While I was looking at some of the Machina builds I realized that all I wanted to do was get out a bunch of Karakuri (KK) synchros as fast and as consistently as possible. To do this first you have to look at the KK synchros
Well how are we gonna make him? Instant Fusion. You know that spell card that looks like a cup of Ramen.
But last but not least DONT EVER FORGET ABOUT YOUR SYNCHROS!!! Ally of Justice Catastor is a machine as is your Armory Arm (which is really cool when you look at your karakuri tuners level 4 and 3 :) )
Speaking of the Karakuri's (wait not yet)
Im going to add another P to KMP (well maybe not KMPP sounds kinda bad) Lets take a quick look at the Psychic tuner engine. Emergency teleport is rockin' here you can grab 2 targets Mind Master (a level one tuner) and Psychic Comander a DESPERATELY needed level 3 (4+3=7 & 5+3=8, ya feel me)
No with all that said the Karakuris. The heart and soul is this guy
Karakuri Strategist mdl 248 “Nishipachi” |
My other KKs:
Karakuri Watchdog mdl 313 "Saizan": level 4 tuner (4+4=a tasty burrito), cant be destroyed by battle and in the rare case u take battle damage from this card u pump your KKs up by 800 atk. nifty if you gotta get over something big.
my other 2 are non-tuners to give you targets you can synch with your other tuners.
Karakuri Muso mdl 818 "Haipa": level 4, 2100 atk (bring him out when you need to swing for game or synch)Karakuri Ninja mdl 919 "Kuick": level 4, 1700 atk that when you destroy an opponent's monster by battle to the graveyard he can grab your strategist or watchdog to synch with.
Karakuri Soldier mdl 236 "Nisamu": Can get you a level 4 or lower KK from deck when destroyed by battle
THE LIST
Monsters (21)
III Karakuri Strategist mdl 248 "Nispachi"
I Karakuri Muso mdl 818 "Haipa"
I Karakuri Ninja mdl 919 "Kuick"
I Karakuri Soldier mdl 236 "Nisamu"
I Karakuri Watchdog mdl 313 "Saizan"
II Cyber Dragon
III Machina Gearframe
II Machina Fortress
I Dandylion
I Glow-up Bulb
II Lonefire Blossom
I Spore
I Mind Master
I Psychic Commander
Spells (13)
I Dark Hole
I Emergency Teleport
I Foolish Burial
I Giant Trunade
I Instant Fusion
I Limiter Removal
I Monster Reborn
I Mind Control
II Mystical Space Typhoon
I One for One
II Pot of Duality
THE LIST
Monsters (21)
III Karakuri Strategist mdl 248 "Nispachi"
I Karakuri Muso mdl 818 "Haipa"
I Karakuri Ninja mdl 919 "Kuick"
I Karakuri Soldier mdl 236 "Nisamu"
I Karakuri Watchdog mdl 313 "Saizan"
II Cyber Dragon
III Machina Gearframe
II Machina Fortress
I Dandylion
I Glow-up Bulb
II Lonefire Blossom
I Spore
I Mind Master
I Psychic Commander
Spells (13)
I Dark Hole
I Emergency Teleport
I Foolish Burial
I Giant Trunade
I Instant Fusion
I Limiter Removal
I Monster Reborn
I Mind Control
II Mystical Space Typhoon
I One for One
II Pot of Duality
Traps (5)
I Call Of The Haunted
I Mirror Force
I Solemn Judgment
II Solemn Warning
I Trap Dustshoot
Extra (15)
I Armory Arm
I Ally of Justice Catastor
I Black Rose Dragon
I Brionac, Dragon of the Ice Barrier
I Chimeratech Fortress Dragon
I Colossal Fighter
I Cyber Saurus
II Formula Synchron
III Karakuri Steel Shogun mdl 00X "Bureido"
III Karakuri Shogun mdl 00 "Burei"
PS..
Its worth while to note that the introduction of psycics here in this build, I personally see a a temporary fix untill we get some cards like:
Karakuri Komachi mdl 224 “Ninishi” in Extreem Victory then we can bump up the KK count and really run it how it should be run where we go for Rei use the effect then get a level 1 tuner out to go for Burrito, It does kinda hurt to go right to Burrito leaving Rei all lonely in the extra deck. Genex Neutron seems a bit slow to me but for those out there that prefer you can pull the Psychic cards and run him instead.
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