KMP: Plant Combos

As a sort of supplement to the podcast, since we didn’t actually get into many actual combos I figured I’d relay them in text form as well as some fun (but not necessarily the most viable) ideas to get your brains a-pumpin’. In this article I will be focusing on the plant aspect of Karakuri Machina Plants (KMP); some of the old tried and true plant combos and important combos to running plants with Karakuri. Note of warning, this is going to be long.

First, let’s start with a couple of the most basic KMP combos. These are the really core combos that the deck is based around.

COMBO #1: Lonefire Blossom + Machina Fortress.

This is the bread and butter right here. When playing KMP this is usually the play you plan for albeit with Lonefire at it doesn’t happen all too often anymore. The basic idea of the play is that you bring them both out; normal summon Lonefire and Special Summon Machina Fortress with his effect. You follow that by using Lonefire’s effect, tributing itself, to summon a Spore from the deck. From here you can synchro in “Big Shogun” as I call him: Karakuri Steel Shogun mdl 00X “Bureido”. With Big Shogun’s effect you get a level 4 non-tuner from the deck, most likely Karakuri Ninja mdl 919 “Kuick”. Then you use Spore‘s effect to revive itself by removing lonefire, making it a level 4 tuner. From here you can synchro from another Big Shogun and end the combo by summoning Karakuri Strategist mdl 248 “Nishipachi”. Use strategist’s effect to change his own battle position. (to which position you change it really depends on the situation, just remember to summon him in the opposite position of the one you want him in) This will set off both Shogun’s effects letting you draw 2 cards.

Something to keep in mind at this point is that there are a slew of ways to extend this combo depending on your hand. This point in the combo is usually commonly reached in most of the decks combos so here’s few ideas:

  • With Kuick in hand you can bring out a Karakuri Komachi mdl 224 “Ninishi” instead of Strategist to perform an extra Synchro for Karakuri Shogun mdl 00 “Burei” (whom I call “Baby Shogun”) and bring out a Kuick in defense. Then use Baby Shogun’s effect to switch Kuick to attack mode to set of the Big Shogun’s effects.
  • With Karakuri Merchant mdl177 “Inashichi” in hand you can also bring out Komachi then normal Merchant to get his effect adding Karakuri Cash Cache to your hand and using that to set of the Big Shogun’s effect. Then Synchro for Naturia Beast to lock down the field.
  • With Instant Fusion you can synchro with your strategist for either another Big Shogun to extend the combo even further or a Stardust Dragon to protect your field.

Remember these for the ends of other combos, since I don’t really want to have to say them each time.

COMBO #2: Glow-up Bulb + Fortress + Kuick

This is the second bread and butter combo, although it’s far less obvious, but it ends with the same results. One thing to keep in mind with this combo is that the cards within it can easily be replaced with other combo pieces. Ex. Glow-up Bulb can be One for One or Lonefire and Kuick can be any non-tuner level 4 Karakuri in hand or any non-tuner level 4 Machine monster that is on the field from another turn. (like Machina Gearframe)

The combo starts like most combos. Special Fortress with his effect and then normal Glow-up. Synchro for Big Shogun. Special Summon a Komachi with Big Shogun’s effect allowing you to normal Summon the Kuick from your hand. Synchro with the Kuick and Komachi for Baby Shogun. From here there’s many options dependent on your hand once again, I will go through the most basic combo. Baby Shogun’s effect Special Summons a Karakuri Watchdog mdl 313 “Saizan”. Use Glow-up Bulbs’s effect to revive itself and then Synchro with Glow-up and the Baby Shogun for Big Shogun. The new Shogun brings out yet another Kuick. Synchro with Kuick and Watchdog for the 3rd Big Shogun ending with Strategist and drawing 3 cards. You now have 3 Steel Shogun “Bureido” and 1 Strategist. I’d suggest not ending it at that and bringing out either Naturia Beast or Stardust Dragon in some way to protect your field, if you play around with the deck enough it’s easier to see the opportunities, both of which where available in this combo. Note, if you ever get a Baby Shogun on the field by any means, you can play Foolish Burial to get Glow-up Bulb and Synchro up for a Big Shogun… keep that in mind.

Now moving away from the basic we move more into obscurity and into some pure plant combos.

COMBO #3: One for One + Dandylion

This combination of cards already has an aura about it because of Plant Synchro but it’s not exclusive to just that deck. KMP actually has a pretty neat trick up its sleeve here.

Play One for One discarding Dandylion to special Summon Spore from the deck. You now have Spore and 2 level 1 Tokens. Synchro for Formula Synchron with Spore and a Token. Draw a card off Formula’s effect. Revive Spore by removing Dandylion, making it a level 4 Tuner. Synchro with Spore and the Token for Ally of Justice Catastor. (At this point you’re actually pretty safe here since you can Synchro for a Blackrose Dragon during your opponent’s turn without losing any advantage, but we’re play KMP so we’re just going to summon a bunch of monsters! ) It’s important that you summon Catastor since it is a Machine non-tuner meaning we can Synchro for Baby Shogun and bring out something from the deck, but what that is extremely reliant on what’s in your hand. Just remember that you haven’t normal summoned yet and I’m sure some possibilities will come to mind.

