Difference between revisions of "Koa'ki Meiru"

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(Added some information about the deck/archetype.)
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"[[Koa'ki Meiru Rooklord (character)|Koa'ki Meiru Rooklord]]", "[[Koa'ki Meiru Sea Panther (character)|Sea Panther]]", "[[Koa'ki Meiru Urnight (character)|Urnight]]" and "[[Koa'ki Meiru Valafar (character)|Valafar]]" all appears as characters in ''[[Yu-Gi-Oh! 5D's World Championship 2010: Reverse of Arcadia]]'', and "[[Koa'ki Meiru Maximus (character)|Maximus]]" appears in ''[[Yu-Gi-Oh! 5D's World Championship 2011: Over the Nexus]]''.
 
"[[Koa'ki Meiru Rooklord (character)|Koa'ki Meiru Rooklord]]", "[[Koa'ki Meiru Sea Panther (character)|Sea Panther]]", "[[Koa'ki Meiru Urnight (character)|Urnight]]" and "[[Koa'ki Meiru Valafar (character)|Valafar]]" all appears as characters in ''[[Yu-Gi-Oh! 5D's World Championship 2010: Reverse of Arcadia]]'', and "[[Koa'ki Meiru Maximus (character)|Maximus]]" appears in ''[[Yu-Gi-Oh! 5D's World Championship 2011: Over the Nexus]]''.
  
==Playing style==
+
==Design==
The majority of their effects center around manipulating the "[[Iron Core of Koa'ki Meiru]]" or [[reveal]]ing one in your hand to activate an effect. Almost all of the monsters require a maintenance cost in the form of sending an Iron Core to the Graveyard or revealing a monster of the same type. There are exceptions, such as that of "[[Koa'ki Meiru Powerhand]]", where you must reveal a [[Normal Trap Card]], "[[Koa'ki Meiru Valafar]]", where you must send "Iron Core of Koa'Ki Meiru" and cannot reveal any card in your hand instead, and "[[Koa'ki Meiru Ice]]", where a [[Continuous Spell Card]] is revealed.
 
  
"Koa'ki Meiru" are all [[EARTH]], [[WIND]], [[WATER]] or [[FIRE]] Attribute monsters, rendering them immune to their own control-based effects, which often negatively affect [[LIGHT]] and [[DARK]] monsters. All of the "Koa'ki Meiru" have the same mark (3 dragons) on some part of their body or on a weapon they have. Also, many "Koa'ki Meiru" and related cards' artwork uses yellow, orange, and red, except for "[[Koa'ki Meiru Ghoulungulate]]".
+
The "Koa'ki Meiru" archetype consists of a plethora of different monsters and art styles. They don't really have any connection in design or color, except for the fact that all of the "Koa'ki Meirus" have the same mark (3 dragons) on some part of their body or on a weapon they use.
  
The theme was initially designed to bring down the dominating Decks at the time of over 2 banlists and therefore centered around heavy control elements. Seeing as the meta was ''completely'' dominated by LIGHT and DARK Decks, their effects were specifically designed to target both Attributes, therefore bringing about a specific "Anti-Meta" theme to the "Meta" at the time. Because of their high [[ATK]] for monsters of their level (11 Level 4 monsters from 1900 ATK, topping out at 3000 ("Koa'ki Meiru Valafar" and "[[Koa'ki Meiru Maximus]]")), and the nature of the new support, the theme has taken a more aggressive approach with powerful beatdown elements, namely "[[Koa'ki Meiru Rooklord]]" and "[[Koa'ki Meiru Urnight]]".
+
==Playing style==
 
+
The majority of the effects of "Koa'ki Meiru" cards center around manipulating "[[Iron Core of Koa'ki Meiru]]" or [[Reveal|revealing]] one in your hand to activate an effect. Almost all of the monsters require a maintenance cost in the form of sending an "Iron Core" to the Graveyard or revealing a monster of the same type. However, there are exceptions to this rule:
Generally speaking, there are two ways to use "Koa'ki Meiru" cards. The most obvious is simply to use a dedicated Deck; the other way is to use individual "Koa'ki Meiru" monsters as a supplement to Type-specific Decks of their type, giving an "Anti-Meta" controlling aspect to it as well as being able to maintain it through the alternative maintenance cost; for example, using "[[Koa'ki Meiru Drago]]" in a [[Dragon]] Deck as seen in "[[Disaster Dragon]]" builds.
+
* "[[Koa'ki Meiru Hydro Barrier]]" and "[[Koa'ki Meiru Tornado]]", both monsters without the normal maintenance cost of "Koa'ki Meirus".
 
