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Pojo's Yu-Gi-Oh Card of the Day

Karakuri Merchant mdl 177 “Inashichi”
#STBL-EN020 

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.

Card Ratings
Traditional: 1.00
Advanced: 2.00 

Ratings are based on a 1 to 5 scale
1 being the worst. 3 is average. 5 is the highest rating.


Date Reviewed - Jan. 24, 2011

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Dark Paladin

Monday
 
Karakuri Merchant MDL 177 "Inashichi" opens the week here, and I'm still not a big fan of this particular Archtype.  We have a Level 2, Earth attribute, Machine monster, with 500 attack and 1500 defense. 
 
What can this monster do...well it has to attack if able to, and with 500 attack, we will consider that a downside. If selected as an attack target, this monster changes itself into defense position, but 1500 still won't win many contests.
 
OH, but here's the winning part, when Normal Summoned, add one "Karakuri" card from your Deck to your Hand.  You can't even activate said effect if you Special Summon this monster.  I don't see this as a good card, even for its own Deck.
 
Ratings:
 
1/5 both Formats
Art:  3/5


Mark
Howard

Karakuri Merchant Inashichi... Inachichi? In a chi chi? Chi Chi is a shaky Karakuri for the deck. When he she or it isn't married to Goku, he she or it is being summoned with only 500 ATK. That's not good, especially since it'll have to attack if it can. You can't skip your Battle Phase if you control a Karakuri; you HAVE to make them battle each turn.
 
With just 500 ATK, you can only safely play Chi Chi when the opponent controls something small, like a Fluff token. The Merchant will grab a Karakuri from your deck, but there is certainly  a downside here, in that you can only summon it at certain times.
 
3/5
Art: As good as its archetype.
Fun Fact: Karakuri numbers are multiplication problems.
Tomorrow: Support for the Elemental Heroes of today's generation.


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