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Koa'ki Fists


Sora1499

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Just thought up this idea for a deck, although I think a Yugituber made something like this in the past.  It's been testing pretty well so far, given all the search power the deck has and the fact that it can plus a fucktillion since my backrow is pretty good at protecting Urknight for 2+ turns.  I'm considering negging the dualities for a third horn and a teched-in Koa'ki Meiru Rooklord, because getting that card off can be godly, but at the same time I'm worried about dead drawing it, inconsistency, etc.  Any suggestions are very much appreciated.

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Core Transfer seems iffy, even in 2s, but I can understand why you would run it.
Swap a copy for a 3rd Lance/Horn?

I like core transfer because it grabs my iron core for urknight to much on, although it can be draining on my hand at times.  I'll try testing it at 1 and adding in a 3rd horn and see how it goes.

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[quote name="Philip J. Fry" post="6143968" timestamp="1360899031"]No Wolfberk? I really don't think you need 3 transport unit. You can tech in Iron Core Luster.[/quote] I'm not running 3 Transport Unit, I'm running 2. And Wolfberk isn't that good in here. First off, it has the potential to dead draw, and secondly, this deck isn't a fast Xyz engine deck, it's more so a beatdown deck that spams via Urknight and uses Crusader to function as a potential floater. As for Iron Core Luster, that can dead draw too, and I'd rather run fiendish tbh (which I totally forgot to put in, lol).

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