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Koa'ki Meiru Doom


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22 replies to this topic

#1 Negative One

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Posted 03 January 2012 - 10:53 PM

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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 Fiend-Type monster in your hand. Effects of LIGHT and DARK Effect Monsters that activate during the Main Phase are negated.

Nobody pays attention to this card now, but post-ORCS it holds potential. Inzektors don't have many ways of getting over its 1700, they can set Dragonfly and xyz next turn, or drop DAD/Doom Dozer/BLS but beyond that most builds don't have much to get rid of this guy. Another bonus, it's a Tour Guide target, so you can grab this guy and hit for 2700 on an open field while saving additional Tour Guides/Sangan for later. The problem is you can't just splash him anywhere, but 3 Tour Guide, 3 KKM Doom, 1 Sangan, 1 Gorz, might be sufficient.
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#2 drew

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Posted 03 January 2012 - 10:59 PM

absolutely a card that warrants thought.

kinda like that...

not sure what outside of dw could really support it sufficiently, but I am very much intrigued.

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O GOD I JUST REALIZED


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#3 Negative One

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Posted 03 January 2012 - 11:04 PM

Could make some weird Fiend Stun deck. 3 Doomcali (For the record, all of this guy's effects are continuous, so wouldn't trigger Doomcali), 3 Tour Guide, 1 Sangan, 1 Gorz. Perhaps Trag or Fader.
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#4 Sheik_the_Geek

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Posted 04 January 2012 - 12:08 AM

Fableds and SteelSwarms can main it, technically...

>_>

(I have it sided in those decks however.)
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#5 junkadin

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Posted 04 January 2012 - 12:12 AM

play him in dark simorgh :P
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#6 Negative One

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Posted 04 January 2012 - 06:18 AM

If Simorgh were any good right now, that would be sexy. Tour Guide into this guy and xyz for whatevs, maybe Leviair for more shenanigans.
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#7 2ndbestduelist

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Posted 04 January 2012 - 08:36 PM

Simorgh will be great because of the new ninja art card coming out. I see the Simorgh having potential after the new set. In regards to this card, this is a great side deck card and with the new cards coming out (gold ninja and ninja hanzo, inzektors, Wind-up hunter, etc.) as well as some current favorites (BLS, Tour guide, agents, etc.) In fact, I am surprised that many people haven't main decked this card. Most decks nowadays run the typical 3 guides, 1 sangan, and 1 gorz. Depending on deck styles/choices, they will also run Caius, trag, fader, doom cali, Dark resonator, d-boyz...the list goes on. And people will probably run 2 so it will be able to reveal itself(of course this depends on the various types of locals, regionals, etc.) I say that this card gets my vote just for what I have said alone but there are more perks to this card...It is a tour guide-able card and with 1700 atk, also a beatstick in terms of level 3 monsters. I hated this card when it first came out but now I would be completely fine with using it.

Quick question tho, with the way it is worded, does his effect also negate graveyard effects also as long as they activate in the main phase or must the effect activate on the field?

#8 Negative One

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Posted 04 January 2012 - 08:46 PM

It negates their effects anywhere, it never says anything about requiring the Monsters to be on the field.

Simorgh isn't helped at all with the new Ninjitsu Arts, it still sucks.
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#9 Tsunayoshi

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Posted 04 January 2012 - 09:03 PM

View PostNegative One, on 04 January 2012 - 08:46 PM, said:

It negates their effects anywhere, it never says anything about requiring the Monsters to be on the field.

Simorgh isn't helped at all with the new Ninjitsu Arts, it still sucks.

All the ninja decks I see like White Dragon Ninja more than anything else when it comes to making Super Transformation work.

#10 Delx

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Posted 04 January 2012 - 09:23 PM

it's mostly hanzo searching for the old ninjitsu transformation card (summons insects, beasts, wingedbeasts), it's still not the greatest in terms of advantage unlike super version

i wanted to run fiend-simorgh ever since i knew leviair existed but there was no real reason to run doom when i could run the wind resonator. simorgh isn't that amazing anyway

Edited by Delx, 04 January 2012 - 09:23 PM.

ahhhhhhhhhhhhhh

#11 Tsunayoshi

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Posted 04 January 2012 - 11:35 PM

View PostDelx, on 04 January 2012 - 09:23 PM, said:

it's mostly hanzo searching for the old ninjitsu transformation card (summons insects, beasts, wingedbeasts), it's still not the greatest in terms of advantage unlike super version

i wanted to run fiend-simorgh ever since i knew leviair existed but there was no real reason to run doom when i could run the wind resonator. simorgh isn't that amazing anyway

I'd try giving Super Transformation a go just because of White Dragon Ninja and the fact that summoning it gives you instant protection for ST.

#12 Krizz

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Posted 04 January 2012 - 11:42 PM

Super Trans is infinitely better, I think. White Dragon Ninja + Safe Zone is too good to pass up on.

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View Postg1Nz0, on 01 May 2012 - 07:07 AM, said:


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#13 Tsunayoshi

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Posted 05 January 2012 - 12:29 AM

View Post† кяızz †, on 04 January 2012 - 11:42 PM, said:

Super Trans is infinitely better, I think. White Dragon Ninja + Safe Zone is too good to pass up on.

People on DN dont get how hard that is to break.

