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    Koa'ki Meiru Deck

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    Chronoz

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    Koa'ki Meiru Deck

    Post by Chronoz on Fri Jan 28, 2011 6:24 am

    Monster: 15
    Koa'Ki Meiru Doom x1
    Koa'Ki Meiru Drago x1
    Koa'Ki Meiru Guardian x2
    Koa'Ki Meiru Powerhand x3
    Koa'Ki Meiru Valafar x1
    Koa'Ki Meiru Boulder x3
    Koa'Ki Meiru Crusader x3
    Koa'Ki Meiru Ice x1

    Spell: 23
    Iron Core Of Koa'Ki Meiru x3
    Iron Core Immediate Disposal x2
    Urgent Synthesis x2
    Monster Reborn x1
    MST x1
    Gold Sarcophagus x2
    Forbidden Chalice x3
    Lightning Vortex x1
    Hand Destruction x1
    Core Compression x3
    Kaiser Colosseum x2
    Pot of Avarice x2

    Trap: 7
    Reckoned Power x1
    Royal Oppression x1
    Bottomless Trap Hole x2
    Blast Held By a Tribute x1
    Sakuretsu Armor x2

    Total: 45
    Please tell me what do you think? Smile


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    Gothicmess

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    Re: Koa'ki Meiru Deck

    Post by Gothicmess on Fri Jan 28, 2011 6:46 am

    Please read carefully o.o

    Right off the bat

    Forbidden chalice will not negate End phase destruction for your monsters, this is because it is not an effect but a game condition, you can look this up to read more about it.

    Urnight x3

    This is your main searcher (God I miss Substitoad), you cannot have a competitive Koaki deck without 3 of this guys, he allows you to fill up the field, stays on the field by revealing Crussader which is easily done by boulder's effect.

    Boulder at x3

    Again, this guy can take out any level 4 monster from your deck, deck searching for Urnight is crussial

    I would keep Drago at 2 on the side deck for Light or dark decks.

    Leave powerhand at a minimal, 1 should be enough, he only works against effects that activate on the field, wont negate trigger searchers or anything like that, will negate flip effects thoug, and you can get him out at the presise moment by playing your Urnight.

    Ice at 1, just for special moments, it's a really non playable card, but do keep it at 1 for that special moment.

    Guardian, sandman x2

    This guys are your main counter weapons on this deck, if you can play them smart enough, so think about it when making the deck.

    0 Valafar, this guy is just not reliant, but do add 2 Maximus, work great with Drago and OTK, same for Rook guy, this guy works great on any Koaki deck, just keep it at 1.

    0 Doom, doesnt really work now a days, anti Black wing though o.o, would preffer Drago against him, better ATK and DEF and almost the same effect.

    Add a Summoner Monk, you'll see.

    2 Prototype please, 1800/1800 monster filling machine will rock, and will maintain your Guardian/Sandman

    Urgent Synt should be left at 1 at most, you already have monster reborn

    0 core compress, trust me, it's just a theme draw engine, I would suggest keeping 2 PoA

    Remove the Kaisers and add 3 Koaki fields, trust me, trading 1 monster for a Maximus is a good thing

    0 Hand destruction, will only kill you, you need cards not a -1, you need a lot of cards when playin Koakis, it's not an easy deck to handle.

    Rethink all your traps except Power, add another one in fact.

    You dont need Gold Sarco, trust My words.
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    Chronoz

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    Re: Koa'ki Meiru Deck

    Post by Chronoz on Fri Jan 28, 2011 11:23 am

    Ok, thank you Very Happy


    anyway what do you mean Koaki Fields?

    Please do not post before someone else posted below ur post (double postin) without any reason. Just edit ur last post, kay? ( i merge it now ) Wink

    ~ Mod

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    Gothicmess

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    Re: Koa'ki Meiru Deck

    Post by Gothicmess on Sat Jan 29, 2011 6:03 am

    Iron Core Specimen Lab

    Works great with Urnight, gives you free hand, say you summon any monster with Urnight, monster is destroyed at the end and the field gives you crussader for you to maintain Urnight field advantage.
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    Chronoz

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    Re: Koa'ki Meiru Deck

    Post by Chronoz on Sat Jan 29, 2011 6:22 am

    i have some changes for traps

    Traps:15
    2 Bottomless Trap Hole
    3 Dimensional Prison
    2 Dust Tornado
    1 Mirror Force
    1 Royal Oppression
    1 Solemn Judgment
    1 Torrential Tribute
    2 Trap Hole
    2 Reckoned Power
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    Gothicmess

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    Re: Koa'ki Meiru Deck

    Post by Gothicmess on Sat Jan 29, 2011 6:24 am

    Good with reckoned power, Solemn, Bottomless and torrential.

    You should really remove all the other ones, just leave a couple of prissons if you really need to.
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    WilBer

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    Re: Koa'ki Meiru Deck

    Post by WilBer on Sat Jan 29, 2011 2:57 pm

    uh gothic is pro with KM

    but i dont this following card work :

    hand destruction
    kaiser colloseum
    trap hole
    dust tornado (side?)
    and vortex?

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