Umbra Posted August 29, 2009 Report Share Posted August 29, 2009 Koa'ki Meiru AdrachWINDDragon3 / 1600 / 1200During each of your End Phases, unless you discard 1 "Iron Core of Koa'ki Meiru" or reveal 1 Dragon-type monster in your hand, destroy this card. Once per turn, you can Tribute 1 "Koa'ki Meiru" monster to Special Summon 1 "Koa'ki Meiru" monster from your Deck. Iron Core DepositContinuous SpellOnce per turn, you can discard 1 "Iron Core of Koa'ki Meiru" to place 2 Core Counters on this card. When a "Koa'ki Meiru" monster you control would be destroyed by it's own effect, you can remove 1 Core Counter from this card instead. Iron Core ConstructionSpell CardDiscard 1 "Koa'ki Meiru" monster. Add 1 "Iron Core of Koa'ki Meiru" in your Deck or Graveyard to your hand. Koa'ki Meiru HoussieEARTHFairy / Tuner2 / 1000 / 1000During each of your End Phases, unless you discard 1 Fairy-type monster or reveal 1 "Iron Core of Koa'ki Meiru" in your hand, destroy this card. When your opponent Special Summons a monster, you can Special Summon this card from your hand to destroy the monster. Koa'ki Meiru LeviaWINDBeast-Warrior4 / 2100 / 2000During each of your End Phases, unless you discard 1 "Iron Core of Koa'ki Meiru" or reveal 1 Beast-Warrior-type monster in your hand, destroy this card. Your opponent cannot use Level 4 or higher monsters for a Synchro Summon. Orbital ImpactTrap CardReveal 1 "Iron Core of Koa'ki Meiru" in your hand. Your opponent sends cards from their hand to the Graveyard equal to the number of "Koa'ki Meiru" monsters you control. Koa'ki Meiru LietheDARKThunder / Synchro5 / 2700 / 19001 Tuner + 1 non-Tuner monsterDuring each of your End Phases, unless you discard 1 "Iron Core of Koa'ki Meiru" or reveal 1 Thunder-type monster in your hand, destroy this card. When you would discard an "Iron Core of Koa'ki Meiru", you can discard 1 other card instead. Core ChimeraDARKMachine4 / 1200 / 1200This card cannot be destroyed. While this card is in your Graveyard, "Koa'ki Meiru" monsters you control cannot be destroyed by card effects. If a "Koa'ki Meiru" monster you control is destroyed, remove from play this card. Koa'ki Meiru DabunkreerLIGHTDinosaur / Synchro8 / 3200 / 29001 Tuner + 1 or more non-Tuner monstersDuring each of your End Phases, unless you discard 1 "Iron Core of Koa'ki Meiru" or reveal 1 Dinosaur-type monster, destroy this card. When this card destroys a monster by battle, you can remove from play the destroyed monster and inflict damage to your opponent equal to the destroyed monster's ATK. Doll Part Doll Part - HeadDARKMachine4 / 1600 / 1200You can send this card from your hand to the Graveyard. When this card is sent to the Graveyard, you can reveal 1 "Doll Part" monster in your hand to destroy 1 Spell or Trap Card on the field. Doll Part - TorsoDARKMachine3 / 1200 / 900You can send this card from your hand to the Graveyard. When this card is sent to the Graveyard, you can reveal 1 "Doll Part" monster in your hand to increase the ATK of a monster you control by 1200, until the End Phase. Doll Part - ArmDARKMachine2 / 800 / 600You can send this card from your hand to the Graveyard. When this card is sent to the Graveyard, you can reveal 1 "Doll Part" monster in your hand to destroy 1 monster on the field. Doll Part - LegDARKMachine1 / 400 / 300You can send this card from your hand to the Graveyard. When this card is sent to the Graveyard, you can reveal 1 "Doll Part" monster in your hand to draw 1 card. Doll ChimeraDARKMachine10 / 1000 / 1000This card cannot be Summoned except by it's own effect. You can Special Summon this card from your hand by having 4 different "Doll Part" monsters in your Graveyard. This card gains 400 ATK for each "Doll Part" monster in your Graveyard. You can remove from play 2 "Doll Part" monsters in your Graveyard to destroy 1 card. If this card is in your Graveyard, you can send 2 "Doll Part" monsters from your hand or Deck to the Graveyard to Special Summon this card. Alice the Wandering DollDARKFiend4 / 1200 / 1200When this card battles, you can send 1 "Doll Part" monster in your Deck to the Graveyard to negate the attack and end the Battle Phase. While this card is in your Graveyard, it is treated as a "Doll Part" monster. Doll MasterDARKMachine4 / 1800 / 1500You can send 1 "Doll Part" monster in your hand to the Graveyard to