up): Draw 1 card.
Karakuri Shogun mdl 00 ▶︎ Deck 8.8 20 Karakuri Shogun mdl 00 "Burei" Synchro Monster
Effect Monster
- 7 Machine 2600 1900
1 Tuner + 1 or more non-Tuner Machine-Type monsters
When this card is Synchro Summoned: You can Special Summon 1 "Karakuri" monster from your Deck. Once per turn: You can target 1 monster on the field; change its battle position.
Karakuri Cash Cache ▶︎ Deck 7.6 14 Karakuri Cash Cache Normal Spell
Select 1 face-up "Karakuri" monster you control. Add 1 Level 4 or lower "Karakuri" monster from your Deck to your hand and change the battle position of the selected monster.
Karakuri Anatomy ▶︎ Deck 6.9 11 Karakuri Anatomy Continuous Spell
Each time a "Karakuri" monster's battle position is changed, place 1 Karakuri Counter on this card (max. 2). You can send this card from the field to the Graveyard to draw 1 card for each Karakuri Counter on this card.
Karakuri Gama Oil ▶︎ Deck 9 6 Karakuri Gama Oil Equip Spell
Activate this card by targeting 1 "Karakuri" monster in your GY; Special Summon it and equip it with this card. Once per turn, if the battle position of a face-up "Karakuri" monster(s) you control is changed: The equipped monster gains 500 ATK/DEF (even if this card is no longer equipped). You can only activate 1 "Karakuri Gama Oil" per turn.
Golden Gearbox ▶︎ Deck 2.6 10 Golden Gearbox Quick-Play Spell
Select 1 face-up "Karakuri" monster on the field. It gains 500 ATK and 1500 DEF, until the End Phase.
Karakuri Gold Dust ▶︎ Deck 4 8 Karakuri Gold Dust Quick-Play Spell
Activate only during the Battle Phase. Select 2 face-up "Karakuri" monsters in Attack Position. Change 1 of the selected monsters to Defense Position, and the other gains ATK equal to the ATK of the monster changed to Defense Position, until the End Phase.
Runaway Karakuri ▶︎ Deck 4.4 8 Runaway Karakuri Quick-Play Spell
Select 1 face-up "Karakuri" monster on the field. Until the End Phase, it gains 1000 ATK but its effect(s) is negated.
Karakuri Showdown Castle ▶︎ Deck 7.2 11 Karakuri Showdown Castle Field Spell
When a face-up "Karakuri" monster you control selects an opponent's face-up monster as an attack target, you can change the target's battle position. When this face-up card on the field is destroyed and sent to the Graveyard, you can select 1 Level 4 or higher "Karakuri" monster in your Graveyard, and Special Summon it.
Karakuri Trick House ▶︎ Deck 5.1 9 Karakuri Trick House Normal Trap
Activate only when the battle position of a face-up "Karakuri" monster you control is changed. Select 1 card on the field, and destroy it.
Karakuri Cash Inn ▶︎ Deck 7.5 4 Karakuri Cash Inn Normal Trap
Target 1 "Karakuri" monster you control and 1 Effect Monster your opponent controls; change the battle position of your monster, and if you do, negate the effects of that opponent's monster until the end of this turn. If you control a "Karakuri" monster(s): You can banish this card from your GY, then target 1 face-up monster on the field; change that monster's battle position. You can only activate 1 "Karakuri Cash Inn" per turn.
Karakuri Klock ▶︎ Deck 3.5 11 Karakuri Klock Normal Trap
Activate only when a face-up Defense Position "Karakuri" monster is selected as an attack target. Destroy all face-up monsters your opponent controls.
Karakuri Cash Shed ▶︎ Deck 6 7 Karakuri Cash Shed Counter Trap
Activate only if you control a "Karakuri" monster in face-up Defense Position. Negate the activation of an opponent's Spell/Trap Card and destroy it.

CategoryCard List short cut

@

@Ignister, A.I.

A

Abyss Actor, Abyss Script Accesscode Talker Adamancipator Adventurer Token Alien Ally of Justice Altergeist Amazement, Amaze Attraction Amazoness Amorphage Ancient Gear Ancient Warriors Appliancer Aqua Jet Aquaactress, Aquarium Arcana Force Archfiend Armed Dragon Aroma, Aromage, Aromaseraphy Artifact

a

arugosutazu tentative

A

Assault, Assault Mode Atlantean

a

azamina tentative

B

B.E.S. Barbaros Batteryman Battleguard Battlin' Boxer Beetrooper Black Luster Soldier Blackwing Blue-Eyed Bounzer Brotherhood of the Fire Fist, Fire Formation Bujin, Bujinki, Bujintei, Bujingi Buster Blader, Destruction Sword Butterspy

C

Centurion tentative Charmer, Familiar-Possessed Chemicritter Chronomaly Chrysalis Clear Wing Cloudian Codebreaker Constellar Counter Crusadia Crystal Beast, Advanced Crystal Beast Crystron Cubic Cyber, Cybernetic, Cyberdark Cynet

D

D/D Danger! Dark Contract Dark Scorpion Dark World Darklord Demonsmith Deskbot Despian, Branded Destiny HERO Diavel Diavel Star, Treasure tentative Dinomist Dinomorphia Djinn Dododo Dogmatika Doodle Beast , Doodlebook Dracoslayer Dracoverlord Dragon Ruler Dragonmaid Dragunity Dream Mirror Drytron Dual Dual Avatar Duston

