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Structure Deck 34: The Legendary Koa'Ki Meiru


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[color="#FF8C00"]SD34-JP001 Koa'Ki Meiru Cerberus (Ultra Rare)
SD34-JP002 Koa'Ki Meiru Gargoyle (Super Rare)
SD34-JP003 Koa'Ki Mieru Yeti (Super Rare)
SD34-JP004 Koa'Ki Meiru Urknight x2
SD34-JP005 Koa'Ki Meiru Crusader x2
SD34-JP006 Koa'Ki Meiru Guardian
SD34-JP007 Koa'Ki Meiru Sandman
SD34-JP008 Koa'Ki Meiru Wall
SD34-JP009 Koa'Ki Meiru Boulder x2
SD34-JP010 Koa'Ki Meiru Prototype
SD34-JP011 Neo-Spacian Grand Mole
SD34-JP012 Pitch-Black Warwolf
SD34-JP013 Koa'Ki Meiru Powerhand[/color]

[color="#00FF00"]SD34-JP014 DNA Panic
SD34-JP015 Core Transport Unit
SD34-JP016 Core Compression x2
SD34-JP017 Iron Core of Koa'Ki Meiru x2
SD34-JP018 Creature Swap
SD34-JP019 Mystical Space Typhoon
SD34-JP020 Iron Core Armor
SD34-JP021 Monster Reborn
SD34-JP022 Book of Moon
SD34-JP023 Forbidden Chalice[/color]

[color="#9932CC"]SD34-JP024 Divine Core
SD34-JP025 Core Reprocess
SD34-JP026 Fiendish Chain
SD34-JP027 Dimensional Prison
SD34-JP028 Iron Core Luster
SD34-JP029 Call of the Haunted
SD34-JP030 Rock Bombardment
SD34-JP031 Horn of the Phantom Beast
SD34-JP032 Trap Stun
SD34-JP033 Royal Opression
SD34-JP034 Dust Tornado
SD34-JP035 Gravel Cane[/color]

*New Cards*

[color="#FF8C00"]Koa'Ki Meiru Cerberus
Beast/FIRE Level 8 2700-2200
This card cannot be Normal Summoned or set. This card cannot be Special Summoned except by Banishing 3 different "Koa'Ki Meiru" monsters from your graveyard. Once per turn, by revealing 1 "Iron Core of Koa'Ki Meiru" in your hand when your opponent activates the effect of a Monster, Spell or Trap card. Negate the activation and effect of that card and banish it.

Koa'Ki Meiru Gargoyle
Rock/Earth Level 4 1900/1400
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Rock-type monster in your hand. When your opponent activates the effect of a monster that activates in the hand or graveyard, release this card. Negate the effect of that monster and banish it.

Koa'Ki Meiru Yeti
Beast-Warrior/WATER Level 4 1900/1500
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Beast-Warrior monster in your hand. Neither player can Special Summon monsters from their deck or graveyard.[/color]

[color="#00FF00"]DNA Panic
Spell Card - Continous
When you activate this card and during each of your Standby Phases: you can declare 1 Monster type; The types of all Level 4 or lower monsters in both players' hands become the last type chosen this way. [/color]

[color="#9932CC"]Divine Core
Trap Card - Counter
Activate only by revealing 1 "Iron Core of Koa'ki Meiru" when your opponent Summons a monster or activates the effect of a card which would Special Summon a monster. Negate the summon of that monster or the effects of a card that would Special Summon a monster and destroy it.

Core Reprocess
Trap Card - Normal
Activate by Releasing 1 "Koa'ki Meiru" Monster. Special Summon 1 Level 4 or lower Koa'ki Meiru monster from your hand or graveyard. It's effects are negated untill your next stand-by phase.[/color]

Questions, Comments, constructive critisim, OCG fixxings? All greatly appreciated

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[quote name='Legionnaire' timestamp='1311657939' post='5388101']
Panic seems very bland. It would be more interesting if the changed type was a secondary effect that was a byproduct of some more useful effect.
[/quote]

You do know what it's purpose is for right?

Just now had to edit it to keep it from being abuseable.

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[quote name='No.34 電算機獣テラ・バイト' timestamp='1311447731' post='5380868']
[color="#FF8C00"]SD34-JP001 Koa'Ki Meiru Cerberus (Ultra Rare)
SD34-JP002 Koa'Ki Meiru Gargoyle (Super Rare)
SD34-JP003 Koa'Ki Mieru Yeti (Super Rare)
SD34-JP004 Koa'Ki Meiru Urknight x2
SD34-JP005 Koa'Ki Meiru Crusader x2
SD34-JP006 Koa'Ki Meiru Guardian
SD34-JP007 Koa'Ki Meiru Sandman
SD34-JP008 Koa'Ki Meiru Wall
SD34-JP009 Koa'Ki Meiru Boulder x2
SD34-JP010 Koa'Ki Meiru Prototype
SD34-JP011 Neo-Spacian Grand Mole
SD34-JP012 Pitch-Black Warwolf
SD34-JP013 Koa'Ki Meiru Powerhand[/color]

