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Posted: Tue Feb 16, 2010 8:44 pm
So i was wondering about how to make Koa'ki Meiru cards live up to their anti-meta name and actually win a few duels. well i asked a friend of mine and he said a good build was a Beast-warrior Dragon build, and i tried it out (with some proxy cards*), and it was pretty good, and i felt that i might actually not come in last in a tournament ... again... But when i told my friend about it he kept saying my deck was a Hopeless Dragon deck. No matter how many times i told him it wasn't he kept calling it that and i was about to strangle him....
*- proxy cards for those who never heard of them are like substitutes for cards, which are helpful in a way they let you test out a card in your deck without the risk of you wasting money and finding out it doesn't work.
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Posted: Tue Feb 16, 2010 8:49 pm
i has a bunch of koaki mieru but i havent figured out myself how to make them work well neutral
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Posted: Tue Feb 16, 2010 8:59 pm
shrab i has a bunch of koaki mieru but i havent figured out myself how to make them work well neutral i found that a combination of koa'ki meiru Urnight's special summoning ability to bring out Drago, and if worst case scenario that we have NOTHING to keep anything on the field Boulder (which i added for extra draw power) to come in handy when facing dark or light decks and having light imprisoning mirror/shadow imprisoning mirror/ and DNA transplant very effective, but you should only keep one of the cards in your deck while side decking the others to make your deck more flexible so that it will cause less chance of a dead draw. but i have not tried any synchros yet so i'll get back to you on that one.
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Posted: Tue Feb 16, 2010 9:02 pm
lol yup those are two of the few i dont have. the one i was gunna make ill hafta wait for shining darkness. one with mainly rock koaki mieru monsters
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Posted: Tue Feb 16, 2010 9:19 pm
shrab lol yup those are two of the few i dont have. the one i was gunna make ill hafta wait for shining darkness. one with mainly rock koaki mieru monsters again try using proxies if your opponent will allow, and if they don't tell them that its for testing lol
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Posted: Tue Feb 16, 2010 9:28 pm
tis true. lol koaki mieru sandman is pretty good from what i rememebr
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Posted: Tue Feb 16, 2010 10:08 pm
shrab tis true. lol koaki mieru sandman is pretty good from what i rememebr now if they had one that negated spells then you can have a excellent rock beast warrior build lol funny though i see powerhand one of the most useful koa'ki meirus out there as it can be used with almost any deck because of its normal trap reveal cost lol
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Posted: Wed Feb 17, 2010 6:56 am
The Koa'ki Meiru series are all built with individual effects perceived to be anti-meta. However, their only synergy with each other is one Spell card that you give up your Draw Phase in order to recycle and keep any of them on the field.
Some are good as stand-alone, in separate decks, such as Koa'ki Meiru Guardian in Rock Stun, which also features Thunder King Rai-Oh and Fossil Dyna Pachycephalo to lock down effects, search, and Special Summon.
Koa'ki Meiru Drago has featured a few builds playing Red-Eyes Darkness Metal Dragon, intent to gain the upper-hand of Special Summoning over your opponent.
The arch-type, by itself, has no name to it. It hasn't lived up to any expectation whatsoever - only individual cards of the series take note in minimal-played decks.
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Posted: Thu Feb 18, 2010 9:35 pm
imasexxigirl The Koa'ki Meiru series are all built with individual effects perceived to be anti-meta. However, their only synergy with each other is one Spell card that you give up your Draw Phase in order to recycle and keep any of them on the field. Some are good as stand-alone, in separate decks, such as Koa'ki Meiru Guardian in Rock Stun, which also features Thunder King Rai-Oh and Fossil Dyna Pachycephalo to lock down effects, search, and Special Summon. Koa'ki Meiru Drago has featured a few builds playing Red-Eyes Darkness Metal Dragon, intent to gain the upper-hand of Special Summoning over your opponent. The arch-type, by itself, has no name to it. It hasn't lived up to any expectation whatsoever - only individual cards of the series take note in minimal-played decks. times may change, and i really have faith in it, and i wil continue to work with them to see if i can find a formula to make them more flexible, not only that giving up your drawphase to get a card that unlocks the abilities of many cards seems worth it to me, especially since in my deck i have Urnight, Crusader and Boulder, which makes it almost like it never happened in the first place, also if Drago were to be killed i can use Tragoedia which is useful due to the amount of cards you need to have to keep koa'ki meirus on the field, but thats just my opinion.
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Posted: Sat Feb 20, 2010 7:00 am
The only thing I can say about the Koa'Ki Meiru series is that, in my experience, it is very. Very. Unstable. Until the card comes out that makes Koa'Ki Meiru able to be played smoothly without relying on a single spell card to be cycled in and out of your hand, deck, and graveyard, I just can't recommend anyone using it.
But that's my recommendation. Feel free to go ahead and do it anyway. My opinions are worth as much as you make them worth.
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