| mixing machina, karakuri and plants = good idea? | |
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+3Harper7000 darkness evil nikoli2art 7 posters |
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nikoli2art
Posts : 25 Join date : 2011-08-22
| Subject: mixing machina, karakuri and plants = good idea? Thu Nov 03, 2011 6:28 am | |
| i made a karakuri machina mix deck please make changes and add reasons to said changes duel records: reactor 2-0 exodia 1-0 karakuri 1-0 lightsworn 1-0
monster 20 machina fortress x3 machina force x2 (just an easy fortress) machina gearframe x2 glow-up bulb x1 spore x1 dandylion x1 lonefire blossom effect veiler x2 karakuri nisamu x3 karakuri nishipachi x2 karakuri saizan x2
spells 12 dark hole x1 foolish burial x1 heavy storm x1 instant fusion x2 machina armored unit x2 monster reborn x1 mystical space typhoon x2 one for one x1 pot of avarice x1
traps 8 bottomless x2 dimensional prison x2 solemn judgment x1 solemn warning x2 trap dustshoot x1
extra 15 cyber saurus x2 black rose x2 ( take one out for something else please) brionac x1 formula synchron x1 Karakuri Burei x3 Karakuri Bureido x3 scrap dragon x1 stardust dragon x1 trishula x1
cards im thinking about : maxx "C", Karakuri anatomy, Karakuri ninishi
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darkness evil
Posts : 288 Join date : 2011-05-19
| Subject: Re: mixing machina, karakuri and plants = good idea? Thu Nov 03, 2011 6:33 am | |
| KMP deck its a good deck but id prefer to have 2 mind crush mained this deck is pwned by maxx c and Effect V so mind crush will help u with that just call effect v even if u discard a card just go all out knowing he wont be able to stop you plus u get to look at his hand and know how long u can extend with out being stopped or lose ur advantige next turn | |
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Harper7000 Chaosking
Posts : 2580 Join date : 2010-05-27
| Subject: Re: mixing machina, karakuri and plants = good idea? Thu Nov 03, 2011 6:51 am | |
| KMP used to be the best way to play Karakuri...but then good karakuris came out. I think purer Karakuris is better | |
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nikoli2art
Posts : 25 Join date : 2011-08-22
| Subject: Re: mixing machina, karakuri and plants = good idea? Thu Nov 03, 2011 7:22 am | |
| since when does mind crush let you look at your opponents hand. also a karakuri deck is much easier to stop than this i guess its called kmp deck becasuse a proper karakuri deck can be stopped with 1 veiler in contrast here you can synchro more and faster in 1 turn(on average i know with the right hand it will never compare to the synch power of karakuris) on that note maybe you can fix my karakuri(pure) deck to make it better than kmp ill post it in decks
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LegendaryFrost
Posts : 1312 Join date : 2010-05-26 Age : 29 Location : Somewhere in Africa
| Subject: Re: mixing machina, karakuri and plants = good idea? Thu Nov 03, 2011 7:35 am | |
| When u use mind crush, you get to see their hand to make sure they ain't lying, so you will get to see their hand. Also in some pure karakuris main machine duplication to get over veiler. | |
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rjuto
Posts : 175 Join date : 2011-11-03 Age : 33 Location : idk
| Subject: Re: mixing machina, karakuri and plants = good idea? Thu Nov 03, 2011 7:55 am | |
| - LegendaryFrost wrote:
- Also in some pure karakuris main machine duplication to get over veiler.
