There are a handful of new Koa'ki monsters in the
new set, and I chose to look at one of the more
interesting ones in Koa'ki Meiru Speeder.
We have a Level 3 monster with 1200 attack (meh) but
a very impressive and solid 2200 defense who is a
Wind-Machine type monster.
Now, as something you may have seen before, you have
to send one "Iron Core of Koa'ki Meiru" from their
Hand to the Graveyard OR reveal one Machine-type
monster from their Hand in the End Phase or you
destroy this card.
The fun thing here, is this card is relatively easy
to keep on the Field, has a very respectable and
impressive defense (2200) and you can Draw an extra
card if you Draw specifically "Koa'ki Meiru." It's a
useful card for the Deck.
Ratings:
Traditional: 2/5
Advanced: 3/5
Art: 4/5
General Zorpa
Koa'Ki Meiru Speeder
I just have to say that this is probably the most
AWESOME card art that I have EVER seen on any
trading card EVER. Even my Magic friends agree.
Anyway, he is a level 4 LIGHT Machine and boasts a
massive 2200 DEF and almost as impressive 1200 ATK.
He has the standard Iron Core effect, but you must
reveal a Machine to keep him alive. That is not so
hard as good machines are pretty easy to find. The
second effect is slightly less than useful. If you
draw an Iron Core of Koa'Ki Meiru, then you can draw
another card.
The effect actually becomes useful in an Iron Core
deck, as lots of effects put the Iron Core on top of
your deck, so you get to get it back as well as
another draw. Not that it only works during your
Draw Phase.
This guy is not very useful, as he needs to survive
until the next turn to get his effect, and that is
rarely going to happen. And then it only works well
in a certain situation. But even worse is that it is
the ONLY Machine Koa'Ki Meiru monster, which make
sit impractical to put into a deck as he will just
kill himself withhis own effect befor eyou can get
any use out of him.
Traditional-1/5
Advanced-1.5/5
Freeza
Koa'ki Meiru Speeder
...
A decent card. Mostly for its stats ... Hell,
actually ONLY for its stats. Something about Wind
Machines ... Machines are good. Level 3 monsters are
good. 1200 ATK aint great, but for level 3 its ok.
It can fight if it has to, and combined with Shrink
or whatever, it can get over its fair share ...
again ... if it HAS to ... but that 2200 DEF?
Sickness. I'd give this card an even HIGHER rating
if actually it was a NORMAL monster. But its part of
the god awful Koa'ki Meiru family ... that doomed
deck type ... Man, I wish Konami would invest in the
other forgotten deck themes ... would a new Dark
World monster REALLY kill them to make?!?!
I digress ... Koa'ki Meiru is garbage. And the fact
that the Speeder is one of them hinders it. U must
reveal a Machine (easy enough) or discard an Iron
Core to keep it on the field ... and since i pity u
if u are actually PLAYING a dedicated Koa'ki Meiru
theme, i wont comment on that aspect to it, and just
say that u SHOULD be playing Machines with this, and
there u should have plenty of machines to reveal to
keep it on the field. But his second part of his
effect - the extra draw - essentially mandates that
u will be playing full on Koa'ki Meiru, cuz if u
aren't weighing down ur deck with those stupid Iron
Cores, then u'll never GET the extra draw ... and
even if u DO use them ... that means there are only
3 chances (since u can only have 3 Iron Cores
anyway) that u will ever GET Speeders effect. What a
waste-o.
Traditional: 1.5/5
Advanced: 2/5
- FREEZA
N o V a
Its Thursday, and
today's card is Koa'ki Meiru Speeder. First I'll
admit, its effect is rather confusing, but im almost
99% sure I know how it really works. Speeder is a
monster with some seriously high defense but has
nothing going for it aside from that except a free
draw when you draw a Iron Core of Koa'ki Meiru. The
thing that confused/confuses me is the adding an
Iron Core to your hand, however I feel im just
reading into it too much, and theres no rulings to
make it clear to those who may not know so much when
it comes to rulings like that. Its a rather cool
card to use for a machine defense monster, but if
thats what you are really going for, Gear Golem the
Moving Fortress is better, since it has 2200 defense
and 400 less attack, but you dont have to reveal
anything to keep it out and by paying 800 life
points it can attack directly. Now granted you could
probably use Weapon Change on both Gear Golem and
Speeder to switch their attack and defense points.
So either way you'd have a 2200 attack monster,
which is pretty good, but if you are going to do
combos like that they need to be in their own deck.
Speeder I dont see doing much for a Koa'ki Meiru
deck that Core Compression couldn't really do
already.
Traditional: 1.5/5
Advanced: 1.5/5
Darkstarr
Will I ever be
consistent with these COTDs? I try man I try but
even schoolwork is beginning to be a problem.
Speeder has the strongest defense for a level three
monster I believe. It's flaws are pretty bad though.
You can only draw an extra card if you draw a Iron
Core. I'm not familiar with the Meiru cards but
unless there is a way to stack Iron core repeatedly
this card isn't so great, but hey maybe I'm wrong.
He surely deserves a shot as all of the playable
level four monsters can't get over this card's solid
defense.
I have no clue what the Koa'ki are supposed to
represent. I have no clue why so much set support is
devoted to them. I think the entire mechanic of the
Iron Core needs to be reworked (the theme
desperately needs a Volcanic Rocket type monster to
fetch a free Core).
At the moment, it seems the theme revolves around a
bunch of monsters with different subtypes that are
destroyed unless an identical subtype or terrible,
useless spell (Iron Core of Koa'ki Meiru) is
revealed. This is not a recipe for success.
I will eventually write a blog post about the whole
KM idea and what in the world Konami is thinking
with it. This card in particular is terrible.