Yu-Gi-Oh! "Karakuri" Archetype

This is a list of all the Yu-Gi-Oh! "Karakuri" monsters and support cards in our database.

Full List of Yu-Gi-Oh! Archetypes

Card Name Type ATR    Sub Type     LVL     ATK     DEF     Card Text Buy It
Golden Gearbox Spell Quick-Play Select 1 face-up "Karakuri" monster on the field. It gains 500 ATK and 1500 DEF, until the End Phase.
Karakuri Anatomy Spell Continuous 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 Barrel mdl 96 "Shinkuro" Tuner Monster EARTH Machine 2 400 400 This card must attack if able. When this face-up Attack Position card on the field is selected as an attack target, change it to Defense Position. Once per turn, this card cannot be destroyed by battle.
Karakuri Bushi mdl 6318 "Muzanichiha" Effect Monster EARTH Machine 4 1800 600 This card must attack if able. When this face-up Attack Position card on the field 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 Cash Cache Spell Normal 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 Cash Shed Trap Counter 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.
Karakuri Gold Dust Spell Quick-Play 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.
Karakuri Klock Trap Normal 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 Komachi mdl 224 "Ninishi" Tuner Monster EARTH Machine 3 0 1900 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.)
Karakuri Merchant mdl 177 "Inashichi" Effect Monster EARTH Machine 2 500 1500 This card must attack if able. When this face-up Attack Position card on the field is selected as an attack target, change it to Defense Position. When this card is Normal Summoned, you can add 1 "Karakuri" card from your Deck to your hand.
Karakuri Muso mdl 818 "Haipa" Effect Monster EARTH Machine 4 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, change it to Defense Position at the end of the Battle Phase.
Karakuri Ninja mdl 339 "Sazank" Effect Monster EARTH Machine 3 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 "Nanashick" Effect Monster EARTH Machine 5 2200 1800 This card must attack if able. When this face-up card on the field is selected as an attack target, change its battle position. When this card is Normal Summoned, you can draw 1 card for each face-up Defense Position "Karakuri" monster you control.
Karakuri Ninja mdl 919 "Kuick" Effect Monster EARTH Machine 4 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 Shogun mdl 00 "Burei" Synchro/Effect Monster EARTH Machine 7 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 select 1 monster on the field, and change its battle position.
Karakuri Showdown Castle Spell Field 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 Soldier mdl 236 "Nisamu" Effect Monster EARTH Machine 4 1400 200 This card must attack if able. When this face-up Attack Position card on the field 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 Spider Effect Monster EARTH Machine 2 400 500 If this card attacks a DARK monster, destroy the attack target after damage calculation.
Karakuri Steel Shogun mdl 00X "Bureido" Synchro/Effect Monster EARTH Machine 8 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 Strategist mdl 248 "Nishipachi" Effect Monster EARTH Machine 3 500 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 Trick House Trap Normal 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 Watchdog mdl 313 "Saizan" Tuner Monster EARTH Machine 4 600 1800 This card must attack if able. When this face-up card on the field 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.
Runaway Karakuri Spell Quick-Play Select 1 face-up "Karakuri" monster on the field. Until the End Phase, it gains 1000 ATK, but its effect(s) is negated.
Card Name Type ATR    Sub Type     LVL     ATK DEF Card Text Buy It
   This set contains 23 cards.