"Junk Synchron" + 1 or more non-Tuner monsters When this card is Synchro Summoned: You can target cards on the field, up to the number of non-Tuner monsters used for the Synchro Summon of this card; destroy those targets.
1 Tuner + 1 or more non-Tuner Machine-Type monsters When this card is Synchro Summoned: You can Special Summon 1 "Karakuri" monster from your Deck. Once per turn: You can target 1 monster on the field; change its battle position.
1 LIGHT Tuner + 1 or more non-Tuner monsters While your LP are higher than your opponent's, this card gains ATK equal to the difference. While your LP are lower than your opponent's, this card loses ATK equal to the difference. When this card is destroyed by battle and sent to the Graveyard: You can pay 1000 LP; Special Summon this card.
1 Tuner + 1 or more non-Tuner monsters When this card is destroyed by a card effect and sent to the Graveyard: You can target 1 Level 4 or lower monster in your Graveyard, except this card; Special Summon that target.
1 Tuner + 1 or more non-Tuner monsters You can remove from play all "Iron Chain" monsters from your Graveyard to have this card gain 200 ATK for each card removed, until the End Phase. When this card inflicts Battle Damage to your opponent, send the top 3 cards of your opponent's Deck to the Graveyard.
This card must attack if able. When this face-up card on the field is selected as an attack target, change its battle position. While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon a "Karakuri" monster in addition to your Normal Summon or Set. (You can only gain this effect once per turn.)
This card must attack if able. When this face-up Attack Position card on the field is selected as an attack target, change it to Defense Position. When this card is Normal Summoned, add 1 "Karakuri" card from your Deck to your hand.
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 Warrior-Type monster in your hand. You can Tribute Summon this card by Tributing 1 "Koa'ki Meiru" monster. When this card is Normal Summoned, you can remove from play 1 "Koa'ki Meiru" card in your Graveyard to destroy up to 2 cards your opponent controls.
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.
Select 1 face-up monster your opponent controls. If you Synchro Summon this turn, you can use the selected monster as a Synchro Material Monster. You cannot conduct your Battle Phase during the turn you activate this card.
Ok guys I really need an advice here , I am F2P competitve player Kog every season and right now I have about 16000 gems and I don't where to invest them plus about 5000 gem of these 16000 will expire before the next main box drop.should I go for koaki(have only opend 50 pack from gaia genesis and 0 from revolution beginning) or just wait to next box and invest these 5000 gems on 2nd or 3rd Junk Synchron?
Sorry for the bad english.
I know you guys by now are sick of seeing koaki meiru everywhere or just hate the coin flip mirror match.
How to counter koa'ki meiru:
sphere kuriboh is good in many decks so teaching 3 won't hurt your consistency very much.
-last gamble with winged kuriboh is the best for the mirror match, winged kuriboh is a big thread to koa'ki meiru, balance is also good for the mirror match but not as good as last gamble build.
balance koa'ki doesn't run hey and I believe by now balance is the mostly used skill with koa'ki.
floodgate is way better than Canadia against koa'ki.
if you somehow survive the first assault lava golem is very good against koa'ki, most build don't run rook lord + koaki needs some turns to build their combos again + koa'ki prefers the 3 monster zones to be empty.
don't use stall because if u give koa'ki a chance to get hey trunade you will likely lose, just tech in lava golem, preferably in banish control.
especially SM, she can negate hey and the diamond core, lv 8 can go over maximus, fate maximus or urnight will likely stop the combos, if you face many sealed tooms koa'ki don't use spellbooks, it's an easy win for koa,ki with ice, ice is a bigger thread than maximus to spellbooks.
with 3 floodgates, 3 canadias and 2-3 offerings. if you turn 1/2 tie and your anchor survive you will likely win, geargia is generally good against any non-heavy backrow deck, offerings is great to run with Georgia since you just want to survive the first assault.
it just slows koa'ki down so I don't advise it that much.
no core reinforcement for the turn that you activate the skill on and no diamond protection for the next turn.
only good as a turn 1 starter
best against balance koa'ki.
About magic jammer:
It's costy as you discard one card, can't protect from double trunade and it's a trap that can hurt your deck consistency if you are using a trap heavy deck because with it you may stop the hey trunade and lose to maximus effect and the otk.
Try to use one card that can fully protect you like winged kuriboh or sphere, don't hurt your deck consistency and combos too much.
I mean I dont have optimized version of the roid deck either but I can still win here and there in casual because the monster cards have useful effect like direct attacking or destroying def position monster. Fabled though?
Do you have any fabled deck recipe that can win here and there in casual without the UR/SR cards? I only have 1 raven fwiw.