discard 1 card, then draw 1 card. You can remove from play this card in your Graveyard to send 1 "Doll Part" monster in your hand to the Graveyard. Stuffed AnimalDARKMachine / Tuner1 / 300 / 200You can send 1 "Doll Part" monster in your hand to the Graveyard to Special Summon this card from your hand. When this card is Summoned, select 1 "Doll Part" monster in your Graveyard. This card gains ATK equal to the selected monster's Level x 200. DollhouseField SpellIf you control a face-up "Doll Chimera", you can send 1 Doll Part monster in your hand to the Graveyard to skip your opponent's Battle Phase. Doll of MaliceDARKFiend / Fusion5 / 2400 / 1600"Stuffed Animal" + "Alice the Wandering Doll"You can Special Summon this card from your Extra Deck by sending the above monsters in your hand to the Graveyard. When this card destroys a monster by battle, you can send 1 "Doll Part" monster from your hand to add 1 "Doll Chimera" in your Deck to your hand. Earthbound Immortals UnderworldField SpellWhen this card is activated, add 1 "Earthbound Immortal" monster in your Deck to your hand. If you control a face-up "Earthbound Immortal" monster, this card cannot be destroyed. King of the UnderworldDARKDragon / Dark Synchro-12 / 5000 / 45001 Synchro Monster - 2 or more Dark Tuner monstersIf you control a face-up "Earthbound Immortal" monster, this card can attack directly. When this card destroys a monster by battle, select 1 monster your opponent controls and remove it from play. Once per turn, you can select 1 Level 2 or lower monster on the field (except this card) and Special Summon 1 "Friend's Shadow Token" to your side of the field. The Level, Attribute, Type, ATK, and DEF of the "Friend's Shadow Token" is equal to that of the selected monster's. Earthbound Immortal Ccapac ApuDARKFiend10 / 3000 / 2500If there is no face-up Field Spell Card, destroy this card. This card can attack your opponent directly. This card cannot be destroyed by battle. Your opponent cannot select this card as an attack target. Once per turn, when this card destroys a monster by battle, select 1 monster your opponent controls. The selected monster's ATK becomes 0. Then, this card battles the selected monster. Earthbound Immortal CusilluDARKBeast10 / 2800 / 2800If there is no face-up Field Spell Card, destroy this card. This card can attack your opponent directly. This card cannot be destroyed by battle. Your opponent cannot select this card as an attack target. When this card battles, you can remove from play any number of monsters in your Graveyard to increase this card's ATK by 100 x the removed monster(s)' total Level. Dark KingDARKSpellcaster7 / 2500 / 2100You can discard 1 Spell Card to draw 1 card. When a Spell Card is activated, place 1 Counter on this card. During each of your End Phases, send 2 cards x the number of Counters on this card from the top of your opponent's Deck to the Graveyard. Link to comment
Rise of the Eldrazi Posted August 29, 2009 Report Share Posted August 29, 2009 Why did you remake monkey and cocoa puffs? Anyway, great cards, but what's with the Doll stuff? Link to comment
Umbra Posted August 29, 2009 Author Report Share Posted August 29, 2009 Cusillu and Ccapac Apu were subpar. I could've remade Ccarayhua and Chacu Challhua as well, but I couldn't be bothered. Doll Parts were a bit of a personal favorite filler from GX. Link to comment
Mysty Posted August 29, 2009 Report Share Posted August 29, 2009 Very good cards. Here are my comments: • The wording on the Koa'ki Meiru monsters is "destroy this card unless you [...]", not "unless you [...], this card is destroyed." Just an OCG error. • The Koa'ki Meiru Synchro monsters are DARK and LIGHT. Although this isn't wrong, Koa'ki Meirus are supposed to fight against DARK and LIGHT, hence why they are all Elemental Attributes. Not just that, butLIGHT and DARK monsters cannot be Special Summoned.You MIGHT want to change their Attributes unless you designed the Synchros like that so they wouldn't be able to be summoned while Drago's on the field. The other cards look cool though. 10/10. Link to comment
Zkaiser Posted August 29, 2009 Report Share Posted August 29, 2009 Those Core Chimair cards were awesome but I agree with Mystery Guest. They shouldn't be LIGHT and DARK monsters. Link to comment