I doubt you could get over veiler, even with Machine Duplication. "This card must attack if able. When this face-up card on the field 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 a "Karakuri" monster in addition to your Normal Summon or Set. (You can only gain this effect once per turn)." Wich means...if veiler is chained to 1 of your ninishis eff, for the rest of that turn, you won't be able to use it again. As everyone said already KMP used to be explosive enough to win games 1 format ago. Now it's veiler everywhere...it's not worth it anymore. Same case with Machina Karakuri...veiler, tragoedia at 2 splashed everywhere, gorz, orange...Naturia Landoise helps in that aspect, but still, too many outs to Karakuri's OTK. Pure KK variant is more controllish and consistent. Needless to say that first turn Naturia Beast = win this format. Backed up with some backrow, it's a powerfull opening, and easily achieved. -2 Armored Unit (meh) -1 Saizan (1 is fine imo) +1 Mind Control +2 Mind Crush | |
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Bronnco
Posts : 52 Join date : 2011-08-29 Age : 32 Location : In my room.
| Subject: Re: mixing machina, karakuri and plants = good idea? Thu Nov 03, 2011 8:13 am | |
| - rjuto wrote:
- LegendaryFrost wrote:
- Also in some pure karakuris main machine duplication to get over veiler.
I doubt you could get over veiler, even with Machine Duplication.
"This card must attack if able. When this face-up card on the field 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 a "Karakuri" monster in addition to your Normal Summon or Set. (You can only gain this effect once per turn)."
Wich means...if veiler is chained to 1 of your ninishis eff, for the rest of that turn, you won't be able to use it again. Last I checked, Ninishi's extra Normal Summon effect is Continuous, not Ignition, so there is no activation involved to which Veiler can be chained (although I'm sure they'll just use it after she's summoned, but Instant Fusion would still say hi). Unless they use 3 Veilers on all 3 Ninishi's, you're going to that get extra summon. | |
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nikoli2art
Posts : 25 Join date : 2011-08-22
| Subject: Re: mixing machina, karakuri and plants = good idea? Thu Nov 03, 2011 8:16 am | |
| guys there isnt even one ninishi in this deck at least look at it before commenting | |
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rjuto
Posts : 175 Join date : 2011-11-03 Age : 33 Location : idk
| Subject: Re: mixing machina, karakuri and plants = good idea? Thu Nov 03, 2011 8:39 am | |
| - Bronnco wrote:
- Last I checked, Ninishi's extra Normal Summon effect is Continuous, not Ignition, so there is no activation involved to which Veiler can be chained (although I'm sure they'll just use it after she's summoned, but Instant Fusion would still say hi). Unless they use 3 Veilers on all 3 Ninishi's, you're going to that get extra summon.
For some reason I though it was ignition o_o. Anyways. The plant engine won't let you run Ninishis so...Deck looks fine to run 2 formats ago. I would only add Mind Crush and Mind Control instead of Machina Armored Unit. | |
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Harper7000 Chaosking
Posts : 2580 Join date : 2010-05-27
| Subject: Re: mixing machina, karakuri and plants = good idea? Thu Nov 03, 2011 9:36 am | |
| Veiler sucks but it worth running Karakuris still just because of one card. Ninishi is pro | |
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nikoli2art
Posts : 25 Join date : 2011-08-22
| Subject: Re: mixing machina, karakuri and plants = good idea? Thu Nov 03, 2011 9:44 am | |
| this may just be me but this deck is giving me a lot more options and ways to manuvere around situations than the pure karakuri deck and i dont often find my self in a situation like "oh S**t i am so screwed right now" just because of one solemn or effect veiler; if the opponent uses veiler or solemn on my synchro monster i use a fortress and last time i checked he was still pretty boss | |
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Scorpion67 Drunken Master
Posts : 1948 Join date : 2010-05-23 Age : 38 Location : Montreal, Canada
| Subject: Re: mixing machina, karakuri and plants = good idea? Thu Nov 03, 2011 9:53 am | |
| Kmp was a a nice deck but unstable. How can I proove that? The deck was popularised by 2 guyz that wew jeff jones and dale belido. I was at toronto for the yxs and dale was playing pure karakuries and jeff jones was playing almost the same build at columbus cuz genex neutron makes the deck more stable and versatile. So my oppinion is, play pure karakuri | |
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| Subject: Re: mixing machina, karakuri and plants = good idea? | |
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| mixing machina, karakuri and plants = good idea? | |
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