The “Koa'ki Meiru” archetype revolves around Iron Core of Koa'ki Meiru. Most “Koa'ki Meiru” 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. Koa'ki Meiru is an extremely powerful and aggressive deck that can generate early OTKs thanks to its ability to swarm the field with multiple high ATK monster while also removing cards from the opponent’s side of the field.
Note: :To see the past Koa'ki Meiru decklist, please click the link below:
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.
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.
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".
Add 1 "Koa'ki Meiru" card from your Deck to your hand, except "Diamond Core of Koa'ki Meiru". You can banish this card from your Graveyard; for the rest of this turn, "Koa'ki Meiru" monsters you control cannot be destroyed.
During your Draw Phase, if this card is in your Graveyard, you can add this card to your hand instead of drawing, and/or send 1 "Koa'ki Meiru" monster from your hand to your Graveyard to add this card to your hand.
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.
Koa'ki Meiru Maximus can only be Special Summoned by banishing Iron Core of Koa'ki Meiru from your hand. Since the Spell Card is currently Semi-Limited, if you Summon this monster, you are left with only one Iron Core.
During the End Phase, in order to prevent Koa'ki Meiru Maximus from being destroyed, you have to send an Iron Core of Koa'ki Meiru or a “Koa'ki Meiru” monster from your hand to the Graveyard. Koa'ki Meiru Maximus is certainly not easy to Summon or to keep on the field since, unlike other “Koa'ki Meiru” monsters, it doesn’t allow you to simply reveal a card in order to pay its maintenance cost, but its high ATK and its ability to, once per turn, destroy a card your opponent controls, definitely make up for this.
You can use Koa'ki Meiru Maximus’ effect to get rid of an opponent’s monster or destroy a Spell/Trap Card.
By revealing an Iron Core of Koa'ki Meiru in your hand, Koa'ki Meiru Urnight allows you to Special Summon a Level 4 or lower “Koa'ki Meiru” monster directly from your Deck. If your opponent has Special Summoned a problematic monster, you can Special Summon Koa'ki Meiru Ice and destroy it; if you think they might have a face-down Drowning Mirror Force or Wall of Disruption or you simply want to negate a Subterror Final Battle, you can Special Summon Koa'ki Meiru Sandman; if you suspect they might be playing Neos Fusion or Red-Eyes Fusion, you can Special Summon Koa'ki Meiru Wall.
Activate Neos Fusion and send Elemental HERO Neos and Bacon Saver from your Deck, hand or field to the Graveyard to Special Summon Elemental HERO Brave Neos from your Extra Deck. Neos Fusion will prevent you from Special Summoning monsters for the rest of this turn, but you can still Normal Summon or Set. If you have a monster to Special Summon, you can do it before activating Neos Fusion in order to get around its restriction.
Elemental HERO Brave Neos gains 100 ATK for each “Neo-Spacian” and “HERO” monster in your Graveyard. When Elemental HERO Brave Neos destroys an opponent's monster by battle, it allows you to add 1 Spell/Trap from your Deck to your hand that specifically lists the card “Elemental HERO Neos” in its text. You can use Elemental HERO Brave Neos’s effect to add another copy of Neos Fusion or even Miracle Contact to your hand.
Koa'ki Meiru decks generally have trouble going first because they often have to either invest resources that they would rather use for an OTK or play nothing at all and leave themselves open, but Neos Fusion creates a really solid Turn 1 play for the deck.
The Tie that Binds Until the end of you turn, the ATK of all face-up monsters on your field increases by the number of monsters on your field times 100. This skill can only be used once per turn.
The Tie that Binds version of Koa'ki Meiru is the most aggressive one. This Skill allows Koa'ki Meiru Maximus to get over high ATK monsters such as Ancient Gear Reactor Dragon and Cosmo Brain without having to use its effect on them and it allows you to OTK through one Sphere Kuriboh.
Sealed Tombs Until the end of the opponent's next turn, neither player can banish cards from the Graveyard or Special Summon monsters from the Graveyard. This skill can only be used once per Duel.
Always banish Diamond Core before activating Sealed Tombs since the Skill will prevent you from doing so. Use this Skill to force your opponent to pay the maintenance cost of their “Koa'ki Meiru” monsters, consuming their resources, to disable Bacon Saver or to prevent various other effects that would Special Summon monsters from the Graveyard (Red-Eyes Slash Dragon, Red-Eyes Retro Dragon).
Switcheroo Can be used each time your Life Points decrease by 1000. Return 1 card in your hand to your Deck and draw another. This skill can only be used once per turn and twice per Duel.
Switcheroo has great synergy with Cosmic Cyclone and it can be used to shuffle back monsters like Koa'ki Meiru Sandman and Koa'ki Meiru Ice that you would rather Special Summon via Koa'ki Meiru Urnight’s effect.