COMBO #4: Spore + Foolish Burial

Similar combo to #3 except it uses your Normal Summon. This combo can become a lot better if you have Monster Reborn.

Normal Spore. Play Foolish Burial sending Dandylion to the graveyard, summoning 2 tokens. Synchro for Formula with Spore and a Token. Revive Spore by removing Dandylion to make it a level 4. Synchro for Catastor with Spore and the last token. Now Synchro with Formula and Catastor for Baby Shogun. Proceed depending on what’s in your hand.

COMBO #5: Lonefire Blossom + Foolish Burial

If you didn’t notice by now, pretty much every plant monster has a special interaction with each of your limited to one spell cards. Not that that’s bad, just keep in mind even the most obscure looking hands with no Machine monsters can end with you swarming with Karakuri’s.

Normal Summon Lonefire Blossom. Send Dandylion to the Graveyard with Foolish Burial to summon 2 Tokens. Tribute a token with Lonefire’s effect to summon a Spore from the deck. Synchro with Spore and Lonefire for Armory Arm. Remove Lonefire from your Graveyard to revive Spore as a level 4 tuner. (You could Synchro for Trishula here if necessary) Synchro with Spore and Armory Arm for Big Shogun. (since Armory Arm is a Machine non-tuner) Once again, proceed depending on what’s in your hand. Note, you still have a level 1 token on the field which can make for some shenanigans. Note, This combo can also be done the same as Combo # 4 by tributing Lonefire for Spore instead of the token.

COMBO #6: Lonefire Blossom + Monster Reborn

This combo can also summon Shooting Star Dragon… if you’re running it.

Summon Lonefire Blossom and tribute it for its own effect to summon Dandylion from the deck. (It actually doesn’t need to be Dandylion, this combo can work similarly with a Glow-up Bulb)Play Monster Reborn reviving Lonefire. Use Lonefire’s effect tributing itself to summon Spore from the deck. (if you wanted Shooting Star, tribute Dandylion for Lonefire’s effect at this point) Synchro with Dandylion and Spore for Armory Arm. Revive Spore by removing Lonefire, making Spore level 4. Synchro for Big Shogun. (or Trishula using a token) Proceed depending on your hand. Note, you have 2 extra tokens on the field.

Ok, those are the more basic 2 card combos. Things can get pretty nutty if you get any 3 limited to one cards so keep that in mind along with the slurry of other things I told you to keep in mind. These are definitely not all the combos there are, just the bare boned basics that you should know. Next, we move onto some experimental ideas I have…

First, I want to look at these three cards and explain them since you might not actually know them at all. They are Naturia Cherries, Evil Thorn and Super Solar Nutrient.

“That Plant support you’ve never heard of.”

Naturia Cherries: “When this card is sent from the field to the Graveyard by your opponent’s card (including by Battle, card effect or by being destroyed) you can Special Summon up to 2 “Naturia Cherries” from your deck in face-down Defense Position.”

Evil Thorn: “You can Tribute this card to inflict 300 damage to your opponent and Special Summon up to 2 “Evil Thorn”(s) from your Deck in face-up Attack Position. Those monsters’ effects cannot be activated.”

Super Solar Nutrient: “Tribute 1 Level 2 or lower Plant-Type monster. Special Summon 1 Plant-Type monster whose Level is equal to or lower than the Tributed monster’s Level+3 from your hand or Deck. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card.”

One thing about Super Solar Nutrient is it essentially gives you free access to your Lonefire Blossom. This means Nutrient and a level 2 or lower plant can replace Lonefire in any of the above combos. Ex. Combo #1: Summon Glow-up Tribute for Nutrient to Summon Lonefire, then Special Machina Fortress and proceed with Combo 1.

Also, similarly to Nutrient being a stand-in for Lonefire, 2 Naturia Cherries can stand in for Glow-up bulb in Combo #2, or any combo for that matter.

COMBO #7: Super Solar Nutrient + Any Two Plant Monsters(Evil Thorns)

First we must get two plants. This can be done in 3 easy ways: Naturia Cherries, Evil Thorns or Foolish Burial, but not these cards exclusively. The first are inherently obvious how they get 2 plants. Foolish is pretty simple as well, it can easily get two plants by pitching Dandylion to get two tokens. In this example I will use Evil Thorns.

Normal Summon Evil Thorns and use its effect to summon 2 more from the deck. (along with some welcomed burn damage) Play Super Solar Nutrient on one of them to summon a Lonefire Blossom from the deck. Use Lonefire to tribute the other Evil Thorn to summon Spore from the deck. Synchro for Armory Arm, revive Spore and then Synchro for Big Shogun.

One really nice way to pull of this combo if you already have a Dandylion in the Graveyard and you have Debris Dragon and Super Solar Nutrient in hand. You Normal Summon Debris and revive Dandylion to Synchro for Blackrose Dragon and blow up the field. You’re then left with two tokens which you can start the combo with. Note, any of the the above combos that end with a token on the field can usually incite some kind of Shenanigans with Super Solar Nutrient.

For now I’ll end with that and leave the rest to your imaginations! For the next few weeks I’m going to be testing some of these new ideas so tune into podcast if you want to here any updates.

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