One of the few meta decks without BLS or tourguide is karakuri, the speed and simplicity of the deck give him a chance to fight in the competitive environment. I want to talk about the few different variants that this deck present, but before is necessary to remark the similarities with the previous machine deck, Machina Mainhiem.
Machina become the first competitive structural deck created by Konami, it was great and made all us happy and sad at the same time. The deck had strength, speed, a lot of searchers and a boss monster. Machina Fortress was huge, but not so broken. The general design was good and the side options were good too. System Down and Cyber dragon become staples for awhile, both of them are perfect to punish overwhelming fields. Thanks to those 2 cards, all the competitive machine strategies have to have some easy way to OTK or push the duel strongly in their side. Good examples of that are:
- 2+ Gadgets with a heavy backrow (2000 damage)
- 1+ Gadget with solidarity (2000 damage)
- Machina gearframe + Machina Fortress (4300 damage)
- Machine duplication (infinite damage)
KaraKuri have the same design. Burei and kuick deal 4300 damage, exactly the same amount that gearframe and fortress. Also both of them require only 2 card to be accomplished. The search effect of Gearframe is replaced by the search effect of KK Merchant, while the special summon of fortress is replaced by KK Ninishi.
I have been using a pure KK build for long time and it is awesome, as I see it, there are 2 ways to play it. You can go for the win with all that you can, Cyber Dragon, Instant Fusion, Reckless greed, De-syncro and everything that can help you to win in one turn. Another way to play is taking control of the game using Naturia beast and landoise with a heavy backrow field to block all the moves of your opponent, Fiendish chain, Solem warning, pot of duality, evacuation device, among others are the perfect choices.
However there are some reasons why I end up choosing KK-Machina instead of a pure KK to play in this format.
1.- KK have great tuners but the no-tuner are not so good, that is why all kk decks need to use instant fusion or cyber dragon. Machine Gearframe is a great first turn card with 1800 atk points, probable the best no tuner machine card in the game.
2.- All those combo cards (de-syncro, kk anatomy, kk cash cache, instant fusion) are potential dead draws. I know the combo has consistency but it is also fragile. In a KK-Machina deck that won't be the end of the turn, you can still special summon fortress to push the game on your side.
3.- Once you make the KK combo, there is a chance you draw all monsters, instead of all the traps you need to support your field. This could be dangerous for the next turn, however if you use Machina fortress, you could droop all those machine monsters, summon fortress and go for the win.
4.- And finally something that I have been thinking deeply this days. KK decks only use one watchdog, because the main syncro combo is around all the lv 3 and Cyber dragon / Instant fusion. However Watchdog is a great lv4 tuner that should be play either to syncro with gearframe or to be special summoned for kuick. You can droop it with Machine fortress if is not a good time, so kuick have more chances to be a great topdeck card.
So, here is the decklist:
2 KK Merchant
3 KK Nisamu
2 KK Kuick
3 KK Ninishi
2 KK Strategist
2 KK watchdog
1 Cyber dragon
1 KK Cash cache
1 KK anatomy
1 Mind control
1 Heavy storm
1 Book of moon
1 Limiter removal
1 Dark hole
1 Pot of avarice
1 Starlight Road
1 Solem Judgment