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    Koa'ki Meiru!


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    Koa'ki Meiru!

    Post by Lucci on Fri Nov 12, 2010 2:11 am

    So, this deck of mine is called the Koa'ki Meiru deck. Most of the time, for some reason I always win with Maximus on the field o-o. Well, either way, here's my deck build!

    For more info on this archetype: http://yugioh.wikia.com/wiki/Koa'ki_Meiru

    TOTAL: 40 (KM Means Koa'ki Meiru, btw Razz)

    MONSTERS: 20

    3x KM Boulder
    3x KM Crusader
    3x KM Drago
    2x KM Doom
    2x KM Bergzak
    2x KM Powerhand
    1x KM Maximus
    1x KM Tornado
    1x KM Guardian
    1x KM Prototype
    1x KM Urnight

    SPELLS: 16

    3x Iron Core of KM
    3x Iron Core Armor
    2x Core Transport Unit
    2x Iron Core Immediate Disposal
    2x Pot of Duality
    1x Iron Core Specimen Lab
    1x Giant Trunade
    1x Monster Reborn
    1x Dark Hole

    TRAPS: 4

    2x Dimensional Prison
    1x Mirror Force
    1x Nega-ton Corepanal

    So that's the deck. As you can see, it needs help with proportions Razz. Post your comments, let me know what you think!

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    Re: Koa'ki Meiru!

    Post by Valerie on Fri Nov 12, 2010 3:27 am

    I totally made this deck with this archtype yesterday great minds must think alike but now to the fix

    -2 KM Doom
    +2 KM Urnight

    Doom is unnecessary because you have Powerhand. Now Urnight makes your deck into a somewhat of a glad beast. Because you could summon almost any monsters in your deck to fit the situation at hand in the duel.
    And you if don't the cost to keep the monster on the field you could always just recycle it with Crusher keeping hand

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    Re: Koa'ki Meiru!

    Post by Lucci on Fri Nov 12, 2010 1:21 pm

    Yeah, for me Doom hasnt worked out very well Sad

    I'll try out the Urnights, and see where it takes me!

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    Re: Koa'ki Meiru!

    Post by FinasLionheart on Sun Nov 14, 2010 2:43 am

    You need to balance the type between KM monsters Wink

    (-10 Monsters)
    -3 KM Drago (Side them in)
    -2 KM Doom (Better use space for something else)
    -2 KM Powerhand (Better use space for something else)
    -1 KM Tornado (Better use space for something else)
    -2 KM Bergzak (No Rooklord, then no Bergzak)

    (+8 Monsters)
    +2 KM Urnight (KM Playmaker)
    +1 KM Maximus (You said it yourself in the beginning, Maximus makes winning)
    +2 KM Guardian (Guardian/Sandman/Boulder Combination can keep you alive well)
    +3 KM Sandman (Read above)

    Maybe the other 2 can be Protoype or whatever you want, but personally I choose to replace them with S/T

    -3 Iron Core Armor
    -2 Iron Core Immediate Disposal (Core Transport Unit is better)

    +2 Reckoned Power (definitely recommended, for delta crow-like effect)
    +1 Dimensional Prison
    +2 Bottomless Trap Hole
    +2 Generic Cards of Your Choice

    I haven't tested Core Overclock, looks hot though XD

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    Re: Koa'ki Meiru!

    Post by Flameberga on Sun Nov 14, 2010 3:24 am

    Listen to Finas xD

    narrow it down to 2-3 types to show, so it will be more consistent.
    Mostly I play BeastWarr+Rock, u can add ice instead of tornado as well.
    (3 Urnight 3 Crusader 3 Guardian 2 Boulder 2 Sandman, add prototype if u like him for the main monsters)

    3x urnight is a must in KKM deck, except Rock stun based KKM which doesnt even bring iron cores.
    U can also combo it with Kurogane for another extra summon (which leads to OTK most of the time if u have overclock)

    Maximus usually works for game finisher, so u might want to add another 1, if u feel like they will stuck, then leave it at 1.

    I'd suggest to remove those labs, armor, disposal and add some more staple traps (bth, torrent, solemn, etc) since ur seem lacking def =/

    side note: Sandman got new brother which is not in KCVDS yet, he's negating spell xD

    edit: typo

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    Re: Koa'ki Meiru!

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