Umbra Posted August 29, 2009 Author Report Share Posted August 29, 2009 As far as I can recall, Drago is the only one which counters LIGHT/DARK: not representative for the Archetype and therefore ignored. OCG on the Koa'ki Meiru will be fixed eventually. Link to comment
Zkaiser Posted August 29, 2009 Report Share Posted August 29, 2009 Drago, Powerhand, and Doom all work against LIGHT and DARK and they have an Equip Card that works against LIGHT and DARK as well. Just sayin'. Core Chimairs really don't like LIGHT and DARK monsters. That's a part of the Archetype. Link to comment
Umbra Posted August 29, 2009 Author Report Share Posted August 29, 2009 Correction: SOME Koa'ki Meiru don't like LIGHT/DARKs - 4 cards in total, counting Archetype + Support. So, still not inclusive in the archetype. Link to comment
Zkaiser Posted August 29, 2009 Report Share Posted August 29, 2009 Not all Blackwings Special Summon themselves. Not inclusive to the archetype. Don't ignore the fact that not 1 single Core Chimair monster has been a LIGHT or DARK monster. I'm pretty sure Konami did that for a reason. Link to comment
Umbra Posted August 29, 2009 Author Report Share Posted August 29, 2009 Not all Blackwings Special Summon themselves. Not inclusive to the archetype. Don't ignore the fact that not 1 single Core Chimair monster has been a LIGHT or DARK monster. I'm pretty sure Konami did that for a reason. The Blackwing case only proves my point - not all Blackwings SS themselves, henceforth BW isn't a self-SS archetype. Not a single Lightsworn monster has been WIND, either. Doesn't mean anything. Link to comment
Mysty Posted August 29, 2009 Report Share Posted August 29, 2009 Not all Blackwings Special Summon themselves. Not inclusive to the archetype. Don't ignore the fact that not 1 single Core Chimair monster has been a LIGHT or DARK monster. I'm pretty sure Konami did that for a reason. The Blackwing case only proves my point - not all Blackwings SS themselves' date=' henceforth BW isn't a self-SS archetype. Not a single Lightsworn monster has been WIND, either. Doesn't mean anything.[/quote'] Konami didn't make any of the Lightsworns WIND for a reason. Konami made Dark World monsters DARK for a reason (The name Dark World). Lightsworn monsters LIGHT for a reason (The name Lightlord). The Koa'ki Meirus are Elemental Attributes for a reason (anti-meta). Blackwings are DARK and do a lot of Special Summoning for a reason (Konami must have been thinking, hey let's make an archetype that's better at Special Summoning than Dark World and Six Samurai). VWXYZ, Arcana Force, and Ojamas are all LIGHT for their own reasons (though I have no idea about why for any of them).The fact that the Lightsworns don't have any WIND monsters doesn't mean as much as Lightsworn monsters being all LIGHT, but it is significant, just like the Koa'ki Meirus being elemental-attributed. Koa'ki Meirus are meant to be anti-meta (against LIGHT, DARK, and Special Summons) and therefore are not LIGHT, DARK, or needed to be Special Summoned. Each Synchro monster has two of those qualities. The Special Summoning part is a little bit less of a deal since Koa'ki Meirus have at least 2 cards that Special Summon, but that still leaves the LIGHT and DARK issue. Link to comment
bury the year Posted August 29, 2009 Report Share Posted August 29, 2009 The Core Chimails (I hate the TCG name) were designed to specifically counter various common strategies in the current metagame, which include LIGHT/DARK. Therefore, sticking with that is perfectly acceptable. And, @ above, anti-meta doesn't mean they're all meta-trait exclusive. That said, I'm not a big fan of Core Deposit, it should be "remove this card from play" on Chimera, and the Doll Parts were always my favorite fillers, although I think you could have expanded on them a bit more. :/ Link to comment
Zkaiser Posted August 29, 2009 Report Share Posted August 29, 2009 Whatever. Be stubborn if you want. The facts are against you though. Link to comment
Umbra Posted August 29, 2009 Author Report Share Posted August 29, 2009 An Attribute is not a strategy, no matter what you think. Henceforth, an Attribute is not meta. Also, Elemental Heroes. If they're elemental, why are they DARK and LIGHT as well? The only one that could harm the Synchro monster is Drago, and odds are it will be used as Synchro Material anyway. Link to comment
