OxidizedWinterHandApparel Tester
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| Subject: Sir's Lesson on Koa'Ki Meiru Mon Dec 15, 2014 3:39 pm | |
| Koa'Ki Meiru is an archetype that made their debut in Raging Battle as a quirky anti-meta deck, aimed to shut down Light and Dark monsters, at the time Blackwings, Lightsworn, and Darkworld. However, these cards ever never came into favor and as the meta shifted, they became even more obsolete. Despite current meat being composed with the majority of light/dark monsters, only one of these original "anti-chaos" Koa'Ki Meiru monsters is relevant in today's meta.
NOTE: This is NOT rock stun, this is the Urknight build. Monsters:- Koa'ki Meiru Drago:
Koa'Ki Meiru Drago- Level 4, Wind, Dragon 1900/1600 During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Dragon-Type monster in your hand. Neither player can Special Summon LIGHT or DARK monsters.This cards is the SHIT. It practicably a searchable, recruit-able Vanity's Emptiness on legs. And its a 1900 beat stick. if you are playing "drago engine" run 3 With Absolute Powerforce Konami blessed upon us a heavenly gift,- Koa'Ki Meiru Urknight:
Koa'ki Meiru Urknight Level 4, Earth, Beast Warrior 2000/1500 During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Beast-Warrior-Type monster in your hand. Once per turn, you can reveal 1 "Iron Core of Koa'ki Meiru" in your hand to Special Summon 1 Level 4 or lower "Koa'ki Meiru" monster from your Deck, except "Koa'ki Meiru Urnight".YES! THIS IS A REAL CARD! It's a level 4... has no summon restriction... and has 2k attack. Lets ignore its awesome stats for a moment (i know, its pretty hard) and just read its effect. By just revealing, THATS NOT EVEN A LEGIT COST, you can special summon ANY Koa'Ki Meiru monster from your deck (Level 4 or lower). Now, you can recruit your Vanity's Emptiness, or your other beast warrior... (Have i mentioned its searchable by Tenki, ikr there is no downside to this card). The card doesn't state "once per turn" or "when this card is summoned" meaning their is no restriction to its effect other than you can't grab Urknight off Urknight. It starts off all your plays, and makes instant XYZ's. When you use its effect, your main target most of the time will be Crusader. With it, you can put a total of 3900 dmg on board, and then XYZ into Tiger King during MP2, who then grabs tenki, which then grabs another Urknight. They you simply repeat the process next turn. If the judge doesn't see you run 10.
- Koa'Ki Meru Crusader:
Koa'ki Meiru Crusader Level 4, Earth, Beast Warrior 1900/1300 During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Beast-Warrior-Type monster in your hand. If this card destroys an opponent's monster by battle, you can add 1 "Koa'ki Meiru" card from your Graveyard to your hand.Now compared to the last two, you may have just let out a sigh. And I know, not every card can be as amazing as Urknight, sadly. But Crusader is a Beast-Warrior, which means... With Urknight you can make Tiger King, search Tenki, Search Urknight, and do the same exact thing next turn. Also he is needed as a reveal so, you have to run 3, no exceptions. Its actual effect isn't exactly a letdown either. You can use it to add used Diamond Cores (mentioned later) or Urknights for major plusses. Run 3
- Koa'Ki Meiru Tornado:
Koa'Ki Meiru Tornado Level 4 Winged Beast Wind You can return 1 "Iron Core of Koa'ki Meiru" from your hand to the top of the Deck to destroy all Special Summoned monsters your opponent controls.Now this may seem OMG AMAZING!, but considering how everything float nowadays, its not as useful as it was a couple formats ago... But still, its good enough to merit it a place on this thread. But Yes, it is a Raigeki on legs. Yes, It is recruit-able by Urknight. So yes, it is a recruit-able Raigeki. However it does require you to topdeck an iron core, meaning you are not only going -1, you are setting yourself back a turn. Use cautiously. Run 1 at most These cards form the "Koa'Ki Meiru" Level 4 Engine in your deck. It provides speed, control and a way to break established boards all in the form of beat sticks.- Koa'Ki Meiru Maximus:
