Karakuri Super Shogun mdl 00N "Bureibu"
Karakuri Super Shogun mdl 00N “Bureibu”

Karakuri Super Shogun mdl 00N “Bureibu”
– #IGAS-EN043

1 Tuner + 1+ non-Tuner Machine monsters
If this card is Synchro Summoned: You can Special Summon 1 “Karakuri” monster from your Deck. Monsters you control in Defense Position cannot be destroyed by battle. Once per turn, if the battle position of a face-up “Karakuri” monster(s) you control is changed (except during the Damage Step): You can target 1 card your opponent controls; banish it.

Date Reviewed: 
May 1st, 2020

Rating: 4.44

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Karakuri Super Shogun mdl 00N “Bureibu” is the newest support and largest in the Synchro monster line of Karakuri.

Machine-based like all Karakuri Synchro Monsters, for 3000 ATK it is a little low for a Level 9. Like the previous two Karakuri Synchro monsters, “Bureibu” can pull a Karakuri from the deck to the field, encouraging you to continue your Synchro Summoning. Karakuri’s weakness has always been being spun into defense by their own effects, “Bureibu”‘s battle protection for defense monsters will keep your monsters from falling in battle if they are targeted for attacks. “Bureibu” gives Karakuri field removal during either turn a Karakuri changes position. You can leave a Karakuri in attack mode and if your opponent is foolish enough to attack it, it will change to defense, be protected by “Bureibu” and trigger “Bureibu”’s effect. This archetype needed field removal and now they have it within their strategy. You can climb into this monster easily now that Karakuri have a Level 1 Tuner: “Shirokunishi”. If you are hard-pressed to find a way to turn into defense, the new Karakuri “Kunamzan” can do it from the hand, then give you a Level 5 pseudo-Tuner to go alongside any monster you Special Summon from the deck using your Synchro monsters (being a Level 5 it can get you to another “Bureibu” rather easily).

“Bureibu” can be a wall or field removal power for you depending on the situation. It’s great that they now have a monster that doesn’t necessarily need to be triggered by you to activate its effect as well.

Advanced-4/5     Art-4/5

Until Next Time

Crunch$G Avatar

We end the week off with the biggest Synchro in the Karakuri arsenal, and something to help you keep climbing after you used Bureido, Karakuri Super Shogun mdl 00N “Bureibu”.

Bureibu is a Level 9 EARTH Machine Synchro with 3000 ATK and 1500 DEF. Good ATK on a Level 9, but DEF is a downgrade, even if it’s consistent with the Karakuri Synchros having their ATK and DEF add up to 4500. Once again, good Type and Attribute to mix. The summoning requirements are any Tuner and any Machine non-Tuner(s), so once again really meant for Karakuri. Upon Synchro Summon, you can summon any Karakuri from the Deck, which is just great for all these Synchros to have. It’s great to summon a Level 9 Synchro and still have an ability to continue plays. Monsters you control in Defense Position cannot be destroyed in battle, which is a double-edge sword considering leaving your small Karakuris in Attack Position means they’ll have to attack, so hopefully you summoned a bigger Main Deck monster to be able to destroy something, or the Synchros can get through so your small monster gets a direct attack. After that, they can go to Defense Position when attacked so they’ll be safe for next turn unless attacked again and said monster goes to Attack Position if attacked in Defense Position. You could put your Synchros in Defense as well to give them battle protection to hopefully keep them safe for next turn to go for game, plus it plays around Lightning Storm. The last effect is once per turn, if a Karakuri monster you control changes battle position (bar the Damage Step), you can target a card the opponent controls and banish it. This is why it’s great to have these effects to swap battle positions on either your or the opponent’s turn. Burei helps you do this on your turn alongside Nishipachi when its summoned, then you got cards like Cash Inn and Shirokunishi to do that on the opponent’s turn, and that’s not to mention if the opponent attacks a Karakuri that swaps battle position when attacked, and the advantage gets greater with Bureido letting you draw a card after a Karakuri swaps battle positions. I love the lack of hard once per turns on these Karakuri Synchros as well, lets you keep doing more and more with them. Bureibu is a great final Synchro for the archetype, unless they ever got a Level 10, it’s a good 2-3 of for Karakuri and that’s really where you’re playing this in at all, Karakuri and Karakuri variants.