Mysty Posted August 29, 2009 Report Share Posted August 29, 2009 An Attribute is not a strategy' date=' no matter what you think. Henceforth, an Attribute is not meta. Also, Elemental Heroes. If they're elemental, why are they DARK and LIGHT as well? [b']The only one that could harm the Synchro monster is Drago, and odds are it will be used as Synchro Material anyway.[/b] Wait, so if you use up the card that would prevent the summoning of a monster of a certain quality as the cost for summoning a card of that quality and be able to summon the monster? I thought that only worked with Trap Eater and Royal Oppression because Oppression's effect is optional. Also, if Macro Cosmos is on the field and Imperial Iron Wall isn't, Trap Eater can't be summoned because Macro Cosmos prevents a Continuous Trap from being sent to the Graveyard (check the wikia rulings). I'm not sure if this Drago situation would be much different.Even if you can, your Tuner is Level 2, there are no Level 3 or lower non-Tuners among the Koa'ki Meiru (not that I can think of off the top of my head anyway), and Drago is Level 4. Most likely, for the Level 5 Synchro, you will use the Tuner and a Level 3 non-Tuner and, for the Level 8, the Level 2 Tuner and 2 Level 3 non-Tuners. Drago most likely won't be used in the summon.Also, if Attributes aren't a strategy, then why are Dark Counterparts, Darklord Zerato, and Honest used? Obviously Attribute must be of some importance, just like how type is of huge important among most of the Koa'ki Meiru. Link to comment
skyshadow Posted September 14, 2009 Report Share Posted September 14, 2009 first of all im pretty sure ive seen the doll archetype on DME if it was your designs that got them there then kudos ^^. second of all the koa'ki meiru monsters are definately anti-meta, not for what attributes they have, but for how their effects are layed out to stop the effects of other cards. for instance, lets make koa'ki meiru guardian an example. guardian is a monster that negates the effects of other monsters by releasing itself. by using this effect we can see that coupling it with a card that could make sure it lives to use this effect it will be vital so adding a royal oppression to the deck will support this. you will need a monster that will function not only as support to this but as a way of ensuring you can keep guardian alive in the absence of a second guardian in your hand. this will naturally be KM boulder, who has the effect of searching for either the core or another KM in your deck and add it to your hand. two monsters and one trap arent enough to convince anyone so lets keep this rolling by introducing KM seapanther. a monster that by giving up an iron core you can return a spell to the top of your deck. this may seem insignifigant but when coupled with spells that support anti-meta like fissure or smashing ground it can be most dangerous. as you have already discussed drago and doom i wont go into them. now lets continue with KM rooklord who, who is a monarch with a really bad temper. as he destroys effect activates when he is normal summoned you can imply that he is one time use but as i have said he is a monarch and w/ that he has the ability to make himself a 1 release only monster. adding to this to defend him you can use the KM bergzak and ensure he doesnt self destruct allowing for a monarch with 2800 atk. further more you can reverse this and have a 2000 atk double atker that can live by simply shoing off rooklord. as you also know of KM hydro barrier, who is one of the few KM monsters that doesnt self destruct, you can use it to clear the field of effects other than KM monsters thus tying it to KM guardian, thus coming around full circle, all these effects combined with their spells and traps which many just have to show the iron core. can be linked to the ultimate goal and purpose for the KMs. anti meta. Link to comment
