Karakuri " Karakuri " ( カラクリ " Karakuri " ) is an archetype of EARTH Machine monsters that made their official debut as an archetype in the booster pack " Starstrike Blast " . Design . Appearance . The " Karakuri " monsters resemble mechanized puppets or automata from Japan from the 17th century to 19th century . Etymology . The word " " " " means a " " mechanical device to tease , trick , or take a person by surprise " " . Like Wind - Up toys , they could only move in a predetermined pattern - this is reflected by the cards ' effects , as they do not have a choice about whether they attack or defend . Most of them have names that are made up of , often the Japanese " daiji " 「 大字 」 or are used . The first 2 numbers in their names when multiplied together get the last number , except for " Karakuri Barrel mdl 96 " Shinkuro " " . The readings of some of the " Karakuris ' " names also have English meanings relating to their role ( Ninja , Muso , etc ) . For example , " Karakuri Ninja mdl 919 " Kuick " " can be pronounced as ' quick ' . " Karakuri Barrel mdl 96 " Shinkuro " " can be pronounced as ' Synchro ' , " Karakuri Muso mdl 818 " Haipa " " can be pronounced as ' Hyper ' and " Karakuri Steel Shogun mdl 00X " Bureido " " can be pronounced as ' Blade ' . Karakuri Synchros combined ATK and DEF equals 4500 . Gameplay . Most " Karakuri " monsters , with the exception of the Synchro monsters , must attack if able and when attacked , change to Defense Position ( The " Karakuri " released in Storm of Ragnarok simply change position ) . The " Karakuri " monsters do not always have high ATK or DEF , but have a very unique strategy based on changing the battle positions of monsters . Many " Karakuri " support cards are triggered when attacked , destroyed or shifted to Defense Position , and they generally play defensively , countering the opponent ' s moves . Other cards have the ability to change positions of cards on the field , draw cards , destroy cards , or search for other " Karakuri " monsters . Due to most " Karakuri " going to Defense Position when attacked , piercing effects work well against them . " Karakuri " can be used with Machine support cards like " Machina Fortress " , as well as cards like " Machine Assembly Line " to increase the ATK of " Karakuri " monsters . Their DEF can be boosted by " Stronghold Guardian " or " Golden Gearbox " . Their " attack if possible " effects can also be negated by cards like " Omega Goggles " and " Ekibyo Drakmord " . Another profitable strategy is to use " De - Synchro " on any of the archetype ' s Synchro Monsters to gain more field presence . " Giant Rat " , " Gozen Match " , " Rivalry of Warlords " , " Prevention Star " and " Machina Armored Unit " can also be useful . Because all " Karakuri " monsters are EARTH monsters they can be used to make " Naturia " Synchro Monsters . Most modern " Karakuri " decks revolve around swarming the field with Synchros and field presence extremely quickly using cards such as " Iron Call " , " Instant Fusion " , " Emergency Teleport " , " Solar Wind Jammer " and " De - Synchro " to create massive swarms of Synchro monsters in a single turn . Weaknesses . " Karakuri " rely on massive amounts of Special Summons in one turn , making them vulnerable to any card that can stop that chain of summons . As a Machine deck , it is vulnerable to the most common counter to Machines , which is " Chimeratech Fortress Dragon " ; as such , it is inadvisable to leave " Cyber Dragon " with your " Karakuri " monsters should your opponent have " Fortress Dragon " in their Extra Deck . " Chain Disappearance " totally destroys the " Karakuri " strategy , stopping " Komachi " or " Nishipachi " before the chain of Synchro Summons starts . In addition to that , " Karakuri " decks also have trouble with " Colossal Fighter " and monsters with ATK and DEF that are both higher than 2800 . This deck usually relies on your chance of drawing either " Karakuri Komachi mdl 224 " Ninishi " or " Karakuri Strategist mdl 248 " Nishipachi " . The best way to increase your odds of getting them on the field is to activate " Machine Duplication " on either of the " Karakuri " monsters . Decks that attempt to summon multiple copies " Bureido " also have trouble with " Colossal Fighter " because it can get rid of all " Bureido " along with another " Karakuri " monster . " Summon Limit " prevents them from regaining advantage after a Synchro Summon or executing a long chain of Synchro Summons . " System Down " can banish all Machine monsters on the field and in the Graveyard . " Dark Highlander " completely shuts down any Synchro Summon attempt , and " Deck Devastation Virus " will destroy nearly every monster . However , " Evilswarm Ophion " is likely the deck ' s biggest weakness , as the deck ' s entire main function is rendered unusable and " Ophion " ' s second effect will guarantee its protection from Spells or Traps as well . " El Shaddoll Winda " is similarly very problematic for the deck , allowing only one Special Summon per turn and being protected from destruction by card effects . Machine Duplication Karakuri OTK . Example : This OTK also works well with " Black Salvo " which summons " Dekoichi the Battlechanted Locomotive " ( to draw more cards for this OTK ) . Then do the same and at the end you will control 3 " Karakuri Shogun mdl 00 " Burei " " and 1 " Karakuri Muso mdl 818 " Haipa " " ( since you can change the battle position with your " Karakuri Shogun mdl 00 " Burei " " it will probably be an OTK . This OTK also works with " Karakuri Komachi mdl 224 " Ninishi " " since it ' s a Level 3 Machine Tuner monster with 0 ATK . It also allows you one more Normal Summon . If you use that Normal Summon to summon another " Karakuri " Tuner you could have 3 " Burei " , 1 " Bureido " , and one other " Karakuri " monster . Due to the newest addition to the " Karakuri " monsters , the Level 5 " Karakuri Ninja mdl 7749 " Nanashick " , when you Synchro Summon " Karakuri Steel Shogun mdl 00X " Bureido " " you can Special Summon " Nanashick " and use it to Synchro Summon another " Bureido " . You could continue to Special Summon " Nanashick " and Synchro Summon one more " Bureido " . With that you can Special Summon " Haipa " and have a good chance of an OTK as well as the ability to draw three cards if " Haipa ' s " attack is not stopped . Karakuri Machina Plants ( KMP ) . Karakuri Machina Plants focus on " Karakuri " monsters with " Machina Gearframe " and " Machina Fortress " added in for " Karakuri " Synchro Monsters ( " Gearframe " + " Saizan " ) and the Plant Synchro engine to turn a " Machina Fortress " or a " Burei " into a " Bureido " . The Deck is very powerful and is the strongest and was the most consistent " Karakuri " Deck ( until " Extreme Victory " came out ) . It was first pioneered at a YCS and from there grew to be very popular as a Deck - type . This Deck ' s main Synchro Monster is " Karakuri Shogun mdl 00 " Burei " " as it has decent ATK , is extremely easy to Synchro Summon and has a great effect . " Karakuri Steel Shogun mdl 00X " Bureido " " can also be Synchro Summoned by tuning " Karakuri Watchdog mdl 313 " Saizan " " with " Machina Gearframe " .