+
* "[[Koa'ki Meiru Powerhand]]", for which you must reveal a [[Normal Trap Card]] instead of a Machine monster.
In order to run a dedicated "Koa'ki Meiru" Deck, no matter the style, you'll need multiple ways to retrieve the "Iron Core of Koa'ki Meiru" from your Deck and Graveyard. Good cards for this include "[[Koa'ki Meiru Boulder]]", "[[Koa'ki Meiru Crusader]]", "[[Diamond Core of Koa'ki Meiru]]", and "[[Core Transport Unit]]". "[[Iron Core Immediate Disposal]]" is also nice mid-game card after building up resources in your hand. Cards that help thin the deck or dump the "Core" into the Graveyard help make the Deck faster and more consistent. You must also be wary of keeping more monsters on your field than you can maintain. Your field should max out at 2 "Koa'ki Meiru" monsters requiring maintenance with multiple "Cores" in play, as well as an alternative cost ready in hand. With this in mind, it would be wise to play multiple cards of the same Type, making your field easier to maintain. However, with the release of [[Xyz Monster]]s, you can simply overlay any "Koa'ki Meiru" Monsters that you may not have a resource for its maintenance.
+
* "[[Koa'ki Meiru Ice]]", who requires a [[Continuous Spell Card]] to be revealed instead of an Aqua monster.
 
+
* "[[Koa'ki Meiru Valafar]]", who doesn't have a reveal option at all, forcing you to ditch an "Iron Core" to keep him alive.
Beatdown builds uses a different lineup, using a minimum of control but only the best in the form of "Koa'ki Meiru Rooklord" and "[[Koa'ki Meiru Drago]]". The main attackers are "[[Koa'ki Meiru Bergzak]]", "[[Koa'ki Meiru Powerhand]]" and "[[Koa'ki Meiru Rooklord]]". With the addition of "Koa'ki Meiru Urnight" from ''[[Absolute Powerforce]]'', you gain a swarm/toolbox element. "[[Koa'ki Meiru Ghoulungulate]]" is nice protection but your tribute fodder is best used on "Rooklord". Spell/Trap protection is a better option.
+
* "[[Koa'ki Meiru Maximus]]", who has two discard effects as maintenance instead of one discard and one reveal effect.  
 
 
===Weaknesses===
 
Because "Iron Core of Koa'ki Meiru" may often be in the Graveyard, it is vulnerable to cards that can banish it such as "[[Gladiator Beast Retiari]]" and "[[Macro Cosmos]]". Also, having multiple "Koa'ki Meiru" monsters on the field at once can be extremely dangerous, as each one would require you to reveal a card or discard a card from your hand at the End Phase, leaving your hand and field advantage very hard to maintain unless multiple copies are used (for example, 3 copies of "Koa'ki Meiru Powerhand" only require 1 Normal Trap Card to be revealed). A good way to avoid problems with this is to keep a duplicate of the specific monsters in your hand-usually, "Koa'ki Meiru" Monsters require you to reveal a monster of the same type so you can reveal a duplicate or another "Koa'ki Meiru" of the same type. "Koa'ki Meiru" monsters are very reliant on the hand and so cards like "[[Card Destruction]]", "[[Mind Crush]]", "[[D.D. Designator]]" and "[[Trap Dustshoot]]" can completely disrupt the player's strategy. Also, cards like"[[Des Koala]]" can punish "Koa'ki Meiru" players for having a large number of cards in their hand by dealing serious damage.
 
