Karakuri Cash Inn
Target 1 “Karakuri” monster you control and 1 Effect Monster your opponent controls; change the battle position of your monster, and if you do, negate the effects of that opponent’s monster until the end of this turn. If you control a “Karakuri” monster(s): You can banish this card from your GY, then target 1 face-up monster on the field; change that monster’s battle position. You can only activate 1 “Karakuri Cash Inn” per turn.
April 29th, 2020
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Karakuri Cash Inn is the first Karakuri trap in quite the while.
Summed up: Cash Inn is an effect negater and a double A/D Changer. It is less playable than any other effect negater like Impermanence or Breakthrough Skill, as it needs a Karakuri monster on the field. The banish to change position effect works for any monster on the field, either turning your monster to a position that will benefit you (activating another effect) or altering your opponent’s monster and helping you out. Turning one of your opponents monsters to defense can help with Kuick attacking. Cash Inn can also combo with Bureido and get you a free draw, then you can change the monster back to the original position. Alongside the new Synchro: Bureibu, your defense position monsters are now safe, and changing position will trigger Bureibu and banish a card on the field (field removal the deck needed).
Karakuri Cash Inn is another way to flip Karakuri monsters position without having to add in non-archetype support. You can use both effects in the same turn and with the new mentioned support, you can get more advantage on the field.
Until Next Time
Next up in this week is a new Trap to give Karakuris some stronger disruption, Karakuri Cash Inn.
Cash Inn is a Normal Trap that targets a Karakuri you control and an Effect Monster the opponent controls to swap your monster’s battle position and negate the effects of the opponent’s monster. Effect negation is pretty good, and having that on top of your battle position switching to trigger your bigger Synchros is really good. It also gets a monster from Defense Position to Attack Position in the case it would of changed its battle position when attacked so you can make sure you take no damage, assuming you didn’t banish your opponent’s threatening monsters. The other effect if you control a Karakuri lets you banish this card from the grave to target a monster on the field and change its battle position. Once again, making sure you can swap your Karakuris to the position to where if they’re attacked, they won’t swap to a position where you take damage, as well as the chance to trigger your big Synchros. It can also work on the opponent’s monster if you needed it to, so versatility is very nice here. Each effect is a hard once per turn, which once again is because battle positions in Karakuri is the only place it matters, but that effect negation is fairly good. It’s a card worth playing in Karakuri, they could use a little more disruption.
Advanced Rating: 4/5
Art: 4.5/5 A nice place for the Karakuris to stay.
Karakuri Cash Inn, a moderate pun, and a Normal Trap is our midweek card. So, you Target a theme Monster you control and an effect Monster of your opponent’s. Your Monster uses its bread and butter to change its Battle position.
If successful, the effect(s) of your opponent’s Monster is(are) negated for the turn. Nothing unreasonable or not to like here. Negation is everything in this game, and doing something the Deck does well and regularly is a fair price.
Removing this card from your Graveyard from play lets you change the Battle position of a face-up Monster on the Field. So long as you control a theme Monster. I love this works for any Monster, not just one in the theme. It’s a nice offensive and defensive option for you. You can only activate one of these a turn, and given combos and disruption ability, I think that’s fair.
Art: 4/5. The hotel seems fitting to the Japanese and Samurai theme to me. Maybe they’re paid to stay here given the name of the card.
Karakuri Cash Inn
This card can be used to negate an opponent’s Monster Effect and change your Karakuri’s battle position. Then, you can banish it from the GY to change any Monster on the field’s position. These are two simple effects, so let’s look at what they do for the deck.
Initially, I was not a fan of this card while playing the deck. It felt situational and slow. As the deck evolved, though, I found that I was able to rely on more traps due to the open-ended searching present in the Synchro Monsters. After that, I found myself targeting this card with Mecha Phantom Beast Auroradon’s third effect, so I could negate a Monster effect every turn while also building momentum with the Karakuri Synchro Monsters getting to use their effects that activate when a Karakuri changes its position during the opponent’s turn. It was not uncommon to be banishing an opponent’s card while negating a Monster’s effect and drawing a card. As for keeping Aurorodon stocked with 3 Monsters to send to the GY every turn, that is a review for another day.
The card is balanced with a “You can only activate 1 “X” per turn.” effect, but that doesn’t stop the GY effect from being used with multiple copies so it is okay to build up a cache for emergencies if that is your aim.
The art is well done, though with what I have seen from Runaway Karakuri, I don’t know that I would want Inashichi staying the night. The inn is well designed and reminiscent of locales from Kurosawa movies.
Versatility – 1
I will give this card a 3/5. Play it if you like it. It won’t hurt a Karakuri deck.
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