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 1 "Iron Core of Koa'ki Meiru" from your hand. During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" or 1 "Koa'ki Meiru" monster from your hand to the Graveyard. Once per turn, during your Main Phase, you can select and destroy 1 card your opponent controls.This card is only run in builds including Drago. DON'T RUN IT IN ANYTHING ELSE. The reason being its an extra reveal for Drago's effect to keep it from dying, and in anything else, the space can be better used. However, It can be a good late game finisher, and an OTK enabler. But the cost of summoning this and keeping it alive are steep, so be careful when summoning it. And it looks pretty damn cool. Run 1 at most THE SUPPORT (Still on monsters) The Fire Fist Engine- Brotherhood of the Fire Fist- Bear:
Since your main monster is a beast warrior, Fire Fist provide extra consistency and popping power to your already impressive arsenal. (honestly if you don't know what this does... idek) Level 4 Beast Warrior, Fire Once per turn, when this card inflicts battle damage to your opponent: You can Set 1 "Fire Formation" Spell Card directly from your Deck. Once per turn: You can send 1 face-up "Fire Formation" Spell/Trap Card you control to the Graveyard, then target 1 monster on the field; destroy that target.Like i said... Consistency and popping power. It adds searches tenki, which searches urknight, which wrecks stuff. Run 2-3 You may also opt to run Fire Fist Gorilla as a One-Of, but in my opinion, this deck runs enough ways to deal with backrow. If anything, you play him for the option of searching him in those rare cases, or for the extra Fire Fist. Now, running the Fire Fists gives you an option to run this beautiful creature:- Coach Soldier Wolfbark:
- Level 4 Beast Warrior Fire You can target 1 Level 4 FIRE Beast-Warrior-Type monster in your Graveyard; Special Summon it in face-up Defense Position. Its effects are negated. You can only use the effect of "Coach Soldier Wolfbark" once per turn.As if you didn't have enough plays already, this card gives you even more ways to make rank 4's. So if you don't draw your Koa'Ki combo's, you always have this going for you. Plus its makes Tiger Kings... which searches tenki... which searches urknight... which wrecks stuff. Honestly its up to preference, i would recommend 2-3 The Tour Guide From The Underworld Engine- TGU Engine:
Tour Guide From The Underworld-When this card is Normal Summoned: You can Special Summon 1 Level 3 Fiend-Type monster from your hand or Deck. Its effects are negated, and it cannot be used as a Synchro Material Monster. Scarm, Malebranche of the Burning Abyss- If you control a monster that is not a "Burning Abyss" monster, destroy this card. You can only use 1 of the following effects of "Scarm, Malebranche of the Burning Abyss" per turn, and only once that turn.● If you control no Spell/Trap Cards: You can Special Summon this card from your hand.● During the End Phase, if this card was sent to the Graveyard this turn: You can add 1 Level 3 DARK Fiend-Type monster from your Deck to your hand, except "Scarm, Malebranche of the Burning Abyss".These cards allow you to make MX-Saber Invoker... consistently. Invoker tutors Urknight straight from the deck to start off all your plays. Its a great way to start your plays and pretty darn consistent because of Scarm searching out Tour Guide. If ran play at 3:1 ratio
Spells:
Fire Formations: (DAMN SON U BETTER KNOW WHAT THESE THINGS DO) Fire Formation- Tenki: It searches your beast warriors. Adds consistency. Play as many as you are allowed to.
Fire Formation- Tensu- Its debatable whether this card warrants a place in the deck. It doesn't make bad hands better and it is sorta a winmoar card. However, there are cases where you want that tensu so badly and have that opportunity to search it annnd... you don't have it in your deck. It can also open up some OTK plays. I say running 1 is justifiable.
