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Koa'ki Meiru: deck recipe (After 28 Dec)

Duel Links Breaking News
New LD: Satorius!
update 18/02/2019

Updated Information

  • Koaki Meiru Decklist Updated
  • Matchup Notes Updated

Overview

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:

Example Deck

Maximus OTK Version

Sphere KuribohSphere KuribohSphere KuribohKoa'ki Meiru UrnightKoa'ki Meiru UrnightKoa'ki Meiru Urnight
Koa'ki Meiru MaximusKoa'ki Meiru MaximusKoa'ki Meiru MaximusKoa'ki Meiru SandmanKoa'ki Meiru IceKoa'ki Meiru Wall
Koa'ki Meiru PrototypeHey, Trunade!Diamond Core of Koa'ki MeiruDiamond Core of Koa'ki MeiruDiamond Core of Koa'ki MeiruIron Core of Koa'ki Meiru
Iron Core of Koa'ki MeiruIron Core of Koa'ki Meiru----
[Skill] descriptionUser
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.
Yusei Fudo
Yusei Fudo

Last Gamble Version

Koa'ki Meiru UrnightKoa'ki Meiru UrnightKoa'ki Meiru UrnightKoa'ki Meiru MaximusKoa'ki Meiru MaximusKoa'ki Meiru Maximus
Koa'ki Meiru SandmanKoa'ki Meiru WallKoa'ki Meiru IceWinged KuribohWinged KuribohWinged Kuriboh
The Flute of Summoning KuribohThe Flute of Summoning KuribohDiamond Core of Koa'ki MeiruDiamond Core of Koa'ki MeiruDiamond Core of Koa'ki MeiruIron Core of Koa'ki Meiru
Iron Core of Koa'ki MeiruIron Core of Koa'ki Meiru----
[Skill] descriptionUser
Last Gamble
Can be used in your Main Phase, starting from the fifth turn. Upon activation, reduces your LP to 100 and discards 2 cards from your hand. You roll a die and draw that number of cards. This skill can only be used once per Duel.
Joey Wheeler
Joey Wheeler

Balance Version

Koa'ki Meiru UrnightKoa'ki Meiru UrnightKoa'ki Meiru UrnightKoa'ki Meiru MaximusKoa'ki Meiru MaximusKoa'ki Meiru Maximus
Koa'ki Meiru SandmanKoa'ki Meiru WallDiamond Core of Koa'ki MeiruDiamond Core of Koa'ki MeiruDiamond Core of Koa'ki MeiruIron Core of Koa'ki Meiru
Iron Core of Koa'ki MeiruIron Core of Koa'ki MeiruFloodgate Trap HoleFloodgate Trap HoleFloodgate Trap HolePaleozoic Canadia
Core ReinforcementCore Reinforcement----
[Skill] descriptionUser
Balance
Your starting hand will reflect the card balance of your deck. This Skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Akiza Izinski
Akiza Izinski

Core Cards

Koa'ki Meiru Maximus

Koaki Meiru Maximus
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.

Koa'ki Meiru Sandman

Koaki Meiru Sandman
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.

Koa'ki Meiru Unright

Koaki Meiru Urnight
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".

Diamond Core of Koa'ki Meiru

Diamond Core of Koaki Meiru
Diamond Core of Koaki Meiru
Normal Spell
Revolution Beginning [SR]
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.

Iron Core of Koa'ki Meiru

Iron Core of Koaki Meiru
Iron Core of Koaki Meiru
Normal Spell
Gaia Genesis[N]
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.

How to Use

  • There are a lot of “Koa'ki Meiru” cards, so, naturally, there are also a lot of different decks that you can make with them, but the one that has seemingly been the most successful so far is this one.

Diamond Core of Koa'ki Meiru

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.

Koa'ki Meiru Maximus

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.

Koa'ki Meiru Urnight & Koa'ki Meiru Sandman

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.

Additional Notes

Skills

[Skill] descriptionUser
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.
Yusei Fudo
Yusei Fudo

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.