Mysty Posted September 14, 2009 Report Share Posted September 14, 2009 first of all im pretty sure ive seen the doll archetype on DME if it was your designs that got them there then kudos ^^. second of all the koa'ki meiru monsters are definately anti-meta' date=' not for what attributes they have, but for how their effects are layed out to stop the effects of other cards. for instance, lets make koa'ki meiru guardian an example. guardian is a monster that negates the effects of other monsters by releasing itself. by using this effect we can see that coupling it with a card that could make sure it lives to use this effect it will be vital so adding a royal oppression to the deck will support this. you will need a monster that will function not only as support to this but as a way of ensuring you can keep guardian alive in the absence of a second guardian in your hand. this will naturally be KM boulder, who has the effect of searching for either the core or another KM in your deck and add it to your hand. two monsters and one trap arent enough to convince anyone so lets keep this rolling by introducing KM seapanther. a monster that by giving up an iron core you can return a spell to the top of your deck. this may seem insignifigant but when coupled with spells that support anti-meta like fissure or smashing ground it can be most dangerous. as you have already discussed drago and doom i wont go into them. now lets continue with KM rooklord who, who is a monarch with a really bad temper. as he destroys effect activates when he is normal summoned you can imply that he is one time use but as i have said he is a monarch and w/ that he has the ability to make himself a 1 release only monster. adding to this to defend him you can use the KM bergzak and ensure he doesnt self destruct allowing for a monarch with 2800 atk. further more you can reverse this and have a 2000 atk double atker that can live by simply shoing off rooklord. as you also know of KM hydro barrier, who is one of the few KM monsters that doesnt self destruct, you can use it to clear the field of effects other than KM monsters thus tying it to KM guardian, thus coming around full circle, all these effects combined with their spells and traps which many just have to show the iron core. can be linked to the ultimate goal and purpose for the KMs. anti meta.[/quote'] After trying to read that, I must conclude two things (even if it doesn't fit in with what this guy says at all): 1. Synchro monsters must be Special Summoned. None of the real Koa'ki Meiru monsters need to be Special Summoned. Also, the two cards in Koa'ki Meirus that do special summon are not necessary for a Koa'ki Meiru deck, which has a few monsters that are against Special Summoning. Therefore, Synchro monsters don't work well with Koa'ki Meirus, for those reasons and more.2. Koa'ki Meirus aren't DARK and LIGHT because they are against DARK and LIGHT as shown by 4 cards. You must also consider that, of the Koa'ki Meiru support, 3 (4 if you count Laser) are against Special Summons, while 5 are against monster effects (3 monster effect stoppers not directed just toward DARK and LIGHT). However, all these parts must be considered as part of the theme, otherwise the 9 anti-meta cards (10 if you count Laser) as part of the anti-meta theme. Since all the parts are relatively equal in cards, if you dismiss one part of the theme as not supported enough, then the others can easily be dismissed, just leaving a beatdown strategy. Since Koa'ki Meirus are definitely more than just some beatdown strategy, all those strategies must be considered equally when considering the Anti-Meta strategy of the Koa'ki Meirus. Hence, LIGHT and DARK synchros (or even just synchro monsters or LIGHT or DARK monsters) don't fit in with Koa'ki Meirus.The Elemental Heroes weren't thought of originally for having just elemental attributes. they were thought of to use the power of nature, which does have darkness and light. They were also made to be mostly warriors (except the truly nature E•Heroes). Destiny Heroes were made into warriors for a reason and evil heroes fiends for a reason. The Koa'ki Meirus were designed to be not LIGHT and DARK for a reason: to fight against the LIGHT and the DARK. Link to comment
skyshadow Posted September 17, 2009 Report Share Posted September 17, 2009 i have seen the doll part series on dme. though most of the effects have been either removed or changed extremely. and the archetype on there are all dark spellcasters. personally i think it would have been better if they had stayed the effects they have here. strange though. i thought most of the cards that are originals there were gotten from their own forums. Link to comment
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