Fire Formation- Gyokko- Can be searched off bear and locks down backrow. It can't be chained to either (by the card you're targeting). I say run 1-2
THE REASON I PLAY THIS DECK OUTSIDE OF THE JESUS THAT IS URKNIGHT
- Diamond Core of Koa'Ki Meiru:
This deck has all the consistency it needs through this AND tenki. Not only does it search, but it can protect your monsters for the whole turn and prevent your monsters from killing themselves during the ep. Not note that this si NOT A QUICK EFFECT. You cannot chain it to anything and it can only be used during your mainphase 1 or 2. You can also add this back to your hand with Crusader's effect for even more searches. And have i forgotten to mention that it searches spells out too? Yes, not only monsters, but spells too (mainly/only Iron Core in most cases).
The Bad Part:
- iron Turd of the Koa'ki Meiru:
The deck revolves around this card. Yah, i know its a crap effect and a crap card in general. But you have to run it, and I'm not arguing against that. This card fuels all your Urknight plays and your overpowered traps.
The Rest of the Spell Support
- Core Overclock:
This card lets you run over some of the bigger monsters in the game, namely Winda and uh... Winda. It turns Drago into a respectable 2400 body which your opponent will have hell of a hard time getting over considering they can't special summon. It also makes OTK'ing easier. I would run 1-2.
Dimensional Fissure- MAIN THIS SHIT CUZ U CAN
THE TRAPS Staples (obviously) you should have enough room for all your generics (BTS, Vanity's, Solemn, Compulse. D-prison)
Koa'ki Meiru says "fuck you backrow!"
- Iron Core Luster:
Gets rid of that Shaddoll Fusion that your opponent was relying on to get back into the game. O you want to Raigeki? ... nah. Really limits your opponent's responses to Drago. Can be substituted for Wiretap. I would play 2 at most.
- Reckoned Power:
Themed pseudo feather duster. Its a good card, wouldn't run more than 2 though.
Hate on your opponent's backrow... all day long. Gyokko, Luster, and Reckoned Power. Oh and play lance too :3
Rock Stun:
Rock Stun is the name of a deck composed of the Koa'Ki Meiru "Rock" trio (or quartet now) aimed at controlling the board through card negation and a "beatdown" strategy. The way you build rock stun is totally up to preference, you can run anything in any ratio you want and any techs, and the trap line-up is totally up to you.
The Monsters:
The Koa'Ki Quartet:
- The Stunners:
These 4 monsters all share similar effects, which reads as follows: During each of your En Phases, destroy this card unless you send 1 "Iron Core of Koa'Ki Meiru from your hand to the graveyard or reveal 1 Rock-Type monster in your hand. During either player's turn when a _________ is activated: You can Tribute this card: negate the activation, and if you do destroy that card.
Each one of the monsters negates a different type of card, Guardian negates monster effects, Sandman negates traps, Wall negates spells and Overdose negates Monster Summons. These 4 monsters each shut down 1 individual aspect of the game and act as 1900 beat sticks. Putting one of these on the board forces your opponent to play around it and, with a plethora of trap cards, you can force out all our opponent's resources and beat them down. Running 3 of each is optimal.
There are 2 types of Rock Stun builds, one focused around recruiting your Koa'Ki Rocks with Urknight, and another based around solely the 4 Rock Stun monsters.
- Urknight Rock Stun:
Urknight Build: This build utilizes Urknight to recruit your rock monsters straight from the deck, as well as tenki, bear and other Beast Warrior support to back it up. In comparison to a pure "Rock" deck this build has more speed, explosiveness, and allows you to better manage your resources. I recommend running 3 Urknight and 2-3 Crusader alongside 1 bear and 3 Tenki.
- Pure Rock Stun:
Pure "Rock": This is an older build, meant to combat an older meta. Honestly almost everything out speeds this deck and the one monster you slap on board to"negate" once per turn isn't enough. In comparison to Urknight, this build is arguably more consistent, seeing you only play rock monsters, leading to less dead hands.
Cards you might want to include in your Rock Stun decks are (Most of these will apply only to the pure Rock Stun Build:
Neo-Spacian Grand Mole: At the start of the Damage Step, if this card battles an opponent's monster: You can return both monsters to the hand (without damage calculation). Is a Rock Monster that can get rid of opposing threats. You are only allowed 1.
