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.
1/5 both Formats
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.
Art: As good as its archetype.
Fun Fact: Karakuri numbers are multiplication
Tomorrow: Support for the Elemental Heroes of