[Skill] descriptionUser
Last Gamble
Can be used in your Main Phase, starting from the fifth turn. Upon activation, reduces your LP to 100 and discards 2 cards from your hand. You roll a die and draw that number of cards. This skill can only be used once per Duel.
Joey Wheeler
Joey Wheeler

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. The Last Gamble version of Koa'ki Meiru focuses on buying time via Winged Kuriboh and then quickly overwhelming the opponent.

[Skill] descriptionUser
Balance
Your starting hand will reflect the card balance of your deck. This Skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Akiza Izinski
Akiza Izinski

Balance is the most consistent version of Koa'ki Meiru. This Skill will guarantee you a playable hand, but you will have to rely on Maximus and Diamond Core to get rid of anything that has 3000 or more ATK.

[Skill] descriptionUser
Grit
If you had 4000 or more Life Points at the start of that turn, you Life Points will not fall below 1 for one time only. This Skill will only activate once per Duel.
Joey Wheeler
Joey Wheeler

Koa'ki Meiru doesn’t really have a good Turn 1 play aside from Summoning Urnight and Special Summoning Wall from the Deck via its effect to negate Diamond Core/Destruction Swordsman Fusion/Spellbook of Fate. Grit allows you to survive an OTK on Turn 2 and possibly retaliate, but it’s not always going to be enough.

Matchups

Koa'ki Meiru Matchups

The Balance version of the deck is the most consistent one, but, since it can’t run Sphere Kuriboh or Winged Kuriboh, it’s also the easiest one to OTK on Turn 2. A Turn 1 Koa'ki Meiru Urnight into Koa'ki Meiru Wall to negate Diamond Core of Koa'ki Meiru or Hey, Trunade! and a face-down Paleozoic Canadia or Floodgate Trap Hole is the safest play this deck has, but it’s not always going to be available.

A single Sphere Kuriboh is enough to stop an OTK from the Balance version of the deck, even when the opponent has Koa'ki Meiru Urnight + Iron Core + Koa'ki Meiru Maximus.

If it opens with Winged Kuriboh or Flute of Summoning Kuriboh, the Last Gamble version of Koa'ki Meiru is usually the one with the upper hand: stalling for a few turns means that the opponent will eventually not be able to keep all of their monsters on the field, which will make it easier to OTK them after the 5th Turn.

Buster Blader Matchups

Buster Blader is one of the worst possible matchups for Koa'ki Meiru: Destruction Swordsman Fusion can get rid of Koa'ki Meiru Maximus and, if DNA Surgery in on the field together with Buster Blader, the Destruction Swordsman, you won’t be able to use Koa'ki Meiru Ice to get rid of the latter. Current versions of Buster Blader run Winged Kuriboh to stall until Last Gamble is available, which is another card that gives Koa'ki Meiru a hard time.

Geartown Turbo Matchup

This particular matchup can go both ways: if you can force your opponent to activate their Uending Nightmare, Twister or Double Cyclone with a Hey, Trunade! on Turn 2, then Maximus and Ice can get rid of Ancient Gear Reactor Dragon. Even if Ancient Gear Fortresss is on the field, Maximus can still destroy it and leave the rest to Ice, which can be searched by Diamond Core and Urnight. If your opponent is running Double Cyclone and you are running nothing that they can target during the Battle Phase, they can’t destroy their Geartown/Fortress and Summon Reactor.

Vampire Matchup

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, but, if they manage to survive, they will be able to use Vampire Vamp to get rid of your main monsters.

Masked HERO Matchup

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 Matchup

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 The Tie that Binds! 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 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 Hey, Trunade! 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.

Comments

Hot New Top
Lol 12hour ago
This deck is barely good enough to be tier 3.
Bloody 2days ago
We need this !
<< Anonymous(Bloody)
Anonymous 1days ago Reply
no we don't
<< Anonymous(Bloody)
Anonymous 1days ago Reply
Might as well add Koa'ki Meiru Overload.