Block Golem: If the only monsters in your Graveyard are EARTH: You can Tribute this card to target 2 Level 4 or lower Rock-Type monsters in your Graveyard, except "Block Golem"; Special Summon those targets, but their effects that activate on the field cannot be activated this turn. Running XYZ'z kinda makes this card a bit harder to use since you need ONLY earth monster in the graveyard, but it is a +1 and allows you to put 2 Rock Stunners on the board or go into an XYZ play. Run any number you feel comfortable with.
Gigantes: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 1 EARTH monster in your Graveyard. When this card is destroyed by battle and sent to the Graveyard, destroy all Spell and Trap Cards on the field. Allows you to make XYZ plays. You can also crash it and heavy storm the board. Again run any number you feel comfortable with.
Legendary Jujitsu Master: If this Defense Position card battled a monster, at the end of the Damage Step: Place that monster on top of the Deck. Allows you to get rid of problematic monsters. Not quite as good as grand mole and a lot slower.
Fossil Dyna Pachycephalo: Neither player can Special Summon monsters. When this card is flipped face-up: Destroy all Special Summoned monsters on the field. Upon flipping it, you can nuke the board, and it's a walking vanity's emptiness. Its 1200-1300 stats leave a bit to be desire, but overall good card. I would run 2-3
Revival Golem: The effect of "Revival Golem" can only be used once per turn. When this card is sent from your Deck to the Graveyard: Activate 1 of these effects. ● Special Summon this card from the Graveyard. ● Add this card from the Graveyard to your hand. You can run this card with Catapult Zone for a free level 4 if an opponent attacks you. Totally up to preference how many or if you play it at all.
Thunder King Rai-Oh: Neither player can add cards from their Deck to their hand except by drawing them. During either player's turn, when your opponent would Special Summon exactly 1 monster: You can send this face-up card to the Graveyard; negate the Special Summon, and if you do, destroy it. Not a Rock monster but still has a control/beat down aspect to it. Run 1
You can also run floaters to fill the grave faster for Block Golem:
Gogogo Giant: Pros: Beater. Plain n' simple. Can combo with Gogogo Golem if you decide to run it. Turns into an instant Rank 4 XYZ if you have one in the grave. Cons: One-trick pony. Attacks, will more than likely die next turn. Doesn't actually "float". Beware piercers.
Naturia Cliff- Pros: Thins the deck, actually floats, is a rock, only has to be sent to the grave to get its eff. Combos well with Block Golem. Cons: Only grabs itself from the deck usually, unless you're running some Naturia Stun variant. Weaker than gogogo, has to survive the end of your opponent's turn if you want to XYZ. Has to be ss'd in attack position.
Giant Rat- Pros: Can grab something like a Neo-Spacian Grand Mole once you run out of rats. Cons: Weakest of the three. Not a rock. Has to summon stuff in attack position. | |
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KING_ATLAS The King
Immune to warnings? : no Warnings : Losses : 3 Wins : 18 Posts : 786 Reputation : 0 Join date : 2014-02-20 Age : 29 Location : Madrid
| Subject: Re: Sir's Lesson on Koa'Ki Meiru Mon Dec 15, 2014 3:57 pm | |
| Great lesson,pretty good way to start ur job | |
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patrick1324 Ra Yellow
Immune to warnings? : No Warnings : Posts : 794 Reputation : 6 Join date : 2014-02-25
| Subject: Re: Sir's Lesson on Koa'Ki Meiru Wed Dec 24, 2014 10:02 am | |
| oh, is a good lesson, even is too long00, but still good | |
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RustyGloves Shadow Duelist
Immune to warnings? : Yes Warnings : Posts : 385 Reputation : 7 Join date : 2014-02-13 Age : 28
| Subject: Re: Sir's Lesson on Koa'Ki Meiru Wed Dec 24, 2014 6:17 pm | |
| I'd like to recommend making the text a bit lighter for easier reading, but other than the side complaint it was a good article. | |
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