Advanced Rating: 4.25/5

Art: 5/5 I referenced a Level 10 in the future maybe, but I don’t know how you make something that looks more like a final boss monster than this thing does already.

Dark Paladin's Avatar
Our final Mdl on the runway this week is another Synchro, in 00N Bureibu.  Earth/Machine still, Level 9, 3000 attack and 1500 defense.  Synchro requirement is a Machine Tuner and 1+ non-Tuner Machines.
Level 9 is odd (pun intended) but still not terrible if you use yesterday’s card.  Or invest three Monsters.  Anyway, a Synchro Summon nets you a Special Summon of a theme Monster.  Been there, done that.  Still can’t be upset with a free Summon from then Deck.  
Monsters in defense position you control gain Battle immunity.  Which is obviously awesome given all the mode changing these cards do.  Also makes his own low defense not so bad.  Once a turn if a Monster(s) you control change Battle position, save the Damage Step, you can Target and remove from play an opponent’s card.  
Protection here is good.  Removal is even better.  Good attack body being worth the investment too, and as said, the low defense has his own protection.  So it’s not much of a deterrent either.  
Rating:  4.5/5
Art:  5/5 again. He’s large and in charge for sure.  Very menacing.  And I love the background again

Karakuri Super Shogun mdl 00N “Bureibu”

   This is a very tasteful addition to the Karakuri archetype. It plays to the classic style of the other two Synchro Karakuri Monsters by searching for a Karakuri when Synchro Summoned. That is a powerful effect, and it is really what makes this archetype stand out.

   The second effect is much needed protection for this archetype, but it also makes it decent in Superheavy Samurai for protecting the Main Deck Monsters. It is nice that this effect works for all defense position Monsters and not just Karakuris.

   The third effect of this card provides much needed removal. It targets, and that can be easily countered in modern Yu-Gi-Oh!, but it banishes without destroying, which makes up for that risk. This can be used once per turn during either player’s turn, and multiple copies of the card can use the effect. This can create some interesting momentum plays that interrupt the opponent’s plans.

   There are numerous ways to get the proper material on the field to Synchro Summon this card. Urgent Schedule is a fantastic place to start, allowing you to Special Summon Karakuri Watchdog mdl 313 “Saizan” and Karakuri Bonze mdl 9763 “Kunamzan” to the field for the Synchro Summon. Additionally, Kunamzan can use its effect to Special Summon itself from the hand if you have a level 4 Karakuri in play already. Burei can also ladder into this card by searching for Karakuri Barrel mdl 96 “Shinkuro”. There are plenty of other options, too.

   This card, like the other two Synchro Monsters, does not have a HOPT restriction, but they are also not at risk of running rampant without reasonable investment in your field. The balance comes from the weaknesses of the Main Deck Monsters. Getting interrupted can be devastating when trying to set up your board, and there is no protection built into any of these cards aside from this one.

   The design of this card is wonderful, though I am not a fan of the English release for two reasons. The translation took a great name and made it boring. Super Shogun is not as inspired as Daigongen, which could have been left alone or translated to Enlightened One. Is Konami of America worried about using references to Buddha on their cards? Second, I love my Secret Rare version of this card because it is gorgeous, but as far as I can tell, TCG won’t be getting anything above Super Rare. The art is beautiful. It takes the best components of Burei and improves upon them. I can’t tell if this was supposed to be an advanced stage of Bureido or an alternative stage for Burei, but I believe it is the latter. While there is no indication of it on the card, I can imagine the double-blade spinning like a helicopter in the mechanical hand. This is the kind of card that makes me wish Yu-Gi-Oh! attributed their artists, because I would pursue an autographed copy.

Versatility – 4
– The Karakuri Synchro Monsters can get work in a variety of Machine decks.
Rogue Plays – 5
– Depending on your build, your entire strategy could revolve around field control with multiple copies of this guy banishing while protecting your field from attacks.
Art – 5
– This might be my favorite card design.
Balance – 4
– Could use a HOPT, but the strategies with this card are complex enough for fairness.
Uniqueness – 5
– The first effect is pretty much the defining character of a Karakuri Sunchro, but the banish effect is unique and combos nicely, and the protection is icing on the cake.

I give this card a 5/5. It is a good card. Bonus trivia – Karakuri are based on traditional Japanese puppets that run on gears and wound springs. Could you imagine what it would have been like with one of these guys at the Battle of Osaka? Knock Knock – SURPRISE TOYOTOMI!!

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