Forum:Dr.Kimaira Army

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Basic Assault Mode

While there are many variants,keeping things simple often works best.Here you have a more simple but flexible variant of the Karakuri style theme,the big note on the style is just as with any war first you must assemble troops(kinda odd since you literally have to assemble them as wind up dolls so pun intended)Thus in this theme you rely on cards such as Nightmare's Steelcage and Vengeful Bog Spirit,both help to keep your monsters from attacking and your opponents from attacking while building up your forces,it's essenstial because most of them have low atk power and will literally kamaikaze themselves to death while dealing you heavy lifepoint damage,so in some cases you may wanna throw 3 copies of each card in,usually all you need is 1-2 turns before you can assemble an army faster then your opponent,the only types to summon faster would be Blackwing and the new True Six Samurai themes,this theme does still keep the Machine Duplication OTK theme however affords more defence with cards like Scrap-Iron Scarecrow and the above mentioned spells,now then lets talk about the monsters shall we?More then half of them give you cumulative resources allowing you to replenish your losses or just your hand,now lets start with Karakuri Bushi mdl 6318 “Muzanichiha he's simply there as a beatstick he has the highest attack as far as level 4 goes and can gain more attack via susicide kamakazi often,next we have Karakuri Ninja mdl 919 “Kuikku she has high atk and she has the ability to revive a fallen comrade,2 good aspects which alone can help to synchro summon the field(shes basically shura the blue flame except graveyard instead of deck base),next we have Karakuri Soldier mdl 236 “Nisamu” he has medium atk power but if destroyed he can get you any monster from this deck except Scrap Recycler so essentially hes often used to bring out a tuner monster,ok up next is Karakuri Merchant mdl 177 “Inashichi” He has 2 roles,the first is of course hand advantge,when normal summoned he can grab any Karakuri monster from your deck of your choice naturally a great way to find your tuner monsters,can be used with Machine Duplication and can be tuned with Karakuri Guard mdl 313 “Saizan”.Karakuri Guard mdl 313 “Saizan” is just simply a great tuner with a survival ability to help back him up in order to get out your level 8 synchros out,also in a last ditch desperate effort he can assist by pumping up your soldiers by a whopping 800 which is nothing to scoff at,an interesting combo with him Bushi and Soldier is to have 2 or 3 Bushi out while having at least 1 soldier out and your opponent has a higher atk monster,have your soldier hit the opponents monster and die this will pump up your Karakuri Bushi mdl 6318 “Muzanichiha” by 400 points,use soldiers effect to bring out another soldier then repeat this process twice pumping up your bushi's by another 800 points,finally bring out the guard dog and have it attack to pump up your bushis another 800 which brings the total to 2000 POints!!!yes now their attack should be 3800 use a limiter removal and watch the carnage.Karakuri Barrel mdl 96 “Shinkuro” a tuner with an ability to survive one attack he is much better in everyway compared to the level 3 Karakuri strategist tuner,he will however msot of the time just be brought out quick for the synchro summon of Karakuri Shogun mdl 00 “Burei”.Lastly on the deck list of main monsters we have 2 Scrap Recyclerwell since every monster except Stardust Dragon in this deck is a machine and earth monster it means hand advantage and recycling.Lastly Stardust Dragonis in the deck for the extra protection boost and to help during the battle step mostly once you have set your forces up,he is easy to get out.Now some may wonder why the Karakuri Ninja mdl 339 “Sazank” is not in the deck,well truth is he's an odd number so he can't synchro summon into the main warlords unless you use Karakuri Strategist mdl 248 “Nishipachi”and personally hes not good unless your running a deck themed around changeing your opponents battle positions with the use of their castle card a few synchrons and Tragedyalso the ninja must survive one turn in order to use his effect and often its not gonna happen especially for those trying to play an aggressive style.In the end Karakuri can be a very good swarm and hand replenishment style when used with the right care,and by the right care i do mean they need cards to protect them there is no exception to this,i have tested this deck and it does run great the only real problem deck i ran into with this deck was cyber dragon decks due to cyber fortress dragon and cyber dragon itself,however even then it wasnt a hopeless one way battle,also i have said this before but i'm gonna say it again"This theme seems to have a lot do with the creations of Dr. Kimaira from the video game Tenchu:Wrath of Heaven"in almsot acknlowdgement of it the reason being they have 2 ninjas in this theme the female version Karakuri Ninja mdl 919 “Kuikku can be considred to be Ayame and the male version Karakuri Ninja mdl 339 “Sazank” can be considred to be Rikimaru,so thus for any who take an interest in this style or any ninja game for that matter based off feudal japan era i'd check the game out.Raventheblack (talkcontribs) 09:00, November 27, 2010 (UTC)


1: Argh, my eyes, can you please put in into paragraphs, as i can't.... read that

2: No machina base? (this destroyed monster -> new mon with

3: get 15 mons in extrad deck

4 $: only 2 dupe?

5: upgrade your traps, ie: klock to mirror force,

-my comp is terrible-10:24, November 27, 2010 (UTC)

._. horrible grammer and spelling errors hurt my eye's.2-i could throw that in,3-i dont need 15 monsters in a side deck when nothing else is needed considering the only thing i can throw in are less powerful or would do more damage then good,4-2 is a diverse yet balanced number,and 5-wtf?Mirror force is a downgrade from klock as klock can also destroy their face up defense position monstersRaventheblack (talkcontribs) 13:04, November 27, 2010 (UTC)


The person above was myself, on a computer which I was unable to verify the text as it was being typed, due to it spawing around 10s after i typed it, and no mouse to fix after, To re-describe my points:

1) Wall of text ensures no-one will read it,

2) The Machina Armored Unit further enhances the decks already impresive search power,

3) 15 cards in extra deck is due to the ability to have options, ie: Black Rose Dragon, Scrap Dragon, Colossal Fighter, Chimeratech Fortress Dragon, Brionac, Dragon of the Ice Barrier, Ally of Justice Catastor & so on, each of which is good for different situations, and in addition, means your deck is able to sync for other levels,

4) Machine Duplication has been found by I (and others) to work very well at 3, but to each their own I suppose,

5) Mirror Force has the advantage of:

a) Not requiring you to have monsters

b) Not requiring you to have monsters in def position -BEFORE- the attack is declared (ie: if they swap themselves, then you can't use Klock)

Hope that explains better than my prior attempt

-Resk (talkcontribs) 20:21, November 27, 2010 (UTC)