Blue-Eyes Cosmo Matchup (Neutral)
Snipe Hunter can enable an OTK on Turn 2 if you don’t have Sphere Kuriboh in your hand or Bacon Saver in the Graveyard, but it’s also true that Koa'ki Meiru Ice can pretty much deal with your opponent’s entire board.
Keeper of the Shrine and Dragon Spirit of White can be an issue for your Koa'ki Meiru Ice if you don’t have enough cards in your hand to discard and, if your opponent manages to Tribute Summon Blue-Eyes White Dragon or Dragon Spirit of White, your only way of dealing with them would be Koa'ki Meiru Maximus.
Subterror Matchup (Slightly Unfavorable)
If your opponent has Subterror Final Battle and you don’t have Cosmic Cyclone or Koa'ki Meiru Sandman, they can banish your Koa'ki Meiru Maximus or your Koa'ki Meiru Urnight via Subterror Behemoth Umastryx and quickly take complete control of the board. Without Subterror Final Battle, you can just use Koa'ki Meiru Ice to get rid of all of your opponent’s “Subterror Behemoth” monsters, unless they were Normal Summoned/Set (Masked Tribute into Subterror Behemoth Stygokraken).
Geartown Turbo Matchup (Neutral)
Cosmic Cyclone and Koa'ki Meiru Wall can give you a huge advantage, preventing your opponent from destroying Geartown or Ancient Gear Fortress and from Special Summoning Ancient Gear Reactor Dragon.
You can use Koa'ki Meiru Ice to get rid of Ancient Gear Reactor Dragon, but keep in mind that your only way of getting rid of it, if your opponent Normal Summoned it via Ancient Gear Castle instead of Special Summoning it, is Koa'ki Meiru Maximus.
Six Samurai Synchro Matchup (Slightly Unfavorable)
Koa'ki Meiru Ice can still get rid of Shi En by itself and you can even use Cosmic Cyclone to banish Shien’s Dojo and prevent your opponent from Special Summoning Secret Six Samurai - Fuma from the Deck. Elemental HERO Brave Neos can get over Shi En with just 1 Elemental HERO Neos in the Graveyard and Wall of Illusion, Karakuri Ninja mdl 339 "Sazank" and Gale Lizard can either remove it from the field or force your opponent to go into Armades, Keeper of Boundaries, which is much easier to manage.
Red-Eyes Fusion Matchup (Favorable)
Red-Eyes Fusion is extremely fragile on the play, not being able to equip anything, aside from the occasional Black Metal Dragon, to their Red-Eyes Slash Dragon, which makes it extremely easy to OTK.
Diamond Core can prevent Red-Eyes Slash Dragon from destroying your Koa'ki Meiru Ice or Koa'ki Meiru Maximus when their effects are negated and, without anything equipped to it, the Fusion Monster can’t float into whatever Warrior-Type monster was equipped to it.
Wall of Illusion is a fantastic card in this matchup because it bypasses Red-Eyes Slash Dragon’s effect and bounces it back to the Extra Deck without targeting it.
Metaphys Matchup (Favorable)
Metaphys requires a few turns in order to set up and Koa'ki Meiru decks can easily take advantage of that. Metaphys Daedalus and Metaphys Dimension are huge threats, but they are pretty slow.
Use Koa'ki Meiru Ice and Koa'ki Meiru Maximus to get rid of any monster your opponent might have Summoned via Metaphys Tyrant Dragon and OTK your opponent before they have the chance to take control of the field.
Silent Spellbook Matchup
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 or Urnight, depending on what your opponent finds more threatening, as soon as it hits the field, so you will have to use Cosmic Cyclone before Summoning your monsters if you have it available.
On the bright side, if your opponent does not start with Silent Magician, you can instantly gain control of the field on Turn 2 by simply being able to Summon more monsters than they can banish or by getting rid of their face-down Spellbook of Fate.
Such a try hard deck, who puts two meta decks together and think they can come out here and do something. Literally went up against this deck in legendary five times in a row, luckily I beat them each time. Just hope you can disrupt their plays before they manage to do much.
This deck should be tied 1. They can on first turn summon a dragon with 3k attack that can banish any card, a creature with 1900 attack that can destroy a special summoned creature and a creature with 2600 attack
They have two strategies to play, Neos is a wall and deck thinning (basically better mega sphere Kuriboh which can also attack).
Even if you kill him, they already draw a diamond from the deck and ready to summon the whole Koaki team as in the old pre-nerf days.
The cosmic cyclone removes the last weakness for traps and field spells and activates the Switcheroo ability, which also helps to search for Fusion spell and Koaki diamond