This deck is a Casual-Competitive style deck. Basically, you can contend really well with some rouge style decks, and maybe even get lucky against some highly competitive decks. Urnight and Powerhand are huge beaters by themselves and, when combined with the Karakuri combo, get into the gravy.
Watchdog MDL 313 “Saizan”
Shogan MDL 00 “Burei”
Steel Shogun MDL 00X “Bureido”
Genex Ally Birdman
Core Transport Unit
Any other Koa’ki Meiru monsters to fill out the ranks, most likely Crusader for the extra reveal/recursion.
Another Karakuri monster of some kind, maybe Strategist mdl 248 “Nishipachi” or Ninja mdl 919 “Kuick”
Stardust Dragon Assault Mode//Assault Mode Activate
Burden of the Mighty
The standard “Solemn” Line up is nice.
D-Prisons with Starlight Road
-Depending on the number of Roads, //AmA becomes more realistic.
Core Combo: Saizan+Urnight or Birdman+Urnight
Saizan’s effect is negligible, and Powerhand is an interesting 2100 beater that requires you to reveal a regular Trap Card for its maintenance cost during the end phase. It’s effect negates the effects of Light and Dark monsters it battles while they are on the field, so things like Tragoedia, Spirit Reaper, and Ryko (because it’s effect activates on the field, even if it is destroyed) mean nothing.
Birdman is, of course, as good as ever and exactly what you would want in this kind of deck. I would like to take this time to say that, while Birdman is somewhat of a free tuner, I think using him requires one to put a lot of thought in the decisions behind his use. In this instance, he combos well with Urnight.
Having a Saizan in on the field or a Birdman in hand, with an Urnight and an Iron Core is where the combo starts.
You would summon Urnight and use it’s effect to special summon Powerhand. With Saizan, you would Synchro into the LV8 Karakuri monster, Bureido. When this monster is summoned, you special summon a Karakuri monster from your deck. This could be a LV4 Tuner like Saizan, to Synchro with your Urnight (for a Stardust, perhaps ;D). Or, you could bring out a LV3 tuner, like Strategist.
Bureido has another awesome effect, you can draw whenever one of your Karakuri monsters changes its battle position (by hand, or card effect). Bringing out a Strategist in attack mode lets you switch it to defense mode with your effect, drawing you one card. Then, you can Synchro into a LV7 like Scrap Archfiend.
You would again, summon Urnight and use it’s effect to bring out Powerhand. Follow that up with returning the Urnight to your hand for Birdman to synchro for the LV7 Karakuri, Burei. Burei also special summons a karakuri when he hits the field. His second effect is that you can change the battle position of ANY face-up monster. With his 2600 attack he can, as Kyle often points out, run over a ton of monsters due to their weak defense.
Everything is better with Summoner Monk
Bringing a Summoner Monk into the combo changes things drastically. All of a sudden, you have the opportunity to go into Arcanite Magician or Scrap Dragon at will and the ability to pull more monsters out of your deck, thinning it.
The plays that are the most fun (aka, explosive) come from having a monster already on the field (as we saw from the Saizan). Summoner Monk is quite possibly the best, if not the most reliable//versatile. Urnight staying on the field a turn is also great, especially with Core and Birdman in hand, but let’s look at what you can do with Monk. (Note: I really dislike “Destroyed By Battle” searching, but the benefits of a Monk lead me to suggest running 1, maybe 2 Mystic Tomatos).
With Summoner Monk:
Having a Monk on the field means you can summon Urnight and use it’s effect to bring out Powerhand. You can then discard your Iron Core for Monk and bring out Saizan. Synchroing into the Karakuri LV8 lets you bring out another Saizan or, if you have a birdman in hand, a Kuick. From their, you have either another Karakuri Synchro, Dark End, Stardust, Arcanite, etc.
Core Transport Unit and Urgent Synthesis
These to cards work together to bring back your Koa’ki Meiru monsters from the graveyard. Core Transport Unit is a Continuous Spell that has you discard a card to add an Iron Core to your hand. This is pretty neat as it allows you to discard an Iron Core to add an Iron Core. It also provides a handy discard outlet.
Core Transport Unit tags well with Urgent Synthesis, a Normal Spell that returns an Iron Core to from your graveyard to your deck to special summon a LV4 or lower Koa’ki Meiru from your hand or graveyard.
When’s a good time to use Urgent Synthesis? Well, if you have an Iron Core in hand, and an Urnight in the grave, anytime is a good time. Due to this card and Summoner Monk, it’s fairly likely that Urgent Synthesis will see play. It’s not in any competitions with Monster Reborn, but depending on how your deck is set-up, an Iron Core going back to the deck isn’t a bad idea. With Core Transport, you could discard an Iron Core you already had to fish the other ones out of your deck.
The backrow of this deck can be as simple as the Solemn Trio, or more complex and versatile with cards like Compulsory Evacuation Device, Book of Moon, D-Prison, Starlight Road, Call of the Haunted, or Torrential.
I can’t say what’s right for you, but it’s important to remember that as soon as a Koa’ki Meiru effect goes off successfully, you’re going to start summoning a lot of monsters that require protection when they’re summoned and also when they attack.
Stardust Assault Mode
The build that I was using ran 1 Assault Mode Activate and 1 Stardust Dragon Assault Mode. Starlight Road, and the fact that I could frequently go into Stardust Dragon, convinced me to give this fairly powerful card a try.
Since I was running Core Transport Unit, I knew that I would be able to discard the Stardust if I happened to draw it. Assault Mode Activate is a regular trap, meaning I could use that as a reveal for Powerhand should I find myself in that situation. I think that there is a possibility here for a deck more focused around supporting Stardust and it’s Assault Mode.
This would be pretty self explanatory if all I could suggested was running a Utopia and a Roach if you have them. A lot of players have been finding some use in Wind-Up Zenmaister, a Rank 4 Xyz that detaches and re-Sets your monsters so that they flip back up during the end phase. It’s worthy to mention that both Urnight and Summoner Monk can benefit from this effect and are also material for its summon.
This deck, with it’s 2000 attack monsters and powerful effects, has the ability to stand on it’s own against most main-decked monsters. The problem is that, without proper Synchro support or Xyz support, they were too slow and reliant on the Core to be any real threat. I believe that Karakuris give them a little taste of what it’s like to be more consistent and provide a meaningful place for their “summon lots of monsters” strategy to go.
It was definitely a learning experience with them, and if you have any questions, or would like to share some of your Koa’ki Meiru//Karakuri experiences, your comments are always welcome.