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-Type monster in your hand. Once per turn, you can reveal 1 "Iron Core of Koa'ki Meiru" in your hand to Special Summon 1 Level 4 or lower "Koa'ki Meiru" monster from your Deck, except "Koa'ki Meiru Urnight".
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 02.12.10
Koa'ki Meiru Urnight is one hell of a card, a
great asset to the Koa'ki Meiru family. We have an
Earth attributed, Beast-Warrior, who is Level 4,
with 2000 attack and 1500 defense. We have 2000
attack on a Level 4 monster with no negative
Drawback aside from what is attached to the Koa'ki
Anyway, once per turn, you can reveal one "Iron
Core of Koa'ki Meiru"
in your Hand to Special Summon one Level 4 or lower
monster from your Deck, except for this card itself.
Awesome. It helps add speed to a fairly respectable
Koa'Ki Meiru Urnight
This card is one of my favorites, Koa'Ki Meiru
Urnight. It is a level 4 Earth Beast-Warrior with
2000 ATK and 1500 DEF. The stats are amazing, able
to colide with pumped Gravekeepers (going to be
important in the weeks to come) and run over just
about everything else. The effects are also not that
detrimental, like other level 4 monsters with 2000
It has the standard Koa'Ki Meiru effect in that
it is destroyed at the End Phase unless you discard
an Iron Core of Koa'Ki Meiru or reveal a
Beast-Warrior. Then, you can just reveal an Iron
Core from your hand once per turn to Special Summon
a level 4 or lower Koa'Ki Meiru monster from your
deck except for Urnight.
The effect combined with the stats make this card
a must have for pretty much any Iron Core deck. Iron
Core monsters really needed a boost, and he new
Continuous Spell as well as some of the trap cards
recently make this deck a rising contender at local
tournaments, able to easily deal with the dominant
LIGHT and DARK decks by swiss army knifing in the
right monster for the job at a critical point.
Although you need a trio of a lot of fairly
expensive cards, the deck could actually end up
playing very nicely with the right monsters in it.
This card will provide the key for a lot of the
deck's success, so I would trade for a few before
someone realizes just how good the card is for the
Koa'ki Meiru Urnight …
They are still really trying with this stupid
theme, aren’t they? …
Well, believe it or not, as much as it pains me to
say – This card ain’t that bad. It’s got a hefty
2000 ATK, on a 4 star body. A respectable enough
1500 DEF, if it so needs it. Earth attribute, which
is good. And Beast-Warrior, which is good enough.
There are a fair amount of good choices to play with
as far as Beast-Warrior types in order to satisfy
his maintenance cost. And if u have an Iron Core in
your hand – all u have to do is show it, once per
turn in order to Special Summon a level 4 or lower
Koa’Ki Meiru monster from your deck. This is
excellent, in that if u have a clear field,
depending on what u have floating in your deck, u
can easily do over 4000 damage. Ideally, u will have
an Iron Core in your hand at any given point when
playing this deck, so even if u don’t have the Beast
Warrior to show to maintain this monster, u can
discard the Iron Core instead. What sucked before
about choosing to return the Iron Core (which u
need) to your hand each turn, was that it killed
your draw phase. But now, with Urnight, u can take
back the core, but still continue your advantage by
bringing more monsters to field, even though u
didn’t draw anything new. And one thing Koa’ki
Meiru’s DON’T lack is attack strength … their 4 star
monsters can slug it out with almost ALL the big
dogs out there.
So, the verdict is – if u MUST make a Koa’ki
Meiru Deck – Urnight should be one of your top draft
picks. I’d play with 3 of him, easily. Load up with
Beast Warriors, and then 5 or 6 other of the heavy
Koa’ki Meiru …
Could be interesting …
Advanced: 3.5/5 (would be higher if the Koa’ki Meiru
Deck mechanic didn’t suck so hard)
N o V a
Wow, perhaps the first good Koa'ki Meiru monster.
At least the way I see it. Once a turn you can
reveal an Iron Core of Koa'ki Meiru to special
summon a level 4 or lower Koa'ki Meiru monster from
your deck except Urnight. Core Transport Unit allows
you an instant access to Iron Core of Koa'ki Meiru
from your deck, summoning out Urnight, revealing and
summoning out another Koa'ki Meiru monster, well I
think they are finally getting some decent support.
Up till now I'd think that the only good Koa'ki
Meiru monster we've had is Koa'ki Meiru Guardian and
Koa'ki Meiru Boulder. Using Urnight and Core
Transport Unit with Koa'ki Meiru Tornado, its pretty
awesome, destroying all special summoned monsters
the opponent controls while putting out 2 monsters
you can attack with. Maybe we'll see some Koa'ki
Meiru decks in competitive play now, who knows
exactly, but Urnight is one heck of a boost for the
Koa'ki Meiru theme. Its also a solid 2000 attack
too, so it can get over some of those heavy hitting
monsters like Elemental Hero Stratos and Elemental
Hero Neos Alius.
Koaki Meiru Urnight:
More support for this archetype... damn. Five
years ago or so, I might have crapped myself upon
seeing a level four 2000 atk monster with little
drawback. Now, they are kind of common, and even
more so when it comes to Koaki Meirus. Sure, he adds
some swarming capabilities, but he is still crippled
by the normal K-M effect. There still isn't enough
to make these decks incredibly playable.
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