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Otomata strategy shogun 2
Otomata strategy shogun 2












Most modern "Karakuri" decks revolve around swarming the field with Synchros and field presence extremely quickly using cards such as " Iron Call", " Instant Fusion", " Emergency Teleport", " Solar Wind Jammer" and " De-Synchro" to create massive swarms of Synchro monsters in a single turn. " Giant Rat", " Gozen Match", " Rivalry of Warlords", " Prevention Star" and " Machina Armored Unit" can also be useful.īecause all "Karakuri" monsters are EARTH monsters they can be used to make " Naturia" Synchro Monsters. Another profitable strategy is to use " De-Synchro" on any of the archetype's Synchro Monsters to gain more field presence. Their "attack if possible" effects can also be negated by cards like " Omega Goggles" and " Ekibyo Drakmord". Their DEF can be boosted by " Stronghold Guardian" or " Golden Gearbox".

otomata strategy shogun 2

"Karakuri" can be used with Machine support cards like " Machina Fortress", as well as cards like " Machine Assembly Line" to increase the ATK of "Karakuri" monsters. Other cards have the ability to change positions of cards on the field, draw cards, destroy cards, or search for other "Karakuri" monsters.ĭue to most "Karakuri" going to Defense Position when attacked, piercing effects work well against them. Many "Karakuri" support cards are triggered when attacked, destroyed or shifted to Defense Position, and they generally play defensively, countering the opponent's moves. The "Karakuri" monsters do not always have high ATK or DEF, but have a very unique strategy based on changing the battle positions of monsters. Most "Karakuri" monsters, with the exception of the Synchro monsters, must attack if able and when attacked, change to Defense Position (The "Karakuri" released in Storm of Ragnarok simply change position). Karakuri Synchros combined ATK and DEF equals 4500.

otomata strategy shogun 2

" Karakuri Barrel mdl 96 "Shinkuro"" can be pronounced as 'Synchro', " Karakuri Muso mdl 818 "Haipa"" can be pronounced as 'Hyper' and " Karakuri Steel Shogun mdl 00X "Bureido"" can be pronounced as 'Blade'. For example, " Karakuri Ninja mdl 919 "Kuick"" can be pronounced as 'quick'. The readings of some of the "Karakuris'" names also have English meanings relating to their role (Ninja, Muso, etc). The first 2 numbers in their names when multiplied together get the last number, except for " Karakuri Barrel mdl 96 "Shinkuro"". Most of them have names that are made up of Japanese numerals, often the Japanese daiji 「大字」 or Formal numbers are used. Like Wind-Up toys, they could only move in a predetermined pattern - this is reflected by the cards' effects, as they do not have a choice about whether they attack or defend. The word " karakuri" means a " mechanical device to tease, trick, or take a person by surprise". The "Karakuri" monsters resemble mechanized puppets or automata from Japan from the 17th century to 19th century.














Otomata strategy shogun 2