Just Crouton Posted October 23, 2012 Report Share Posted October 23, 2012 Copy + paste from my thread on DGz. [img]http://images2.wikia.nocookie.net/__cb20120610094836/yugioh/images/thumb/d/dc/Koa%27kiMeiruIceRGBT-EN-R-1E.jpg/300px-Koa%27kiMeiruIceRGBT-EN-R-1E.jpg[/img] [i]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 Continuous Spell Card in your hand. You can send 1 card from your hand to the Graveyard to destroy 1 Special Summoned monster on the field.[/i] It's a 1900 beater, and it can dump your revealed Iron Core or a dead Core Transport Unit to pop a Special Summoned monster. With the Firedance Spells and Core Transport Unit, you can now maintain this on the field by hanging onto 1. While it doesn't get bigger with the Firedance cards, it still lets Urnight give you a 1900 beater and gives a chance for your opponent to lose a big monster. [size=5][b][u]The Essentials[/u][/b][/size] [img]http://images2.wikia.nocookie.net/__cb20100410155034/yugioh/images/thumb/b/b7/Koa%27kiMeiruUrnightABPF-EN-UR-1E.png/300px-Koa%27kiMeiruUrnightABPF-EN-UR-1E.png[/img] [i]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".[/i] Urnight's effect lets you get Ice, use Ice to pop a monster, then hit for 3900. It also gets bigger with the Firedance Spells for 4000+ damage. Then, you can Rank 4 during Main Phase 2. [img]http://images3.wikia.nocookie.net/__cb20090830020028/yugioh/images/thumb/7/7f/Koa%27kiMeiruCrusaderANPR-EN-SR-1E.png/300px-Koa%27kiMeiruCrusaderANPR-EN-SR-1E.png[/img] [i]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. If this card destroys an opponent's monster by battle, you can add 1 "Koa'ki Meiru" card from your Graveyard to your hand.[/i] Lets you get back Ice. Lets you get back Urnight. Gets bigger with the Firedance Spells. [img]http://images1.wikia.nocookie.net/__cb20100827162520/yugioh/images/thumb/4/4a/IronCoreofKoakiMeiru-TU02-EN-C-UE.png/300px-IronCoreofKoakiMeiru-TU02-EN-C-UE.png[/img] [i]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.[/i] Used for Urnight's effect, pitch material for Ice, and best of all, it's self-recycling. [size=5][b][u]Continuous Spells for Ice's Maintenance cost[/u][/b][/size] [img]http://images3.wikia.nocookie.net/__cb20100220051544/yugioh/images/thumb/b/b5/CoreTransportUnitABPF-EN-ScR-1E.png/300px-CoreTransportUnitABPF-EN-ScR-1E.png[/img] [i]Once per turn, you can discard 1 card to add 1 "Iron Core of Koa'ki Meiru" from your Deck to your hand.[/i] For a card, you get Iron Core for Urnight's effect. Ideally, 2 would work, the second being held for Ice's cost/effect when needed. [img]http://images2.wikia.nocookie.net/__cb20100514034713/yugioh/images/thumb/d/d3/CoreOverclockTSHD-EN-SR-1E.png/300px-CoreOverclockTSHD-EN-SR-1E.png[/img] [i]All face-up "Koa'ki Meiru" monsters you control gain 500 ATK. Once per turn, during your Main Phase, you can discard 1 "Iron Core of Koa'ki Meiru" to have all face-up "Koa'ki Meiru" monsters you control gain 1000 ATK until the End Phase.[/i] Makes Ice 2400, or even 3400 with sentence 2. With Urnight out, pitching Iron Core for sentence 2 gives you 6900 damage on the board for a turn. [img]http://images4.wikia.nocookie.net/__cb20120922172803/yugioh/images/6/65/FlamingDanceTenki-CBLZ-JP-OP.jpg[/img] [i]When this card is activated: You can add 1 Level 4 or lower Beast-Warrior-Type monster from your Deck to your hand. All Beast-Warrior-Type monsters you control gain 100 ATK. You can only activate 1 "Flaming Dance - "Tenki"" per turn.[/i] Searches Urnight/Crusader and makes them 2100/2000 respectively. [img]http://images1.wikia.nocookie.net/__cb20120922172636/yugioh/images/b/bd/FlamingDanceTensu-CBLZ-JP-OP.jpg[/img] [i]During your Main Phase, you can Normal Summon 1 Beast-Warrior-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Beast-Warrior-Type monsters you control gain 100 ATK.[/i] Gives you a 2nd Normal Summon for Urnight/Crusader and also makes them bigger. So, does Ice have potential in Koa'ki Meirus? Link to comment Share on other sites More sharing options...
Toffee. Posted October 23, 2012 Report Share Posted October 23, 2012 EDIT: I can't read. Idea seems good on paper. Link to comment Share on other sites More sharing options...
Synchronized Posted October 23, 2012 Report Share Posted October 23, 2012 Seems like more of a silly tech Link to comment Share on other sites More sharing options...
Darj Posted October 23, 2012 Report Share Posted October 23, 2012 I wouldn't bet on it. The only new potential support for Ice is the Firedance Spells, which are best used on the field so I don't think they will make Ice more playable. Koa'ki Meiru variants that include the Rock "Guardians" and Block Golem might perform better than a Beast-Warrior+Ice Koa'ki Meiru Deck, unless you find a way of making use of the out-of-place Ice (Aqua-Type WATER). Clearly a bad idea, but maybe D.D. Trench? which also happens to be a Continous Spell. Or you could build a weird Koa'ki Atlantean Deck that turns Ice's cost into advantage, but I bet such Deck would be horribly inconsistent. Link to comment Share on other sites More sharing options...
.:pyramid:. Posted October 23, 2012 Report Share Posted October 23, 2012 km tornado i find works better Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.