E

Earthbound Earthbound Immortal Elder Entity, Old Entity, Outer Entity Electromagnet Warrior Elemental HERO Elemental Lord Elementsaber Empowered Warrior Endymion Evil HERO Evilswarm, Steelswarm Evil★Twins Evolsaur, Evocator, Evoltile, Evolzar Evolution Pill Exosister

F

F.A. Fabled Fire King Firewall Fishborg Flamvell Floowandereeze Flower Cardian Fluffal, Frightfur, Edge Imp Forbidden Fortune Lady Fossil Frog Fur Hire Fusion Fusion Monster

G

Gadget Gagaga Gaia the Fierce Knight Galaxy, Galaxy-Eyes Gate Guardian Geargia Gem-Knight Generaider Genex Ghostrick Ghoti Gimmick Puppet Gishki, Aquamirror Gladiator Beast Goblin

g

goblin rider tentative

G

Gogogo Gold Pride Golden Lord, Eldlich, Eldlixir Gorgonic Gouki Gravekeeper Guardian Guardragon Gunkan Suship Gusto

H

Harpie Hazy Flame

h

heart tentative

H

Herald Heraldic Beast HERO Heroic Challenger, Heroic Champion Hieratic Dragon, Hieratic Seal Holy confectioner tentative Horus tentative

I

Ice Barrier Icejade Igknight Impcantation Infernity Infernoid, Void Infinitrack Invoked Inzektor Iron Chain

J

Jinzo Junk Jurrac

K

Kaiju Karakuri Kashtira Koa'ki Meiru Kozmo Krawler Kuriboh

L

Labyrinth Wall Lady of Lament Laval Libromancer Lightray Lightsworn Link Monster Lunalight LV, Level Up! Lyrilusc

M

Machina Madolche Magical Musket, Magical Musketeer Magician Magician Girl Magikey Magistus Majespecter Majestic Malebranche of the Burning Abyss Malefic Malicevorous Mannadium Marincess Materiactor Mathmech Mayakashi Mecha Phantom Beast Megalith Mekk-Knight Meklord, Meklord Emperor Melffy Memento tentative Mermail

m

metalation

M

Metalfoes, Heavymetalfoes, Raremetalfoes, Fullmetalfoes, Parametalfoes Metaphys Mikanko

m

millennium

M

Mist Valley Mokey Mokey Monarch Morphtronic Mystical Beast of the Forest, Mystical Spirit of the Forest Mythical Beast Myutant

N

Naturia Nekroz Nemeses Nemleria Neo-Spacian Neos Nephthys Nimble Ninja, Ninjitsu Noble Knight, Noble Arms Nordic, Nordic Beasts, Lord of the Aesir, Nordic Relic Nouvelles Number Numeron, Numeron Gate

O

Ocean Dragon Lord Odd-Eyes Ogdoadic Ojama Orcust

P

P.U.N.K. Paleozoic Parshath Patrollship Pendulum Pendulum Monster Penguin Performapal, Performage Phantasm Phantasm Phantom Beast Photon, Cipher Prank-Kids Predaplant Prediction Princess PSY-Frame Purrely, Expurrely

Q

Qliphort, Apoqliphort

q

quiet voice tentative

R

R-Genex Raidraptor

r

raika tentative raizeoru tentative

R

Rank-Up-Magic, Number C, Barian's Rank3 Xyz Rank4 Xyz Rank5 Xyz Reactor Rebellion Red-Eyes Reptilianne Rescue-ACE Resonator Rikka Ritual Beast, Spiritual Beast Ritual Monster

r

roid

R

Rokket, Borrel

r

rokubusiki tentative

R

Roland Rose Dragon, Rose

r

rough stone

R

Runick

r

ryuuge tentative

S

S-Force Sacrifice Salamangreat

s

sangen tentative

S

Satellarknight, Stellarknight Scareclaw Scrap

s

sennen tentative

S

Shaddoll

s

shark

S

Shiranui Simorgh

s

sirokimori tentative

S

Six Samurai Skull Servant Sky Striker Ace, Sky Striker Smile

s

snake eye tentative

S

Solfachord Speedroid Spellbook Sphinx Spright Springans SPYRAL Star Seraph Stardust Starry Knight Steelswarm Subterror Sunseed, Sunavalon, Sunvine Super Defense Super Quantum Superheavy Samurai Supreme King Dragon Swordsoul Sylvan Symphonic Warrior Synchro Monster Synchron

T

T.G. Tearlaments

t

tennpairyu tentative

T

Tenyi The Agent, Hyperion The Bystial

t

the Evil Eye the Forbidden One the Melodious Diva

T

The Phantom Knights, Phantom

t

the Timelord

T

The Weather

t

the World Chalice, World Legacy

T

Therion Thunder Dragon Time Thief Tindangle Toon Topologic Transcendosaurus Traptrix, Trap Hole Tri-Brigade Triamid Trickstar True

U

U.A. Umbral Unchained, Unchained Soul Ursarctic Utopia

V

Valkyrie Valmonica tentative Vampire Vaylantz Vedas tentative Vendread Venom Vernusylph Virtual World, Virtual World Gate Volcanic VS Vylon

W

War Rock Warrior Watt Welcome, Labrynth White Aura tentative Wind-Up Windwitch Wingman Witchcrafter Worm

X

X-Saber Xyz Xyz Monster

Y

Yang Zing Yosenju Yubel

Z

Zefra Zexal, ZW, ZS Zoodiac Zubaba

M∀LICE

Click here for a more detailed Category list page

"Karakuri" Deck List
"Karakuri" Card List
"Karakuri" Product List

Update Information - NEW -