#14 Negative One

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Posted 05 January 2012 - 01:15 PM

Chain MST, chain Warning, chain Judgment, drop Grand Mole/Trish/Brio, Trap Stun/Decree shenanigans, Skill Drain. Correct me if I'm wrong but those are the only competitive outs available. I guess you could also chain E-Con/BoM to the activation of Safe Zone. Only major problem with the deck is that WDN sucks in-hand, and most versions of the deck get horribly screwed over by Rai-Oh.

Edited by Negative One, 06 January 2012 - 02:48 PM.

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#15 2ndbestduelist

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Posted 05 January 2012 - 10:58 PM

Well, going back to Doom (the actual point of the thread), he actually negates everything, including hand, graveyard and banish. So this means Dark world is totally screwed and effect veiler, Honest, and any other hand traps that are light and dark are completely null and void. THIS CARD IS TOO GOOD THIS FORMAT!!!!!!!!

#16 Tsunayoshi

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Posted 05 January 2012 - 11:07 PM

View Post2ndbestduelist, on 05 January 2012 - 10:58 PM, said:

Well, going back to Doom (the actual point of the thread), he actually negates everything, including hand, graveyard and banish. So this means Dark world is totally screwed and effect veiler, Honest, and any other hand traps that are light and dark are completely null and void. THIS CARD IS TOO GOOD THIS FORMAT!!!!!!!!

DinoRabbit would like to have a word with you. They say they have monsters that couldnt give a plum about Doom.

#17 Krizz

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Posted 05 January 2012 - 11:27 PM

View PostNegative One, on 05 January 2012 - 01:15 PM, said:

Only major problem with the deck is that WDN sucks in-hand, and most versions of the deck get horribly screwed over by Rai-Oh.

Bherrell and I have both been using Good Goblin Housekeeping to great degrees of success when it comes to dealing with WDN in the hand. And just about every deck ever does poorly against a well timed TKR. That's what the side is for.

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View Postg1Nz0, on 01 May 2012 - 07:07 AM, said:


"I don't/cannot lose. I am not wrong. If I become victim of these in the form of reality, I quit. But more importantly, you suck."


#18 Vanilla Ice

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Posted 06 January 2012 - 01:17 AM

View Post2ndbestduelist, on 05 January 2012 - 10:58 PM, said:

Well, going back to Doom (the actual point of the thread), he actually negates everything, including hand, graveyard and banish. So this means Dark world is totally screwed and effect veiler, Honest, and any other hand traps that are light and dark are completely null and void. THIS CARD IS TOO GOOD THIS FORMAT!!!!!!!!

Sorry, but Honest, Kalut still works just fine. Doom only negates effect of Dark/Light monster that activates during Main Phase. So, yes to Honest, Kalut, Ryko, Sangan (when attacked), etc.

View PostTsunayoshi, on 05 January 2012 - 11:07 PM, said:

DinoRabbit would like to have a word with you. They say they have monsters that couldnt give a plum about Doom.

So would Karakuri and Plant (TenguFTW)

View Post† кяızz †, on 05 January 2012 - 11:27 PM, said:

Bherrell and I have both been using Good Goblin Housekeeping to great degrees of success when it comes to dealing with WDN in the hand. And just about every deck ever does poorly against a well timed TKR. That's what the side is for.

TKR can kill a lot of decks just by going 1st turn.

#19 Negative One

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Posted 06 January 2012 - 09:34 AM

TKRO doesn't kill that man decks by going 1st. It just slows a bunch down, Agents can still Venus into free Gachi and force TKRO to tribute itself, Rabbit can bang out with their in-hand Sabersaurus/run over it with the help of Lance, Plants can Synchro into something with Tengu and Spore/Bulb, and not really lose many cards, Tour Guide to get rid of it is a 1 for 1. Sure those decks don't like the scenario, TKRO helped in those matchups, but TKRO also didn't kill any of those decks by going first.

Ninjas really don't have much they can do with the opponent having TKRO, they have to set Sazank (If run) or a Dimensional Prison/Fiendish Chain and pass their turn. Hanzo can't be dropped, Gold into an xyz puts you down 2 cards for their 1 and it won't work as a defensive wall. TKRO imo hurts Ninjas more than any other somewhat competitive deck right now.

Still uneasy on GGHK, there's a reason Reckless Greed isn't used as a draw engine anymore. Jar of Greed/Legacy of Yata haven't seen play in years either. Having to rely on a trap to get more resources is in general not something I'd advise these days. I can see it working, but I don't like having to wait a turn to do so, I'd rather actually run the Kaiser Sea Horse for a NAST target and see how that works (I'm actually going to try this, don't know if the outcome will be worth reporting, idea sounds kind of stupid also).

Edited by Negative One, 06 January 2012 - 09:36 AM.

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#20 Canti

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Posted 06 January 2012 - 12:26 PM

View PostNegative One, on 05 January 2012 - 01:15 PM, said:

Chain MST, chain Warning, chain Judgment, drop Grand Mole/Trish/Brio, Catastor, Trap Stun/Decree shenanigans, Skill Drain. Correct me if I'm wrong but those are the only competitive outs available. I guess you could also chain E-Con/BoM to the activation of Safe Zone. Only major problem with the deck is that WDN sucks in-hand, and most versions of the deck get horribly screwed over by Rai-Oh.
Catastor wouldn't work




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