During your Draw
Phase, if this card is in your Graveyard, you can
add this card to your hand instead of drawing,
and/or send 1 "Koa'ki Meiru" monster from your hand
to your Graveyard to add this card to your hand.
Card Ratings
Traditional: 1.10
Advanced:
1.75
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 06.23.09
Iron core of Koa'ki Meiru, another simple Magic card
for us this week.
Now, during your Draw Phase, if this card is in your
Graveyard, you can return it to your Hand, instead
of Drawing, and/or you an send one "Koa'ki Meiru"
monster from your Hand to your Gravyeard and add
this card to your Hand.
It can keep you from Decking out, which is good, and
recycling is good, especially if you need discards,
that aren't specific anyway. You probably don't want
to discard a Koa'ki monster, as you might actually
need it later to keep a certain monster(s) on the
Field.
Ratings:
Traditional: 1/5
Advanced: 2/5
Art: 2.5/5
General Zorpa
Iron Core of Koa'Ki Meiru
This is supposed to be the key card that ties all of
the Koa'Ki Meiru monsters together. It is a Normal
Spell that during your Draw Phase you can skip
drawing a card in order to add it to your hand, or
you can send a Koa'Ki Meiru monster in your hand to
the graveyard in order to get it back.
This card stinks. All it does is get you back the
card that you likely discarded for the Koa'Ki Meiru
monsters that you had on the field already. As you
are not gaining anything by this, and are
essentially stalling all of your draws, this is
never going to be a card that doe snaything but
slows your march to victory down. If it could have
gotten back to your hand for free if you had a
Koa;Ki Meiru monster on the field, then i tmight be
worth it building a deck around.
The fault is not necessarily with the card itself,
but with the monsters that it supports. If you have
2 Koa'Ki Meiru monsters on the field and you need to
discard an Iron Core for each of their effects, you
are only going to be able to keep one of them, as
the Iron Core cannot be used for both of them. As it
is, the Koa'Ki Meiru monsters work a lot better at
being splashed into theme decks in order to enhance
them, as revealing a card is better than a
coplicated system of discarding and skipping
drawing.
Traditional-1/5
Advanced-1/5
Freeza
Iron Core of Koa'ki
Meiru …
Man, do I NOT like this card …
Wait, let me back track a bit … first off – I love
that it’s the 2nd day in a row that we are reviewing
spell cards … Monsters are great, but its nice to
talk about the other Yu-gi-oh components too. Cool?
Ok – back to the Iron Core. … MAN, do I NOT like
this card!! It’s one of those dumb spells that
doesn’t actually DO anything technically … it just
needs to be present in order for OTHER things to
work20… Not wanting to get into specifics about the
Koa’ki Meiru deck type which I feel is an overall
failure, but would most likely be the only deck that
would want to use the Iron Core, let’s try and look
at what this card can actually do for u if u MUST
stretch its utility …
U can add it to your hand if its in your graveyard
instead of drawing from your deck on your draw phase
… There are only 2 situations that someone might
want to do this … #1 - You have Summoner Monk or
some other card that specifically needs a spell
discard in order to work, and u want to use the Iron
Core in that fashion … or #2 – u have 6 cards in
hand, u are on the verge of decking out, and u are
trying to stall out your opponent to do the same. In
this case, you take the Core back instead of drawing
from your deck, and then u have 7 cards. Your turn
ends, u can’t hold 7, so u dump the core to the
graveyard. Your turn comes back – u take up the core
again. U keep doing this – u keep yourself from ever
decking out.
Stupid? E2 yeah, I know.
Traditional: 1/5
Advanced: 1.5/5
- FREEZA
N o V a
Its Tuesday so we have
another review for you today, and today its the key
card for a Koa'ki Meiru deck in most cases. Iron
Core of Koa'ki Meiru, the card all Koa'ki Meiru
monsters have to send to the Graveyard during the
end phase to keep them out(unless you can reveal a
certain type of monster of course). Iron Core adds
itself to your hand during the draw phase if its in
the graveyard instead of drawing for the turn and/or
you can send a Koa'ki Meiru monster from your hand
to the graveyard to add it to your hand.
With that ability you can probably think of some
ways to pull it from the deck without wasting space
in your deck, and the main card to do that would
probably have to be Magical Hats. If they attack
your monster you can play Magical Hats, flip the
target monster face down and pull 2 Iron Cores from
your deck, this way next turn you can get them both
back. Being able to skip drawing to add multiple
Iron Cores is a pretty helpful for Koa'ki Meiru
decks.
Traditional: 1/5
Advanced: 1.5/5
Darkstarr
I like this card a
little. It only works with the deck it's designed to
though. The Koaki Meirus are an Anti-Meta type build
that only work if you send this card or a (Insert
type of card) to the graveyard. Though they may not
take scene right now they have some interesting
support such as this card.
Trad: 1.5 (I just don't see anti meta dominating or
winning this fornat)
Adv: 2.5 (It could work as the card recycles itsself.)
Parallel Fates
Iron Core of Koa’ki
Meiru…. The newest monster archetype, Koa’ki Meirus.
While they do seem interesting and provide a TON of
field presence, I do not see this being a viable
deck. They are interesting in the fact that it shuts
down two of the most dominating decks in today’s
meta, Lightsworn and Blackwings, but if they manage
to break past your first line of defence, it’s
probably game over.
All Koa’ki monsters force you to either show your
opponent a certain type of card from hand, or
discard this one. While you can always get this card
back from the grave, the trade of losing the
draw-phase seems rather big. All the Koa’ki monsters
force to show something different from hand, so it
really limits your options as to whether or not you
have to skip draw phase.
Interesting deck that initially appears to have
potential, but ultimate with the current support is
nothing more than a fun deck that is hardly
competitive.