[color="#00FF00"]SD34-JP014 DNA Panic
SD34-JP015 Core Transport Unit
SD34-JP016 Core Compression x2
SD34-JP017 Iron Core of Koa'Ki Meiru x2
SD34-JP018 Creature Swap
SD34-JP019 Mystical Space Typhoon
SD34-JP020 Iron Core Armor
SD34-JP021 Monster Reborn
SD34-JP022 Book of Moon
SD34-JP023 Forbidden Chalice[/color]

[color="#9932CC"]SD34-JP024 Divine Core
SD34-JP025 Core Reprocess
SD34-JP026 Fiendish Chain
SD34-JP027 Dimensional Prison
SD34-JP028 Iron Core Luster
SD34-JP029 Call of the Haunted
SD34-JP030 Rock Bombardment
SD34-JP031 Horn of the Phantom Beast
SD34-JP032 Trap Stun
SD34-JP033 Royal Opression
SD34-JP034 Dust Tornado
SD34-JP035 Gravel Cane[/color]

*New Cards*

[color="#FF8C00"]Koa'Ki Meiru Cerberus
Beast/FIRE Level 8 2700/2200
Cannot be Normal Summoned or set. Must be Special Summoned by banishing 3 different "Koa'Ki Meiru" monsters from your graveyard, and cannot be Special Summoned by other ways. Once per turn, when your opponent activates the effect of a Monster, Spell, or Trap Card: you can reveal 1 "Iron Core of Koa'Ki Meiru" in your hand; negate the card's activation and effect and banish it.

[b]This comment might be because of how all the recent boss monsters feel overpowered to me, but this feels really overpowered to me for the following reasons:
• Laughable summon conditions, especially since the Rock Koa'ki Meirus tribute themselves. Otherwise, we have Core Compression and Core Transport Unit to send Koa'ki Meirus to the Graveyard.
• People find Shi En hard to stop. This has more ATK and can stop monster effects as well.
• This DOESN'T have a maintenance cost. The other two boss monsters both have maintenance costs that require sending a specific kind of "Koa'ki Meiru" card to the Graveyard. This being so easy to summon and going along with the flavor of Koa'ki Meiru means this practically requires a -1 advantage maintenance cost.[/b]

Koa'Ki Meiru Gargoyle
Rock/Earth Level 4 1900/1400
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Rock-type monster in your hand. When your opponent activates the effect of a monster that activates in the hand or graveyard: release this card; Negate the effect of that monster and banish it.

[b]I feel like this shouldn't need to be mandatory. You can make this a "you can". And doesn't Guardian cover this already?[/b]

Koa'Ki Meiru Yeti
Beast-Warrior/WATER Level 4 1900/1500
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Beast-Warrior monster in your hand. Neither player can Special Summon monsters from their deck or graveyard.

[b]This appears fine.[/b][/color]

[color="#00FF00"]DNA Panic
Spell Card - Continuous
Declare 1 Monster-type. The types of all Level 4 or lower monsters in both players hand become the same as the declared type. During your standby phase you may designate a new monster type for this effect.

[b]How about "When you activate this card and during each of your Standby Phases: you can declare 1 Monster type; The types of all Level 4 or lower monsters in both players' hands become the last type chosen this way."[/b] [/color]

[color="#9932CC"]Divine Core
Trap Card - Counter
Activate only by revealing 1 "Iron Core of Koa'ki Meiru" when your opponent Summons a monster or activates the effect of a card which Special Summons a monster. Negate the summon of that monster or the effects of a card that Special Summons a monster and destroy it.

[b]Basically Solemn Warning on a Koa'ki Meiru stick? You'd think, with all the support for the Core, it would be used. Too bad the Core itself is useless. Anyway, this isn't bad.[/b]

Core Reprocess
Trap Card - Normal
Tribute 1 "Koa'ki Meiru" Monster; Special Summon 1 Level 4 or lower Koa'ki Meiru monster from your hand or graveyard. It's effects are negated until your next Standby Phase.

[b]Kinda bizarre, if you ask me. Then again, it can let you get rid of Koa'ki Meiru that was going to die anyway for one that will survive the turn.[/b][/color]

Questions, Comments, constructive criticism, OCG fixings? All greatly appreciated
[/quote]

Fixed up; the OCG and left comments inside the quote.

Link to comment

[quote name='Mystery Guest' timestamp='1311772788' post='5391317']
Fixed up; the OCG and left comments inside the quote.
[/quote]

Thank you for your input, it is heavily appreciated....now onto the discussion.

I figured Cerberus was Overpowered, but wanted to see what others would say, i'll figure out something and re-balance it. The reason why i didnt give him a maintence cost was.....well its just me being to creative. (and because fanfics) Thank you for your comment.

Gargoyle's purpose is to also hit cards in the graveyard that can activate again even if you negate it once (like Treeborn Frog) Also, shoot, wasnt intending for it to be mandatory. Thank you for catching that for me.

Yeti hits Tengu's ettc (but conflicts with Urknight)

Thank you for the OCG fixing on DNA Panic, much obliged. I had to add the level 4 or lower limit or else you could do crazy things with Magical Dimmension.

Divine Core, yep, solemn warning but on a koa'ki. Psychics and Plants had something similar, so i figured, why the hell not?

Core Reprocessing has it uses, although im kind of conflicted as to if the "Effect is negated" bit is really needed at all..

Once again, thank you very much for your critisicim.

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