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Koa'ki Meiru Deck (Before Dec 2019)

Duel Links Koa'ki Meiru deck, Koa'ki Meiru in the current meta, how to use.
update 20/12/2019

Overview

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 latest Koa'ki Meiru decklist, please click the link below:

Example Deck

Standard Version

Sphere KuribohSphere KuribohKoa'ki Meiru SandmanKoa'ki Meiru SandmanKoa'ki Meiru UrnightKoa'ki Meiru Urnight
Koa'ki Meiru IceKoa'ki Meiru IceKoa'ki Meiru MaximusCosmic CycloneCosmic CycloneDiamond Core of Koa'ki Meiru
Diamond Core of Koa'ki MeiruIron Core of Koa'ki MeiruIron Core of Koa'ki MeiruIron Core of Koa'ki MeiruDrowning Mirror ForceDrowning Mirror Force
Floodgate Trap HoleFloodgate Trap Hole----

Neos Fusion Version

Gale LizardKarakuri Ninja mdl 339 "Sazank"Karakuri Ninja mdl 339 "Sazank"Koa'ki Meiru IceKoa'ki Meiru IceKoa'ki Meiru Maximus
Bacon SaverA/D ChangerElemental HERO NeosElemental HERO NeosCosmic CycloneCosmic Cyclone
Diamond Core of Koa'ki MeiruDiamond Core of Koa'ki MeiruNeos FusionNeos FusionNeos FusionIron Core of Koa'ki Meiru
Drowning Mirror ForceDrowning Mirror Force-Elemental HERO Brave NeosElemental HERO Brave NeosElemental HERO Brave Neos
[Skill] descriptionUser
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.
Bandit Keith
Bandit Keith

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

Diamond Core of Koa'ki Meiru

Use Diamond Core of Koa'ki Meiru 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.

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

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.

Koa'ki Meiru Urnight

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.

Neos Fusion

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

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.

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
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.
Ishizu Ishtar
Ishizu Ishtar

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).

[Skill] descriptionUser
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.
Bandit Keith
Bandit Keith

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.

Matchups

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)

Legendary Six Samurai - Shi En can negate Diamond Core and Neos Fusion, potentially shutting you down for the entire turn, and Legendary Six Samurai - Enishi and Six Style - Dual Wield can return your monsters to the hand or Extra Deck to prevent you from activating their effects.

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.

Comments

Hot New Top
Pusssiiipumper
I cannot win against buster blader with this deck.
Anonymous
Deck is so easy to pilot yet there are still high ranked players making mistakes.
Seriously. Haha.
Sheep!

<< Anonymous
Anonymous Reply
I even saw a KOG making amateur mistake when playing Ancient Gears lmao
Anonymous
All those unoriginal pricks playing this deck. Cannont think of a good deck on their own so why not copy-paste a broken Gamea deck ? This way you may win once in a while amd make pvp matches boring and redundant.
<< Anonymous
Anonymous Reply
What are you playing?
<< Anonymous
Anonymous Reply
Yeah, what are you playing, then? Can it beat Koa'ki Meiru consistently?
Anonymous
This deck is so OP. it should be tier 0
<< Anonymous
Anonymous Reply
Probably
Anonymous
I'm very surprised about the effectiveness of this deck, if you banish you diamond when you have maximus and sandman/wall on the field then you pretty much OTK. It's really cool and not very expensive, people need to appreciate this f2p deck.
Anonymous
Yeah hit every good tier decks so they die in a month after released ?? Okay, then why not hitting all Rare Cards so that we only play URs and SRs in PVP. Good right ??
NSX
Don't spend your valuable gems on this if you did not invest in gaia pack, hardcore days are waiting for Koakis after KC Cup
Anonymous
This is now tier 1.who would have known that koaki meiru could have been this powerful
Anonymous
Can I play this deck with 2 unbraknight and 2 diamond core ? because I didn t want to referesh their packs and looking for third ones
Anonymous
This deck is not good enough to take on tier 3 and above deck.it all depend if you go second you have already reach 50% on winning the duel
<< Anonymous
Anonymous Reply
You mean the deck is good enough to take on tier 3 and above
<< Anonymous
Anonymous Reply
Just play grit. i play grit and already kog.
Anonymous
Not that good of a deck, I’ve used it and played against it. When it gets going, it’s great. However, it’s pretty easy to disrupt this decks plays. In reality, the only thing that changed about this deck is diamond core, which you sometimes don’t even draw before you lose the duel.
<< Anonymous
Anonymous Reply
only set wall of d. diamond core dont prevent reduce atk of their monsters
<< Anonymous
Anonymous Reply
But you need more than just wall of d because the standard play is Urknight to summon Sandman, 1 dangerous trap will be negated.
<< Anonymous
Anonymous Reply
yes, but sandman is like wiz: only negate one trap so if u use canadia first u can prevent that, plus you can obtain an extra monster... umm i didnt notice how good is wiz, she dont need sacrifice herself
<< Anonymous
Anonymous Reply
If you have Canadia set and your opponent summons Sandman, you should wait whether or not he summons Maximus. Sometimes it is better to let Sandman negate and leave the field than let your opponent have a face-down monster
Evil Rick
A Balance version is definelty better than theses

Any other deck that doens't involve balance is just two slow to work properly

<< Anonymous(Evil Rick)
ValleCula Reply
I disagree: Balance doesn't particularly boost the consistency of the deck and the chance of bricking with it is around the same as with any other version. You need to run SK or Kuriboh, otherwise the deck straight up loose to Blue-Eyes, Masked HERO, Vampire and Koa'ki Meiru.
<< Anonymous(ValleCula)
Akhil Reply
Balance does boost consistency. You have a 50% chance of opening diamond core in your opening hand since the only 2 spells in the deck is iron and diamond. I think the balance deck is better over all but if you're in legend and constantly facing vamps and blue eyes, I would rather run seal tombs over ties, last gamble, or balance. Also sphere kuriboh isnt a necessity( at least not triple).also SK?

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