  
One way to beat the "Koa'ki Meiru" format is to have the opponent permanently reveal their hand to you on their turns in order to make them either discard an "Iron Core of Koa'ki Meiru" or destroy the card since they cannot "reveal" the card to you. Such cards include "[[Respect Play]]" and "[[Ceremonial Bell]]". "[[Banish]]" Decks can banish "Iron Core of Koa'ki Meiru" and so you have to rely on your revealing effect. To protect yourself from this, it is a good idea to have "[[Necrovalley]]" and a "[[Burial from a Different Dimension]]" in your [[Side Deck]].  
+
"Koa'ki Meiru" monsters are all [[EARTH]], [[WIND]], [[WATER]] or [[FIRE]] Attribute monsters, rendering them immune to their own control-based effects, which often negatively affect [[LIGHT]] and [[DARK]] monsters. The entire theme was initially designed to bring down the dominating Decks at the time of over 2 banlists and therefore centered around heavy control elements. Seeing as the meta was completely dominated by LIGHT and DARK Decks, their effects were specifically designed to target both Attributes, therefore inviting a specific "Anti-Meta" theme to the "Meta" at the time. Because of their high [[ATK]] for monsters of their level, with many Level 4 monsters in the archetype having 1900 ATK or 2000 ATK, and boss monsters topping out at 3000 ATK, the archetype has taken a more aggressive approach with powerful beatdown elements.
  
"Hand Control" Decks present the biggest threat by being able to specifically remove assets essential to the Deck.
+
Generally speaking, there are two ways to use "Koa'ki Meiru" cards. The most obvious is simply to use a dedicated Deck; the other way is to use individual "Koa'ki Meiru" monsters as a supplement to Type-specific Decks of their type, giving an "Anti-Meta" controlling aspect to it as well as being able to maintain it through the alternative maintenance cost; for example, using "[[Koa'ki Meiru Drago]]" in a [[Dragon]] Deck as seen back in the day in "[[Disaster Dragon]]" builds. When "Koa'ki Meiru" first came out, the sole purpose of the Deck was the "Anti-Meta" aspect. However, nowadays the deck needs to use a different approach, since simply hating against certain Attributes doesn't quite make the cut anymore. Surprisingly though, a decent number of "Koa'ki Meiru" cards is still solid and allows them to at least build a functional Casual deck.
  
===Playing tips===
+
In order to run a dedicated "Koa'ki Meiru" Deck, no matter the style, you'll need multiple ways to retrieve the "Iron Core of Koa'ki Meiru" from your Deck and Graveyard. The number one card to fetch the "Iron Core" is "[[Diamond Core of Koa'ki Meiru]]", which not only conviently searches the entire archetype (with exception of some Spell/Trap support that doesn't have "Koa'ki Meiru" in the name), but also protects your monsters from being destroyed for a round. Additional options include "[[Koa'ki Meiru Boulder]]", a battle searcher, "[[Koa'ki Meiru Crusader]]", who searches upon destroying stuff in battle and "[[Core Transport Unit]]", which simply fetches the "Iron Core" for the cost of one card. "[[Iron Core Immediate Disposal]]" can also be a way of getting an "Iron Core", but is card economy-wise not the best strategy. Due to the fact that "Iron Core" is retrieveable from the GY, any Cards that help thin the deck or dump the "Core" into the Graveyard help make the Deck faster and more consistent. You must also be wary of keeping more monsters on your field than you can maintain. Your field should max out at 2 "Koa'ki Meiru" monsters requiring maintenance with multiple "Cores" as well as an alternative cost ready in hand. If the maintenance cost would force you to destroy monsters during the End Phase, you can plan ahead and decide to overlay them into [[Xyz Monsters]] or use them for [[Link Summon|Link Summons]] in Main Phase 2.
This Deck revolves around "Anti-Meta". Obviously, the most important card in the Deck is "Iron Core of Koa'ki Meiru", so having three in your Deck is essential. Most of the monsters are used against [[Effect Monsters]], mostly DARK and LIGHT monsters, since they are the most commonly used Decks ("[[Infernities]]", "[[Lightsworns]]", "[[Blackwings]]" etc.). Most "Koa'ki Meiru" Decks should focus on the negation effects of "[[Koa'ki Meiru Wall]]", "[[Koa'ki Meiru Sandman]]", and "[[Koa'ki Meiru Guardian]]" and the card advantage and swarming effects of "Koa'ki Meiru Crusader" and "Koa'ki Meiru Urnight", using the other "Koa'ki Meiru" Monsters according to the Deck's main strategy. In addition, "Koa'ki Meiru Ice" and "[[Koa'ki Meiru Tornado]]" are wonderful in punishing your opponent's powerful Special Summoned Monsters.
 
