Some “Koa'ki Meiru” monsters are actually pretty versatile and they can fit in different decks other than one centered around their own archetype thanks to their alternative maintenance cost: Koa'ki Meiru Ice can stay on the field if you reveal a Continuous Spell in your hand to your opponent and it's able to destroy with its effect any Special Summoned monster on the field by discarding a card from your hand.
There are a lot of decks right now that rely heavily on Special Summoning—Fur Hire, Vampire, Masked HERO, Silent Spellbook and many others—and Koa'ki Meiru Ice can deal pretty well with most of them. There is no limit on how many times per turn you can use Koa'ki Meiru Ice’s effect and no restriction on what kind of card you have to discard, which makes this card very easy to utilize; the fact that you have to reveal a Continuous Spell to keep this monster on the field in definitely a hindrance, but, even if you did not have anything in your hand to fulfill that condition, you would still get to activate the destruction effect and you would still get to go through the Battle Phase with a 1900 ATK monster.
Abyss Soldier can bounce back cards on the field back into the hand, there is a “once per turn” restriction, but you can target any card you’d like, including Spell/Traps.
Spined Gillman is here to boost the ATK of the other monsters in the deck and its own: if Umiiruka is on the field together with this monster, Koa'ki Meiru Ice and Abyss Soldier would reach 2800 and 2700 ATK respectively, which is a lot—if the ATK boost from Spined Gillman and Umiiruka is not enough to get over something, you can simply bounce it back with Abyss Soldier or destroy it with Koa'ki Meiru Ice since that monster was likely Special Summoned.
With Amazoness being still so relevant, it’s only normal for a deck like this to carry some form of backrow removal: Cosmic Cyclone can banish Amazoness Onslaught, making it impossible to recycle it with Endless Trap Hell; Fire Formation - Gyokkou can lock a face-down Spell/Trap Card and prevent the opponent from chaining it—even though another card, that was not the target of the effect, could still be activated in response to it.
Fire Formation - Gyokkou is pretty important as it can be revealed to keep Koa'ki Meiru Ice on the field and prevent its destruction during the End Phase.
Super Rush Headlong has definitely fallen in popularity compared to when it was first released in Dawn of Destiny, but this Quick-Play Spell can still offer a lot: it can essentially stall for an entire turn against decks like Amazoness or Vampire that mostly run monsters with the same Attribute, unlike Wall of Disruption, it doesn’t matter what is the difference in ATK between the two monsters that battle or the number of monsters on the opponent’s side of the field, if used for protection, and it doesn’t turn Treacherous Trap Hole into a brick after being used.
I don’t think there is much to say about this card anymore: it’s strong, versatile and it basically has no cost; Treacherous Trap Hole can destroy two monsters on either or both sides of the field.
Cosmic Cyclone allows you to activate this Skill with relative ease, boosting your monsters above most of the ones you’ll find around in the current meta.
Another Skill that has pretty good synergy with Cosmic Cyclone: Switcheroo is far from what it was back then, but it can still add some consistency to the deck.
|Due to how many decks right now focus on OTKing the opponent quickly, Sphere Kuriboh has risen again in popularity, it’s overall a great card to have in the current meta.|
|This Quick-Play Spell can not only be used to prevent Fur Hires from swarming the field, but it’s also a way to save Koa'ki Meiru Ice from its own effect.|
|Continuous Spell that can be used to maintain Koa'ki Meiru Ice or to get two monster out in the same turn.|
Wall of Disruption
|Pretty good Battle Trap that can potentially be devastating against decks that like to swarm the field.|
Going first against this deck is pretty bad for anyone, but, if your backrow is not bounced back by a Hey, Trunade!, you do have a chance to win. Koa'ki Meiru Ice can wipe out almost completely a full Fur Hire board with its effect and then destroy the low level monster that started the combination and there’s not much that can prevent it.
Amazoness are a bit slower and they tend to not face so well against Control decks, but their backrow is still a nuisance—Paleozoic Canadia, Floodgate Trap Hole and Treacherous Trap Hole are the main things you should look out for as they can prevent Koa'ki Meiru Ice from activating its effect and get rid, for example, of an Amazoness Queen or whatever else Amazoness Princess has Special Summoned from the Deck; Fire Formation - Gyokkou and Cosmic Cyclone are great for this matchup.
Vampires are consistent and very powerful, but they can only use the destruction effect of their Field Spell once per turn, which is quite limiting; Koa'ki Meiru Ice can destroy any of Level 5 or higher Vampire as long as they were not Tribute Summoned and, if they were, Abyss Soldier can just bounce them back. Not an easy matchup, but Cosmic Cyclone can get rid of Vampire Kingdom before Vampire Grace activates her effect and Fire Formation - Gyokkou can lock Vampire Takeover before the Field Spell is even activated.
Koa'ki Meiru Ice is again the best card for this matchup—you don’t have to worry about a face-down U.A. Penalty Box if you just get rid of all the U.A. monsters on the field.
WATER Control is rather slow as it’s limited to one summon per turn, which means Spellbook of Fate could be fatal, but, then again, the deck does run a lot of cards that can deal with the opponent’s backrow before summoning the monsters. The fact that Silent Magician floats into its Silent Magician LV8 version when destroyed is not an issue as Koa'ki Meiru Ice can just activate its effect again.