The “Koa'ki Meiru” archetype revolves around Iron Core of Koa'ki Meiru; the vast majority of the monsters self-destruct during the End Phase unless you send this Spell Card to the Graveyard or reveal a certain type of card from your hand.
Revolution Beginning, the 17th Main BOX, has finally given us, together with some of the monsters we were still missing, one of the best support cards this archetype has ever seen: Diamond Core of Koa'ki Meiru. Koa'ki Meiru decks are now significantly more consistent and, as a direct result, more threatening.
Note: :To see the past Koa'ki Meiru decklist, please click the link below:
Koaki Meiru Maximus
|WIND Dragon ★8|
ATK 3000 / DEF 2500
|Gaia Genesis [R]|
|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.|
Koaki Meiru Sandman
|EARTH Rock ★4|
ATK 1900 / DEF 1200
|Gaia Genesis [SR]|
|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 Rock-Type monster in your hand. During either player's turn, when your opponent activates a Trap Card: You can Tribute this card; negate the activation, and if you do, destroy that card.|
Koaki Meiru Urnight
|EARTH Beast-Warrior ★4|
ATK 2000 / DEF 1500
|Gaia Genesis [SR]|
|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".|
Use Diamond Core to add Iron Core of Koa'ki Meiru, Koa'ki Meiru Urnight or Koa'ki Meiru Maximus from your Deck to your hand. You can’t add another Diamond Core to your hand, but there is no restriction on how many you can activate in a turn.
If all of this wasn’t enough, you can banish Diamond Core from your Graveyard to prevent all “Koa'ki Meiru” monsters you control from being destroyed this turn. You can activate this effect the same turn you activated Diamond Core and make your monsters immune to cards like Treacherous Trap Hole, Widespread Ruin and Super Rush Headlong.
Since your monsters can’t be destroyed by battle this turn, you can also safely attack monsters with the same ATK with them. Most of the times you do not want to add Koa'ki Meiru Sandman to your hand with Diamond Core because Koa'ki Meiru Urnight can Special Summon it from your Deck.
As I said in the Overview, the “Koa'ki Meiru” archetype revolves around a card in particular: Iron Core of Koa'ki Meiru. Iron Core can be recycled from the Graveyard via its effect, so, even if a monster requires you to discard it, you are not going to run out of them, but the case is different with Koa'ki Meiru Maximus because this Level 8 monster can only be Special Summoned by banishing the Spell Card.
If Iron Core is banished, there aren’t many ways to retrieve it consistently. In addition to requiring you to banish Iron Core in order to be Summoned, Maximus doesn’t just ask you to reveal a card during the End Phase: you will have to discard a copy of Iron Core or a “Koa'ki Meiru” monster, otherwise it will destroy itself during the End Phase.
This deck is built to make explosive, aggressive plays, so it generally doesn’t care about maintaining this monster, but, thanks to Diamond Core, you don’t necessarily have to discard anything during the End Phase.
Once per turn, Koa'ki Meiru Maximus allows you to destroy a card your opponent controls. You can destroy a Set Spell/Trap Card or a monster and, if you have more than one Maximus on the field, you can use this effect with both of them.
Maximus alone isn’t enough to deal with everything your opponent has on the field and, even though it does have a lot of ATK, it’s not going to be enough for an OTK.
Once per turn, Koa'ki Meiru Urnight can Special Summon a Level 4 or lower “Koa'ki Meiru” monster from your Deck, except another Koa'ki Meiru Urnight, if you reveal an Iron Core from your hand. Use Koa'ki Meiru Urnight’s effect to Special Summon Sandman and then Special Summon Koa'ki Meiru Maximus. Now you have a board full of monsters, Maximus’ destruction effect and Sandman’s negation for a Trap Card.
The Tie that Binds can enable OTKs through a Sphere Kuriboh/Kuriboh/Enemy Controller on Turn 2 and it allows your Koa'ki Meiru Maximus to get over a Blue-Eyes White Dragon or even Cosmo Brain with just two monsters on the field.
Beatdown! allows Koa'ki Meiru Maximus to get over Blue-Eyes White Dragon and Cosmo Brain. You can use Maximus’ effect to get rid of any monster that has 3000 or more ATK, but, if there was more than one, you wouldn’t be able to OTK your opponent.
Last Gamble can instantly replenish your resources and give you the final push you needed to finish off your opponent. You do have to rely on a die roll, but you shouldn’t underestimate this Skill: chances are you are going to draw more cards than you discarded.
This Skill was initially the preferred one, but now that we have Diamond Core of Koa'ki Meiru Meiru, we also have a more consistent way to draw Koa'ki Meiru Maximus.
Control relies heavily on its backrow in order to slowly deplete the opponent’s resources. Hey, Trunade!, Galaxy Cyclone and Cosmic Cyclone can get rid of those pesky Trap Cards and allow you to OTK your opponent, but you are obviously not always going to have them available.
D.D. Assailant and Armades, Keeper of Boundaries are hardly a problem: Control has only a Normal Summon per turn, which means that Koa'ki Meiru Maximus’ effect is just enough to clear that part of the field on Turn 2. Going first is not an issue since Control is not able to deal 4000 Life Points worth of damage on its first turn.
Going first, as I said, is pretty rough for this deck: it doesn’t automatically translate into a loss, but it’s certainly not an easy situation.
Cosmic Cyclone and Paleozoic Canadia are very good cards you could add to your deck to either get rid of Vampire Kingdom as soon as it hits the field or to flip Vampire Grace face-down and prevent it from activating its effect;
Treacherous Trap Hole and Sphere Kuriboh are the cards that I have chosen for the Example Deck, but any generic form of backrow is just as viable. If your opponent goes first, they will find themselves in your same situation, open to an OTK and forced to rely on their backrow.
Just like with Vampires, this matchup is heavily influenced by the coin toss: both decks focus on finishing off the opponent by making early, aggressive plays, so whoever goes second, will usually end up winning the duel. However, if the Koa'ki Meiru deck is not able to OTK the opponent on Turn 2, due to how fast it tends to run out of resources, it might still lose the duel.
Blue-Eyes decks hardly run any backrow, so you shouldn’t have trouble dealing with them. Maximus has less ATK compared to a Cosmo Brain that was Special Summoned by discarding a Level 8 monster and it ties with Blue-Eyes White Dragon, but its effect and Beatdown! can fix this issue. Keep in mind you can safely attack into a Blue-Eyes White Dragon with Maximus if you have used Diamond Core’s effect from the Graveyard.
Silent Magician can negate Diamond Core of Koa'ki Meiru and, if you destroy it, your opponent will get a 3500 ATK monster on the field that Maximus won’t be able to get over naturally. Spellbook of Fate can get rid of Maximus as soon as it hits the field, so you will have to use Galaxy Cyclone before Summoning your Level 8 monster.
|Available card boxes|