  
"Koa'ki Meirus" can also work well with support for [[Equip Spell Card]]s. Using cards like "[[Hidden Armory]]", "[[Iron Core Armor]]" can be recycled just as much as the "Iron Core" itself. "[[Core Blaster]]" is also extremely powerful, and even a single copy could destroy decks that focus heavily on LIGHT and DARK monsters. "Koa'ki Meiru Bergzak" works very well with any ATK-boosting effect, and "[[Iron Blacksmith Kotetsu]]" fits in the Deck since it's a [[Beast-Warrior]].
+
Before getting any deeper into deck building and strategy, it should be mentioned that probably the most well-known and popular build with "Koa'ki Meiru" is the so-called "[[Rock Stun]]" deck. It uses "[[Koa'ki Meiru Wall]]", "[[Koa'ki Meiru Sandman]]", "[[Koa'ki Meiru Guardian]]", "[[Koa'ki Meiru Overload]]" and "[[Koa'ki Meiru Boulder]]", all Rock-type monsters of which the first four are able to tribute themselves to counter certain cards and/or effects, while the last one searches the others. While the deck features a good number of "Koa'ki Meirus", it is explained in detail on its own page and will not be further discussed here.
  
Although most "Koa'ki Meiru" monsters have difficulty staying on the field, a few of them work incredibly well together, sharing types or common reveals that help ensure their survival on the field. However, because most are level 4, they can be used for an [[Xyz Summon]] before they are destroyed during the End Phase.
+
The most important card in any pure "Koa'ki Meiru" Deck is "Iron Core of Koa'ki Meiru", so having three in your Deck is absolutely essential."Koa'ki Meiru" Decks can take advantage of the negation effects of the aforementioned "Wall", "Sandman", "Guardian" and "Overload", but the archetype features way more cards than the four stun monsters. The card advantage of "Koa'ki Meiru Crusader" can certainly be helpful at times and "Koa'ki Meiru Urnight" brings incredibly helpful swarming capabilities for almost no requirements; also, they are both Beast-Warriors, allowing some other cards like the "[[Fire Formation|Fire Formations]]" to become reasonable additions. Both "Koa'ki Meiru Ice" and "[[Koa'ki Meiru Tornado]]" are wonderful in punishing your opponent's powerful Special Summoned monsters and the effect negation of "[[Koa'ki Meiru Hydro Barrier]]" can be devastating if timed correctly. For the Beatdown part of the archetype, use the Warrior-monsters "[[Koa'ki Meiru Bergzak]]" and "[[Koa'ki Meiru Rooklord]]", both able to clear the way through the opponent's board. "Koa'ki Meiru Drago" and "Koa'ki Meiru Maximus", the two dragons of the archetype also feature some useful effects, but as mentioned before, "Drago" is more useful in a Dragon-type deck that wants an out against LIGHT and DARK decks. "Maximus" is often a dead draw early on, and is difficult to maintain once it hits the field, but can help clear the field before swinging into the opponent, making it a very powerful but also very temperamental boss monster. "Koa'ki Meiru Ghoulungulate" has a protection effect which can be easily achieved by first fueling the Graveyard with "Iron Core Specimen Lab".
 
 
* "[[Koa'ki Meiru Urnight]]" and "[[Koa'ki Meiru Crusader]]" are [[Beast-Warrior]] monsters and have the same reveal requirement, while allowing for a good presence on the field and card advantage. "Urnight" can Special Summon another level 4 "Koa'ki" from the Deck for a quick Xyz Summon and "Crusader" can recover "Urnight" after it has been detached.
 
 
 
* "Koa'ki Meiru Wall", "Koa'ki Meiru Sandman", "Koa'ki Meiru Guardian", "Koa'ki Meiru Boulder", "[[Koa'ki Meiru Prototype]]", "[[Koa'ki Meiru Overload]]" and "[[Gigantes]]" can be extremely aggressive when combined, as well as controlling the field and hand. "Wall", "Sandman", "Overload" and "Guardian" all have effect negation abilities: they are used for a "Rock Stun" deck. "Boulder" and "Prototype" are both extremely useful for "Koa'ki Meiru" monsters because they don't have a maintenance cost and still have very useful effects-"Boulder" is used to search for other "Koa'ki Meiru" monsters or "Iron Cores", while "Prototype" can sacrifice itself to prevent a "Koa'ki Meiru" monster from being destroyed, even by their own effects during the End Phase
 
 
 
* "Koa'ki Meiru Maximus" can be used as the reveal cost for "Koa'ki Meiru Drago". "Drago's" effect serves as disruption, while you gather "Iron Core of Koa'ki Meiru" for the final push for game with "Maximus". However, "Maximus" is often a dead draw early on, and it is difficult to maintain once it hits the field, making it a very powerful but also very temperamental boss monster. Use with caution.
 
