Kuriboh Deck Building Pt 1

Ed. I have had to split this article down, as I realised it was becoming really, really long. So there will be at least one other article, possibly two more. Maybe even three…

I have more than a slight interest in Kuriboh. In fact, recently it has turned into quite an obsession. Seriously, it’s getting ridiculous. With that in mind, I have decided to grant my wisdom to the interwebs.

This post will not show you a top level deck list, and then why you should build it. Partly because I am not the sort of player who can afford top level deck lists, and secondly because I have a thing about net lists. Instead, I will list useful cards and how to use them, starting with:

Kuriboh

As well as being the namesake of the deck, this card is actually very useful. Considering that the objective of the deck is to stall until two things have been achieved, 1) you have gathered the cards needed to summon Winged Kuriboh Lv. 10 and 2) your opponent has summoned a load of high ATK monsters; being able to prevent battle damage is really very handy.

Once discarded, Kuriboh can be banished for Chaos Sorcerer (who will get his own section later) or another Chaos monster, or added back into the hand by using Dark Eruption (which allows you to add one DARK type monster with less than 1500ATK from your graveyard to your hand). Personally, I prefer the former, as I find that Dark Eruption takes up important deck space, but it’s your call.

Winged Kuriboh

This is quite possibly the most important card in the deck. Firstly, it allows you to summon Winged Kuriboh Lv. 10, which is the key to the deck, and secondly it prevents battle damage for a turn. This latter effect means that if you can do nothing else, you can set it, and if it is destroyed, you are protected for a turn.

Should the summon of Winged Kruiboh Lv. 10 should be negated, the effect of Winged Kruboh still activates, and it too provides fodder for the summoning of Chaos Sorcerer. Sadly, there is no ‘Light Eruption’, and so adding it back into your hand has to be done through Monster Reincarnation or a similar card.

Winged Kuriboh Lv. 10 and Transcendent Wings

Winged Kruboh Lv. 10 is what allows Kuriboh decks to be able to win duels. If used properly, it can provide a very efficient OTK (one turn kill, when you decrease your opponent’s life points from 8000 to 0 in one move), although I find that Magic Cylinders and Marshmallon normally cause some life point loss before Winged Kuriboh Lv. 10 can do his thing. That ‘thing’ being destroying all your opponent’s ATK position monsters and inflicting damage equal to their combined original ATKs.

Other than Level Modulation, Transcendent Wings is the only card that allows you to summon Winged Kuriboh Lv. 10, as it cannot be normal summoned or set. It is (fortunately) a quick play magic card, so you can activate it and summon Winged Kuriboh Lv. 10 on your opponent’s battle phase, which is handy, considering that is the only time his effect can activate. Since an opponent with any smarts about him will realise that this is your intention pretty sharpish, you should be glad that you can summon Winged Kuriboh Lv. 10 when Winged Kuriboh is face down, this preventing them from trying to find a way around your nefarious scheme.

There is a downside. Winged Kuriboh Lv. 10′s effect specifies that it deals damage equal to the original ATKs of the destroyed cards, so this strategy is fairly unreliable against Inzektors, or any other decks that buff weak monsters.

Winged Kuriboh Lv. 9

The younger brother of Winged Kuriboh Lv. 10 has a much more straight-forwards aim, smash stuff; which naturally explains why he seems to be welding Power Fists from Warhammer 40,000. He gains 500 ATK for each and every spell/magic card in your opponents graveyard; with the catch being that all spell/magic cards that are activated being banished instead of sent to the grave. The first thing to note about that is that it only applies to spell/magic cards that are activated. If they are destroyed by Heavy Storm, Mystical Space Typhoon or any similar card, whilst they are face down, or the activation is negated by a card such as Dark Bribe (my favourite trap ever), then they are still sent to the grave as they were not activated.

His secondary effect is that he can be special summoned as ‘Chain Link 3 or higher’, during either player’s turn. Just get hit by the much hated Mirror Force? Special him as link 3. If your lucky, he might even have enough ATK by that point to do some damage as well.

He is a very handy late game beatstick, but is otherwise rather unimpressive when you actually play him.

The Flute of Summoning Kuriboh

The Flute is a very handy card. Firstly, you can add Kuriboh into your hand and use its life saving effect, and secondly, you can special summon Winged Kuriboh (or vice-verca, it doesn’t limit you to those moves). This is brilliant, because as a quick play card, you can activate it one your opponent’s turn, thus allowing you to protect yourself, or activate Transcendent Wings during their replay.

Kurivolt

Kurivolt is a rather illogical card for Konami to have introduced, as it’s effect messes with XYZ monsters rather than protecting your life points, but no matter. It allows you to detach an XYZ material from your opponent’s monster, and special summon another Kurivolt. you can do this as many times as you like, as long as you still have at least one Kurivolt in your deck. These three can then be used for a tribute summon, or to XYZ a Rank 1 monster.

I find these guys to be very situational, but can be handy if you add a Galaxy Storm, as you can bring down a powerful XYZ monster without attacking (it is more fun to set Galaxy Storm, let the XYZ monster attack, and then quick play it, blowing their monster up instead of yours).

Kuribon

Although my love for the Kuri series is rather greater than what one should feel towards trading cards, I have to admit, that when you take it on it’s own, Kuribon is one of the worst cards in the game, as it will increase your opponent’s life points and then bounce back into the hand.

However, by chucking a Bad Reaction to Simochi in there, you can decrease your opponent’s life points instead. In some cases, this means that you can leave Kuribon out in the open and your opponent will not attack it, thus allowing you to save cards for a tribute (Athena and Darklord Desire are good calls). I don’t run one any more, but they can be handy.

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2 thoughts on “Kuriboh Deck Building Pt 1

  1. I find this to a rely effective part of my deck. I beat a Heretic deck with this combo. thank u for the little secret on making a Kuriboh deck.

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