Rock Stun everywhere lol
<< Anonymous(Bloody)
Anonymous 1days ago Reply
I would love to see Rock Stun in DL.
<< Anonymous
Anonymous 1days ago Reply
Rock stun would be pretty strong but and a lot less BS than than the way Koa’ki is played right now
Anonymous
Hope they never limit this one
<< Anonymous
they wont limit it 21days ago Reply
Don't worry my friend. They won't
<< Anonymous(they wont limit it)
Anonymous 20days ago Reply
Seriously, why would they huh? it's not even an overpowered deck. The whining of some fellas just make me cringe
<< Anonymous(they wont limit it)
Anonymous 20days ago Reply
lel op
- why do you even worry? they wont.
Have they limited samurai skull or vampire grace?
<< Anonymous
Anonymous 1days ago Reply
Lol
Anonymous 1days ago
Post ban deck list
<< Anonymous
1days ago Reply
Just replace 2 Maximus with 2 Rooklord, and 1 Iron Core with a good spell card that's not at Limited 2 right now.

Maybe Gaia Power lol
Anonymous 28days ago
If you want ANOTHER f2P DECK.
They just RELEASED LAVAL.

There is also a rumor that DINOS will be fairly competitive when Hassleberry is released. Dunno if that's true btw.
Anonymous 27days ago
maximus and iron core semi-limited please konami
<< Anonymous
Anonymous 27days ago Reply
Just like cyber angel lol
Anonymous 12days ago
I seriously think it will be still competitive, maybe a tier 3
Anonymous 12days ago
after like... 4 months
7-8 if we count the gaia genesis release

not really bad
Yugiknowz 13days ago
Say goodbye to iron core and Maximus. This deck won’t hold up anymore after next ban list.
Anonymous 28days ago
probably the BEST release since fur hire.
It's not really boring to play against them as some idiots say. Simply because it's not very consistent and sometimes it even bricks.
<< Anonymous(Nick)
Anonymous 17days ago Reply
Bro But Trunade is very rarely used in Koaki decks

why are you lying?

Reckoned Power is much better card, you can use it instead of Trunade and keep E-con in your deck!
<< Anonymous(Nick)
Anonymous 17days ago Reply
Yes I know it was sarcasm. I have parodied people here who write that Khaki are overclassed by dinos and AG
<< Anonymous
Anonymous 17days ago Reply
KOG every month btw
<< Anonymous
Nick 17days ago Reply
ok, sorry.
Seriously speaking, if you intend speak about the new survival's end deck.
This deck can have some chances, but against the trunade version, you need some sort of BIG luck. xD
New York Guy
I can't believe it ...
I just can't...

After receiving so much hate from very small groups in the community, Konami surprised us AGAIN with another f2p deck. Seriously, you don't need more than 10k gems to build this deck. (I'm talking about its Balance version with no sphere kuribohs). No URs at all, just SRs

Very, very strong deck at a low cost.
Hope people learn to appreciate this deck. It's not expensive at all and totally competitive <3 :thumbsup:
<< Anonymous
Anonymous Reply
No one does
<< Anonymous
Adrian 28days ago Reply
I didn't spend any dollar while building Koa'ki Meiru. So I'm pretty grateful about that because it's a very competitive deck. Btw, the new Lavals from the the 18th box are PRETTY OP and well, they are even less expensive than Koa'kis.
<< Anonymous(Adrian)
Anonymous 21days ago Reply
I like the laval archetype a lot, but dinos seem to be better at least 4 now.
<< Anonymous
Anonymous 20days ago Reply
I rather have a F2P deck in the game than none. The ones complaining are pretty much cry babies -_-
Anonymous 19days ago
Just use deck like this if you want to hunt down Koa'ki player >> https://duellinks.konami.net/att/0194e8d529e87960ca3513882e53dc87c151af4fa3

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I’m pretty sure even Jake Paul’s 5 year-old viewers can tell that it was fake
Looks like a good card to get rid of tuners, but doesn't seem to be very good
Terraforming but we don’t have that in duel links
Yeah. How degenerate are you to think that Konami will read this mess and come delete comments XDD
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