 
 
* "Koa'ki Meiru Ghoulungulate" has a protection effect which can be easily achieved by first fueling the Graveyard with "Iron Core Specimen Lab" and "Koa'ki Meiru Urnight".
 
  
 
===Recommended cards===
 
===Recommended cards===
  
''See also: [[Rock Stun]].''
+
{{Decklist|Deck
 
 
===Koa'ki Meiru "Anti-Meta" Beatdown===
 
 
 
{{Decklist|Koa'ki Meiru "Anti-Meta" Beatdown
 
 
<!-- This is not an exact Decklist. Do not add multiples or staples.-->
 
<!-- This is not an exact Decklist. Do not add multiples or staples.-->
  
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* [[Fire Formation - Tenki]]
 
* [[Fire Formation - Tenki]]
 
* [[Fire Formation - Tensu]]
 
* [[Fire Formation - Tensu]]
* [[Fire Formation - Gyokkou]]
 
* [[Living Fossil]]
 
 
* [[Reinforcement of the Army]]
 
* [[Reinforcement of the Army]]
  
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===From [http://www.yugioh-card.com/japan/topics/?20131024 "Gogogo" & "Dododo" Deck recipes sample]===
 
===From [http://www.yugioh-card.com/japan/topics/?20131024 "Gogogo" & "Dododo" Deck recipes sample]===
  
{{Decklist|Gogogo Koa'ki Meiru<br />ゴゴゴコアキメイル
+
{{Decklist|Gogogo Koa'ki Meiru (2013)<br />ゴゴゴコアキメイル
 
<!-- This is a Decklist made by Yugioh-card(jp). Do not remove any multiples or staples.-->
 
<!-- This is a Decklist made by Yugioh-card(jp). Do not remove any multiples or staples.-->
 
| effect monsters =
 
| effect monsters =
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* [[Solemn Warning]]
 
* [[Solemn Warning]]
 
}}
 
}}
 +
 +
===Weaknesses===
 +
* A major weakness is the archetypes own maintenance effect. If the player is not careful and summons multiple "Koa'ki Meiru" monsters to the field without thought, it can easily blow up if one is not able to pay all the costs.
 +
* Because "Iron Core of Koa'ki Meiru" will often be recycled from the Graveyard, the "Koa'ki Meiru" deck is vulnerable to cards that can banish it such as "[[Gladiator Beast Retiari]]", "[[D.D. Crow]]", "[[Macro Cosmos]]" or the like.
 +
* "[[Necrovalley]]" is a potential counter to "Koa'ki Meiru", since it prohibits "Iron Core" to leave the GY and therefore makes recycling it impossible.
 +
* "Koa'ki Meiru" monsters are very reliant on the hand, therefore any form of "Hand Control" presents a big threat by being able to specifically remove assets essential to the Deck. Cards like "[[Card Destruction]]", "[[Mind Crush]]", "[[D.D. Designator]]" and "[[Trap Dustshoot]]" can completely disrupt the player's strategy.
 +
* While relatively uncommon, a way of countering "Koa'ki Meiru" is playing "[[Prohibition]]", since locking the deck out of "Iron Core" will make it more difficult to keep monsters alive due to maintenance.
 +
* One way to beat the "Koa'ki Meiru" archetype is to have the player permanently reveal their hand to you in order to make them either discard an "Iron Core of Koa'ki Meiru" or destroy the card since they cannot "reveal" the card to you. Such cards include "[[Respect Play]]" and "[[Ceremonial Bell]]".
 +
* Like many other decks, "Koa'ki Meiru" does not appreciate its Summons to be negated or blocked. "[[Solemn Warning]]", "[[Solemn Judgment]]", "[[Archlord Kristya]]", "[[Vanity's Fiend]]" or "[[Vanity's Emptiness]]" are all effective against the deck.
  
