View Full Version : Koa'ki Meiru Deck Help
06-15-2010, 02:32 PM
1 Neo-Spacian Grand Mole
2 kkm maximus
3 kkm crusader
3 kkm urnight
3 kkm boulder
3 kkm guardian
2 kkm drago
1 kkm sandman
2 kkm prototype
3 iron cores
2 specimen labds
1 Burden of the Mighty
2 core overlock
2 core transport
1 Core Blast
1 Cold Wave
2 Iron Core Luster
1 Reckoned Power
2 sak armor
any fixes that you would recommend?
06-16-2010, 11:01 AM
Looks pretty good, but you want to dump Drago. He isn't really needed; stick him in your Side. You should use 3 Sandmans. You could also take out Grand Mole because you'll have enough Rocks, now. You should also get Bergzaks. Think about what happens when you summon Bergzak with Overclock out.
Spells... Spells... I'd get rid of Core Blast and Burden. Burden goes for that third Overclock. I'd get rid of Cold Wave as well, I don't like inconsistent cards. You also need to cut down to 40. And eww, eww, eww, get rid of that Initialize, eww....
Traps, get rid of those Armors. You need Mirror Force and CotH.
Makeshift Koa'ki knowledge here, threw together a similar deck with a friend and took time to play around with the combos.
06-17-2010, 10:55 PM
You forgot the most important trap that should exist in a Koa'ki Meiru Deck, I have actually test played this and if the ruling sticks it will help fuel this deck to a potential top tier spot some time (potentially) by the end of the year.
Okay, so here is how this works, put in 2 Magical Hats! (@.@)
That's right folks, one of the biggest keys to a successful Koa'ki Meiru build is this epic Trap card. With it you can not only give your monster a 33% chance of surviving an attack, but also search you deck for the essential cards that are needed to maintain this decks momentum, Iron Core of Koa'ki Meiru!
You can search for 2 copies with the hats and place them face down as Monsters, then if they aren't used as targets for the attack they are sent to the grave at the end of the turn, this means that you just dumped 2 Iron Cores and gained a defensive advantage (which is way better than that disposal card), on top of that I believe that during your Draw phase you are able to add both copies to your hand instead of drawing for your turn, so 1 card gives you defense, potential survival, mills 2 Iron Cores in the process, and then gives you the 2 cores on your next turn!
A final note about Koa'ki Meiru cards in general, similar to the X-Saber and XX-Saber cards here in the fine U.S. of A. We actually manage to get about 2 to 3 cards that happen to be TCG exclusive in each new released pack, (from War Arms to Prototype) I personally believe that Konami is making these 2 deck types TCG playable and OCG unplayable.
06-18-2010, 12:50 AM
you forgot them
also - if u wish for more feedback, i would suggest posting in the advance deck discussion thread.
06-18-2010, 02:47 AM
Wow, Idk about Magical Hats. That sounds like a pretty crappy strategy to me.
It's situational, and I prefer to just draw into my IKoKM. Or Gold Sarc them.
Have you guys considered Gold Sarc?
06-18-2010, 07:43 AM
Gold Sarc is way more expensive than Magical Hats, and this card mills 2 Iron Cores right away, as oppose to Gold Sarc that takes 2 standby phases to add the 1 Iron Core to your hand. Magical Hats = Defense, 2 Iron core mill, and they get added to your hand next turn. As oppose to Gold Sarc, remove 1 Iron core for 2 turns, can't be used for 2 turns, can't be accessed for 2 turns without other means, then gets added in 2 turns. Hats is faster hands down.
06-18-2010, 07:56 AM
Sarc and Hats are too slow, that's why we play CTU and Initialize. Initialize, in particular, is good because you can chain it to some 1 for 1 removal to break even. They try to Bottomless your Bergzak? Get a Core instead.
06-18-2010, 11:18 AM
You can't pick up both dumped Cores at once. You can only get back one Core per turn.
And players won't need Cores that much when they have Boulder, Transport Unit and Crusader. Boulder and Transport are more consistent and reliable, and also have more combo potential.
06-18-2010, 11:43 AM
You can get two Cores in one turn if you do the skip Draw Phase effect, alongside the discard to add effect. Though that also requires more setup in the hand and it's a better idea to hold your monsters unless Crusader is doing work.
And you don't even need the Core most of the time. The amount of Rock monsters you run lets you hold out by revealing, and Bergzak and Maximus will usually be out to push for game or take out multiple cards. Unless you run Rooklord for the former, you also have Lab to plus off of those. Core is only mostly useful for summoning Max, Urnight's cost, or Lab, if you choose to run it.
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