BulletMan Posted April 25, 2010 Report Share Posted April 25, 2010 Today I've decided that we shall discuss a hard working Series of monsters calling themselves the Koa'ki Meiru's. Most of them are indeed powerful but are ruined by being destroyed during the End Phase unless you pay the cost. Some people now use them just for their anti-meta effects and Rock Stun. However, I've noticed that they've little by little have gotten new support for themselves. I gave a theory a while back, saying that Koa'kis should not be played as anti meta. Instead, with their incredible power, be as fast as possible. By that, I mean that the effects of some of the worthy Koa'kis so far, they should be able to work together with their high ATK and do a lot in a single turn. Problems are still there, and all they really, REALLY need is another good Draw Card. Their power is great, but at the moment, they can't do much. But I predict that if they are givin more support, they may be able to compete with the meta one day. And here are the cards that I deem worthy:CrusaderIron CoreMaximusRooklordIron Core Specimen LabUrnightUrgent SynthesisBergzakCore OverclockDragoBoulderGhoulPrototypeCompressionLusterTransport UnitCore BlastSea Panther Much more support exists. I just find them very interesting. They seem fun to use. They're not bad, but they just don't have all they need yet. Discuss Koa'kis and how they should be built. Link to comment Share on other sites More sharing options...
Canadian Posted April 26, 2010 Report Share Posted April 26, 2010 Nice rant. 63 Views and no comments though? wow, really people.... Anyways, I 100% agree. They aren't terrible, but their own pure deck revolves around a card that just flat out sucks . For now, they will purely be tech'd into other, better, faster decks. Until they get some serious draw support or a mach version of Iron Core, they won't be going anywhere... Link to comment Share on other sites More sharing options...
Great Unclean One: VK Posted April 26, 2010 Report Share Posted April 26, 2010 Good archtype that needs to get rid of a certain cost is good. They're a sort of Anti-Meta Beatdown/Rock Stun that would work if they negated the cost. Overall, I liek them. Link to comment Share on other sites More sharing options...
Canadian Posted April 26, 2010 Report Share Posted April 26, 2010 If there was a card that negated their costs, they'd be OP'ed than... Its the only thing holding them back from being OP'ed, but ironically the only thing thats really making them junk (within reason). Link to comment Share on other sites More sharing options...
BulletMan Posted April 26, 2010 Author Report Share Posted April 26, 2010 I keep on thinking about them. They seem good in a way, then bad in another. I don't care about the negation for the EP effects, but more on Draw Power. Maybe if we use Light Sworns-*gets shot* But really, Trade In, Hand Destruction, Morphing Jar, Compression, Transport are pretty good. I suppose you could throw in Maximus' and Barbaros' for Trade In's and do a bunch of other stuff. And Urnight is the key card for Koa'kis right now (pure that is). I'll probably just run Pure for the lulz. Link to comment Share on other sites More sharing options...
GenzoTheHarpist Posted April 27, 2010 Report Share Posted April 27, 2010 Urnight and Guardian really help them recoup the advantage they tend to bleed, but nonetheless... they could really do with a pandemonium-type card. Link to comment Share on other sites More sharing options...
BulletMan Posted April 27, 2010 Author Report Share Posted April 27, 2010 True. I think I'll just run them for the lulz. And people won't know exactly what to do against them I suppose... Link to comment Share on other sites More sharing options...
Guest PikaPerson01 Posted April 27, 2010 Report Share Posted April 27, 2010 Terrible archetype. Awesome random tech. Link to comment Share on other sites More sharing options...
Toffee. Posted April 27, 2010 Report Share Posted April 27, 2010 ....Konami should stop releaseing Spell/Trap support for these, and just continuse to release only monsters. As for the most part, Koa'Ki Meirus are better outside of there own "deck". Link to comment Share on other sites More sharing options...
BulletMan Posted April 27, 2010 Author Report Share Posted April 27, 2010 Terrible archetype. Awesome random tech. Correct. But maybe' date=' konami will be[stupid[/s'] generous enough to give them some broken card that would make their "pure" style at least tier 2. Knows it might not happen... I was expecting pika to say they were better than inferns. xD Link to comment Share on other sites More sharing options...
Umbra Posted April 27, 2010 Report Share Posted April 27, 2010 I came to the conclusion earlier today that Konami have outwitted us about the Koa'ki Meiru. They never intended for them to be run in their own Deck, but as "random" Anti-Meta tech. That is why a Pandemonium-esque card hasn't been released, even though it's been over a year since the archetype was released - it makes the archetype run differently than intended. Link to comment Share on other sites More sharing options...
Jord200 Posted April 27, 2010 Report Share Posted April 27, 2010 ah yes. anither great archetype that is overshadowed by Lightsworns and Blackwings. mabye if they got some synchros they might get more love? Link to comment Share on other sites More sharing options...
BulletMan Posted April 27, 2010 Author Report Share Posted April 27, 2010 I suppose you could ad Rose and just make Stardust or whatevar. Link to comment Share on other sites More sharing options...
BehindTheMask Posted April 27, 2010 Report Share Posted April 27, 2010 The deck is really solid if you build it right, however, it is overshadowed by the better decks. It's really good as tech /obvious. Link to comment Share on other sites More sharing options...
Azmodius Posted April 28, 2010 Report Share Posted April 28, 2010 There good in decks not specific to Koak'i Meirus. Good tech, like EVERYONE said. Link to comment Share on other sites More sharing options...
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