 
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Revision as of 21:34, 3 September 2019

Koa'ki Meiru
"Iron Core of Koa'ki Meiru"
Japanese
  • コアキメイル
  • Koakimeiru (romanized)
  • Core Chimail (translated)
French
  • Koa'ki Meiru
German
  • Koa'ki Meiru
Italian
  • Koa'ki Meiru
Korean
  • 코아키메일
  • Koakimeil (romanized)
  • Koa Chimail (translated)
Portuguese
  • Koa'ki Meiru
Spanish
  • Koa'ki Meiru
Sets
TCG
OCG
Korean
Manga appearances
Lists

"Koa'ki Meiru", Japanese for "Core Chimail" (コアキメイル Koakimeiru), a combination of the words "Core", "Chimera" and "Mail"), sometimes romanized as "Core Chimair" (a combination of the words "Core" and "Chimera,") is an archetype debuted in Raging Battle.

According to "Iron Core Specimen Lab", "Kozaky" and "Magical Scientist" experimented and created the "Koa'ki Meiru" Monsters.

"Koa'ki Meiru Rooklord", "Sea Panther", "Urnight" and "Valafar" all appears as characters in Yu-Gi-Oh! 5D's World Championship 2010: Reverse of Arcadia, and "Maximus" appears in Yu-Gi-Oh! 5D's World Championship 2011: Over the Nexus.

Design

The "Koa'ki Meiru" archetype consists of a plethora of different monsters and art styles. They don't really have any connection in design or color, except for the fact that all of the "Koa'ki Meirus" have the same mark (3 dragons) on some part of their body or on a weapon they use.

Playing style

The majority of the effects of "Koa'ki Meiru" cards center around manipulating "Iron Core of Koa'ki Meiru" or revealing one in your hand to activate an effect. Almost all of the monsters require a maintenance cost in the form of sending an "Iron Core" to the Graveyard or revealing a monster of the same type. However, there are exceptions to this rule:

"Koa'ki Meiru" monsters are all EARTH, WIND, WATER or FIRE Attribute monsters, rendering them immune to their own control-based effects, which often negatively affect LIGHT and DARK monsters. The entire theme was initially designed to bring down the dominating Decks at the time of over 2 banlists and therefore centered around heavy control elements. Seeing as the meta was completely dominated by LIGHT and DARK Decks, their effects were specifically designed to target both Attributes, therefore inviting a specific "Anti-Meta" theme to the "Meta" at the time. Because of their high ATK for monsters of their level, with many Level 4 monsters in the archetype having 1900 ATK or 2000 ATK, and boss monsters topping out at 3000 ATK, the archetype has taken a more aggressive approach with powerful beatdown elements.

Generally speaking, there are two ways to use "Koa'ki Meiru" cards. The most obvious is simply to use a dedicated Deck; the other way is to use individual "Koa'ki Meiru" monsters as a supplement to Type-specific Decks of their type, giving an "Anti-Meta" controlling aspect to it as well as being able to maintain it through the alternative maintenance cost; for example, using "Koa'ki Meiru Drago" in a Dragon Deck as seen back in the day in "Disaster Dragon" builds. When "Koa'ki Meiru" first came out, the sole purpose of the Deck was the "Anti-Meta" aspect. However, nowadays the deck needs to use a different approach, since simply hating against certain Attributes doesn't quite make the cut anymore. Surprisingly though, a decent number of "Koa'ki Meiru" cards is still solid and allows them to at least build a functional Casual deck.

In order to run a dedicated "Koa'ki Meiru" Deck, no matter the style, you'll need multiple ways to retrieve the "Iron Core of Koa'ki Meiru" from your Deck and Graveyard. The number one card to fetch the "Iron Core" is "Diamond Core of Koa'ki Meiru", which not only conviently searches the entire archetype (with exception of some Spell/Trap support that doesn't have "Koa'ki Meiru" in the name), but also protects your monsters from being destroyed for a round. Additional options include "Koa'ki Meiru Boulder", a battle searcher, "Koa'ki Meiru Crusader", who searches upon destroying stuff in battle and "Core Transport Unit", which simply fetches the "Iron Core" for the cost of one card. "Iron Core Immediate Disposal" can also be a way of getting an "Iron Core", but is card economy-wise not the best strategy. Due to the fact that "Iron Core" is retrieveable from the GY, any Cards that help thin the deck or dump the "Core" into the Graveyard help make the Deck faster and more consistent. You must also be wary of keeping more monsters on your field than you can maintain. Your field should max out at 2 "Koa'ki Meiru" monsters requiring maintenance with multiple "Cores" as well as an alternative cost ready in hand. If the maintenance cost would force you to destroy monsters during the End Phase, you can plan ahead and decide to overlay them into Xyz Monsters or use them for Link Summons in Main Phase 2.

