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 Sir's Lesson on Koa'Ki Meiru

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KING_ATLAS
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PostSubject: Sir's Lesson on Koa'Ki Meiru   Sir's Lesson on Koa'Ki Meiru EmptyMon Dec 15, 2014 3:39 pm

Sir's Lesson on Koa'Ki Meiru IronCoreofKoakiMeiru-TF04-JP-VG


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:


With Absolute Powerforce Konami blessed upon us a heavenly gift,


Koa'Ki Meiru Urknight:


Koa'Ki Meru Crusader:


Koa'Ki Meiru Tornado:

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:



THE SUPPORT (Still on monsters)


The Fire Fist Engine

Brotherhood of the Fire Fist- Bear:

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:



The Tour Guide From The Underworld Engine

TGU Engine:


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:

The Bad Part:
iron Turd of the Koa'ki Meiru:

The Rest of the Spell Support

Core Overclock:

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:



Reckoned Power:

Hate on your opponent's backrow... all day long. Gyokko, Luster, and Reckoned Power. Oh and play lance too :3






Rock Stun:
Sir's Lesson on Koa'Ki Meiru KoakiMeiruRockStun



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:



Pure Rock Stun:



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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PostSubject: Re: Sir's Lesson on Koa'Ki Meiru   Sir's Lesson on Koa'Ki Meiru EmptyMon Dec 15, 2014 3:57 pm

Great lesson,pretty good way to start ur job Wink
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PostSubject: Re: Sir's Lesson on Koa'Ki Meiru   Sir's Lesson on Koa'Ki Meiru EmptyWed Dec 24, 2014 10:02 am

oh, is a good lesson, even is too long00, but still good Very Happy
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PostSubject: Re: Sir's Lesson on Koa'Ki Meiru   Sir's Lesson on Koa'Ki Meiru EmptyWed 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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PostSubject: Re: Sir's Lesson on Koa'Ki Meiru   Sir's Lesson on Koa'Ki Meiru EmptyWed Dec 24, 2014 6:59 pm

Nice lesson
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PostSubject: Re: Sir's Lesson on Koa'Ki Meiru   Sir's Lesson on Koa'Ki Meiru EmptyWed Dec 24, 2014 11:00 pm

It's a very detailed lesson, good job!
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