Geargia Armor
 Geargia Accel
 Geargia Arsenal
 Geargia MKII
 Karakuri Watchdog 313
 Karakuri Strategist 248
 Karakuri Soldier 236
 Karakuri Ninja 919
 Effect Veiler
 Monster Reborn
 Heavy Storm
 Mystical Space Typhoon
 Pot of Duality
 Limiter Removal
 Limiter Removal
 Book of Moon
 Iron Call
 Raigeki Break
 Solemn Warning
So how does the deck work? Basically the deck revolves gaining field and hand advantage through looping of the Geargia combos. For more info on the pure Geargia usage methods, you can check out my previous post on Gadget Geargia here.
So how does this deck work out with Karakuris? Pretty awesome actually. Basically once you have Armor face down from a previous turn together with any tuner, you are setup for a field flood of Burei + Bureido + Bureido + Karakuri basic. If considering you fetch Strategist, Bureido gives you +2, essentially giving you pretty much a field flood for free, while you have pretty much thinned about 4 cards from the deck. How does that work out? Basic combo as follows.
1. Flip Armor, search Accel and special summon Accel, then set back Armor
2. Normal summon 3/4 star tuner with Accel to make Burei/Bureido
3. If you made Burei, fetch Karakuri Watchdog, if you made Bureido, fetch Karakuri Strategist
4. Use Burei/Strategist effect to flip Armor and search for another Accel which you sp summon
5. Make your Burei/Bureido with the Strategist/Watchdog and Armor, fetch Watchdog
6. Make your 2nd Bureido with Watchdog and the new Accel
7. If you still have Strategist, sp Strategist. If you have no more Strategist (which also means you have not used Burei's effect), summon Ninja, then use Burei's effect to turn Ninja and draw 2
Some of you may complain that the above combo has to wait for 1 turn, making it slow and vulnerable. However, there are actually several ways to make the above field at the cost of 1 additional card through the following method.
1. Summon Arsenal/Armor (use Arsenal to fetch Armor), then sp Accel
2. Bounce Accel using Birdman, then sp Accel again
- From here on, you will notice you basically have the exact same field as the above combo, just carry on from step 2.
PS: If you choose to play E. Teleport for Psycho Commander, it replaces Birdman as well.
The above combos is what makes this deck the new Machina Karakuri, since it gives you a field flood using essentially 2/3 cards to field flood and draw 2. However sadly, this deck typically stops at 2 Bureidos, unless you somehow draw an Iron Call or some other revivals.
Here are some of my reasons for card choices for my deck.
1. Max Arsenal, simply because it tutors for Armor which is pretty essential in this deck. (Kinda like the Gearframe for Machina Karakuri). A lot of people play only 2 which I don't really understand, especially when it is basically the "biggest" basic in this deck, easily reaching 1900 or even 2100 attack.
2. 2 MKII in this deck because it allows me to make Silver Summit, which is pretty much the best rank 3 xyz for this deck. MKII can also bring back Arsenal to tutor for MKII to make that Silver Summit. Assuming Silver Summit successfully gets both its effects through, you essentially +2, with potential +3 if you brought back Armor. And of course MKII has its own Burei flood combo, through MKII bringing back Accel then using Birdman to spam out the field.
3. No Psycho Commander and E. Teleport, simply because 1 week of testing, and drawing 2 Teleport + 1 Commander (When i only have 1 commander in deck) is jank!
4. Only 2 Birdman because I tend to draw more then 1 copy with no Geargia easily when I play 3 somehow... Again more jank...
5. Lastly, why this lineup of Karakuris? Komachi's extra summon brings out Karakuris in my hand (which somehow always find their way there, especially Watchdog), Soldier tutors and I rather have 1 additional Karakuri non-tuner, and Ninja over Haipa is an obvious choice for me. Honestly, I have turned around many games using Ninja in this deck, which I would have scrubbed if I only played Haipa. This is more Karakuris then the builds you see appearing online (2 Watchdog + Strategist + Haipa, nothing else), but I find it slightly more stable. Especially when you end up drawing your Karakuri tuners all in hand you are pretty much dead... Komachi helps to even out the odds in this situation.
In all, this deck is pretty much built with consideration of deck stability and my ever 'awesome' luck more then anything else. End result is I find this deck to be more stable then the builds you would see appearing online, though also slightly less explosive due to the stability. So when you build this deck, you may not want to exactly follow my build since you would be missing out on some of the combos, such as using Psycho Commander for much easier spam. However if your luck sucks like mine, you should give my version a shot, lol!
Last thoughts on this deck is... This deck is pretty hard to play. If you keep drawing the standard combo key cards then sure, the highest profit combos are basically listed above. Problem is when you draw the more unusual hands, then you have to really consider how would you work towards setting up your combo (e.g. through Gigant X, Silver Summit). However after you have learnt more on playing this deck, and learning more on the right choices to make, well, the deck is honestly pretty fun to play and pretty strong too. Definitely loads more fun then Inzektors lol.