Before getting any deeper into deck building and strategy, it should be mentioned that probably the most well-known and popular build with "Koa'ki Meiru" is the so-called "Rock Stun" deck. It uses "Koa'ki Meiru Wall", "Koa'ki Meiru Sandman", "Koa'ki Meiru Guardian", "Koa'ki Meiru Overload" and "Koa'ki Meiru Boulder", all Rock-type monsters of which the first four are able to tribute themselves to counter certain cards and/or effects, while the last one searches the others. While the deck features a good number of "Koa'ki Meirus", it is explained in detail on its own page and will not be further discussed here.

The most important card in any pure "Koa'ki Meiru" Deck is "Iron Core of Koa'ki Meiru", so having three in your Deck is absolutely essential."Koa'ki Meiru" Decks can take advantage of the negation effects of the aforementioned "Wall", "Sandman", "Guardian" and "Overload", but the archetype features way more cards than the four stun monsters. The card advantage of "Koa'ki Meiru Crusader" can certainly be helpful at times and "Koa'ki Meiru Urnight" brings incredibly helpful swarming capabilities for almost no requirements; also, they are both Beast-Warriors, allowing some other cards like the "Fire Formations" to become reasonable additions. Both "Koa'ki Meiru Ice" and "Koa'ki Meiru Tornado" are wonderful in punishing your opponent's powerful Special Summoned monsters and the effect negation of "Koa'ki Meiru Hydro Barrier" can be devastating if timed correctly. For the Beatdown part of the archetype, use the Warrior-monsters "Koa'ki Meiru Bergzak" and "Koa'ki Meiru Rooklord", both able to clear the way through the opponent's board. "Koa'ki Meiru Drago" and "Koa'ki Meiru Maximus", the two dragons of the archetype also feature some useful effects, but as mentioned before, "Drago" is more useful in a Dragon-type deck that wants an out against LIGHT and DARK decks. "Maximus" is often a dead draw early on, and is difficult to maintain once it hits the field, but can help clear the field before swinging into the opponent, making it a very powerful but also very temperamental boss monster. "Koa'ki Meiru Ghoulungulate" has a protection effect which can be easily achieved by first fueling the Graveyard with "Iron Core Specimen Lab".

Recommended cards

From "Gogogo" & "Dododo" Deck recipes sample

Weaknesses

  • A major weakness is the archetypes own maintenance effect. If the player is not careful and summons multiple "Koa'ki Meiru" monsters to the field without thought, it can easily blow up if one is not able to pay all the costs.
  • Because "Iron Core of Koa'ki Meiru" will often be recycled from the Graveyard, the "Koa'ki Meiru" deck is vulnerable to cards that can banish it such as "Gladiator Beast Retiari", "D.D. Crow", "Macro Cosmos" or the like.
  • "Necrovalley" is a potential counter to "Koa'ki Meiru", since it prohibits "Iron Core" to leave the GY and therefore makes recycling it impossible.
  • "Koa'ki Meiru" monsters are very reliant on the hand, therefore any form of "Hand Control" presents a big threat by being able to specifically remove assets essential to the Deck. Cards like "Card Destruction", "Mind Crush", "D.D. Designator" and "Trap Dustshoot" can completely disrupt the player's strategy.
  • While relatively uncommon, a way of countering "Koa'ki Meiru" is playing "Prohibition", since locking the deck out of "Iron Core" will make it more difficult to keep monsters alive due to maintenance.
  • One way to beat the "Koa'ki Meiru" archetype is to have the player permanently reveal their hand to you in order to make them either discard an "Iron Core of Koa'ki Meiru" or destroy the card since they cannot "reveal" the card to you. Such cards include "Respect Play" and "Ceremonial Bell".
  • Like many other decks, "Koa'ki Meiru" does not appreciate its Summons to be negated or blocked. "Solemn Warning", "Solemn Judgment", "Archlord Kristya", "Vanity's Fiend" or "Vanity's Emptiness" are all effective against the deck.