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

Karakuri Shogun MDL 00 "Burei"
#STBL-EN043 

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.

Card Ratings
Traditional: 2.00
Advanced: 4.20

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


Date Reviewed - March 7, 2011

Back to the main COTD Page

 

Mark
Howard

Karakuri Shogun mdl 00 "Burei"

The Karakuri Shogun is a force to be reckoned with, as I've written about in my articles. You need only a Machine and a level (most often) 3 Tuner. Black Salvo and Karakuri Strategist are both dupe-able, so you won't have problem getting the Tuner, and standard level 4 monsters are everywhere--and Karakuris have loads of search power and recursion.

Automatically summoning a Karakuri along with himself? That's what makes this guy truly amazing. You can jump your Tuners up to this guy at no cost, and if you're attacking directly, you reach strengths higher than Dark Strike Fighter!

The Burei is capable of destroying virtually any other monster in battle--if it has an ATK or DEF less than 2600, it's out. It's also a level 7 Synchro worth summoning, with all the Karakuri power behind him (and an even quicker +1 from Anatomy). There isn't much more to say about this guy. He has support, he can tear down anything, makes his own army, and he's accessible.


4.5/5
Art: Looks a little rusty.
Fun Fact: POKEMON BLACK AND WHITE!!!
Tomorrow: Someone's dropping the Watt bomb.

General
Zorpa

Karakuri Shogun mdl "Burei"

This is one of the Karakuri Boss monsters, which is actually not saying very much. Burei is a level 7 EARTH Machine Synchro monster with 2600 ATK and 1900 DEF. It is not a generic Synchro, needing all Machine Type non-Tuners. As it is a Machine that is hard to bring out, it suffers from Chimeratech Fortress Dragon, which is in almost every extra or side deck. It is also not generic, so it must be pretty damn good in order to be playable.

The effect is that when it is Synchro Summoned you can Special Summon a Karakuri monster or Mechanical Spider from your deck. Also, once per turn you can change the battle position of one monster on the field. Okay, so it helps to replace the card advantage lost form it's Summon, which is nice, and getting a Haipa from your deck can mean some serious firepower just got added to your team. The changing battle position things is rather pathetic for a boss monster, but enables it to take out almost every monster that you will see in battle.

As it is, it is not even the best Synchro monster out there to use to change battle position. Junk Gardna will do it during either players turn and also when it dies. Gardna is also a million times easier to bring out, which is a major plus in its column. Basically, I can see this guy as being an alpha striker, bringing out Haipa and then a quick Limiter Removal in order to OTK an opponent, other than that it is almost completely less powerful than other monsters you can bring out.

Traditional-1/5
Advanced-2.5/5


Dark Lord
Jibbs
The Legion

Alright, Earth, machine, level 7, 2600 ATK, 1900 DEF, 1 tuner + one or more non-tuners.  Given these facts, Karakuri Shogun mdl 00 “Burei” is already a decent card.  First off, he is a 2600 level seven monster, which is good for a level seven.  Also, he is a machine synchro that doesn’t suck, like Power Tool Dragon, and that isn’t banned, like Dark Strike Fighter.
 
So, you’ve got this pretty nice synchro on your hands. However, this card's effect is what makes him far better than the standard synchro.
Its effects are as follows: when this card is synchro summoned, you can special summon a Karakuri monster from your deck.  Once per turn, you may select 1 monster on the field, and change its battle position.  Holy poo, that’s some good effects.  So it’s first effect, in a nut shell, is that you make your synchro out of two monsters, and then you pull out a monster to replace a monster lost to summon this card.  This card is a synchro that won’t decrease your field presence. How awesome is that?
And to top things off, you can change a monster on the field’s battle position, activating various Karakuri support cards and effects, or just getting ready to maul a big monster. I don’t really see a downside to this card. I know there are better things out there, but this adds a great deal of power to machines, Karakuris, and who knows what else.
 
Traditional: 3
Advanced: 4.5

darthluigi36

Burei is basically Konami's way of saying "You know what, Karakuris?
You OTK decently, but how would you like to OTK FABULOUSLY?!".
 
Basically, now Karakuri win the game any time they draw Machine Duplication + a tuner. There's not much else to say really, Burei can fit into non-Karakuri machine decks, but all he does is change something's position. There are better LV7's to go for than him outside of his own deck.
 
Traditional: 2/5 Karakuri OTK might be somewhat consistent here, but it's still nothing compared to the other FTK's.
Advanced: 5/5 You can definitely expect to see some Karakuri action at tournaments now, largely in part thanks to this fellow.


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