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 Dragon-Type monster in your
hand. LIGHT and DARK monsters cannot be Special
Summoned.
Card Ratings
Traditional: 2.50
Advanced:
3.40
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 05.13.09
Koa'ki Meiru Drago, an interesting little Dragon
monster who has 1900 attack, which is always
excellent, and 1600 defense, which is also solid,
and of the Wind attribute, which is always fun to
encounter on a monster.
During each of your End Phases, you have to destroy
this card unless you send an "Iron Core of Koa'ki
Meiru" from your Hand to the Graveyard OR reveal one
Dragon-type monster in your Hand. That on it's own,
could severely limit the playability of this card.
But he has a nice payoff...Light and Dark attributed
monsters cannot be Synchro Summoned. While that
shuts down some popular monsters, if only Red Dragon
Archfiend, it allows Stardust Dragon, but if you're
playing this card and/or Deck, you're playing
Stardust anyway.
Ratings:
Traditional: 2.5/5
Advanced: 3.5/5
Art: 5/5
General Zorpa
Koa'Ki Meiru Drago
This guy is one of the cards that make the Koa'Ki
Meiru deck work. We have 1900 ATK on a WIND Dragon
of Level 4. He has great stats for a level 4 Dragon
that can really make a beatdown Dragon and/or Koa'Ki
Meiru deck possible as they all have high ATK that
can really beat down.
This guy is great, he has all of the standard Koa'Ki
Meiru text as well as the effect that is simple to
the point and devastating. LIGHT and DARK monsters
cannot be Special Summoned. As that is all that
these decks do, it would utterly destroy them. In
fact, Lightsworn and even DARK.dek are completely
shut down by this guy. Gladiators have a better time
of it, but the other Koa'Ki Meiru stuff hurts them
as well.
You can splash this in a Dragon deck as a beater and
as a staller, or you can use him in Koa'Ki Meir as a
shut off switch to any LIGHT and DARK deck that gets
in your way. Either way you go, this guy is great
and will be frustrating people to no end as long as
he is legal for play.
Traditional;-1/5
Advanced-4/5
Jeff Lang
Koa'ki Meiru Drago
Attrib: Wind
Type: Dragon/Effect
Level:4
Attack:1900
Defense: 1600
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 Dragon-Type
monster in your hand. LIGHT and DARK monsters cannot
be Special Summoned.
Today’s card up for review is Koa’ki Meiru Drago.
I really like the support for this theme to start
things off. All of the effects are amazing, it’s
just a matter of getting the right build. Drago is
rather sick. No special Summoning Lights and Darks?
This card can help you trump the top decks that are
out there right now, so that reason alone may be a
reason to use him in the sideboard. As I said, you
would have to make sure your deck can support this
because of what you have to do to keep him around.
If you can do that, I see no reason not to put him
in the side, or even the main board(depending on
your meta )
Trad: 1.5/5
Adv: 2.5/5
Freeza
Koa'ki Meiru Drago ...
These Koa'ki Meiru cards ... i'm not quite sure yet,
but i get the painful feeling that they COULD be
good ... but have a major flaw in their design that
will keep them from every being that ...
Ok, i'm not gonna get into what that means exactly,
right now, so let me just discuss Drago ... Like
many of the Koa'ki Meiru family, he's out the box
with impressive stats. 1900 ATK on a 4 star body
always rocks. Dragon type? - well its got support, i
suppose ... i'll speak more on that in a minute ...
and Wind-type? Well Wind aint "bad" ... and when u
get to his effect, u will see why ...
Ok, then - his effect - it f'n ROCKS!!! He's like a
micro Vanity's Fiend, only he only stops Light &
Dark from being special summoned ... But he's also 4
stars, so he requires no tribute, and he himself can
be special summoned if u so choose. So he's pretty
nice. A majority of the big swarmers are Light &
Dark, and not only will he lock THEM up, but he'll
also shut down several Synchros as well.
What hurts KM Drago is the other part of his effect
... a similar type of drawback that ALL the Koa'ki
Meiru share, only Drago's is one of the worst.
Powerhand, for instance lets u reveal a normal trap
in your hand to keep him on the field. That's a lot
simpler. Drago requires u either to dump an Iron
Core or reveal a dragon. Getting back to what i was
saying before about support for this guy ... if u
wanna ensure that he sticks around, u will need a
fair amount of Dragons in your deck, and cards that
support them ... In which case, u now will have less
space for the other Koa'ki Meiru cards ... So he's
essentially part of a family of cards that don't
lend a whole lot of support to his specfic type. You
could always dump the Iron Core, but 1st u actually
have to have DRAWN it and have it in your hand ...
and then to keep taking it back after u dump it
means u are killing your own draw phase and not
increasing your resources ... always a bad strategy
in Yu-Gi-oh ....
So what are we left with? - A smart kid that goes to
school in a crappy, under-funded district.
He'd thrive more in a full Dragon Deck, than with
the other Koa'ki Meiru.
Traditional: 3/5
Advanced: 3.5/5
- FREEZA
N o V a
Today we review one of
the new "Koa'ki Meiru" monsters, "Koa'ki Meiru Drago".
Like all of the "Koa'ki Meiru" monsters, you have to
send one "Iron Core of Koa'ki Meiru" or reveal a
certain type of monster. This monster is a
Dragon-Type monster so that is what you have to
reveal for its effect. As long as this card is on
the field, Light and Dark attributed monsters cannot
be Special Summoned. This cripples all Lightsworn
decks as well as decks based around "Emergency
Teleport", "Dark Armed Dragon", "Destiny Hero -
Malicious" and various other cards. This card can
cripple a lot of major cards in top decks right now
and is a solid 1900 ATK monster.
This card is short, sweet and to the point so not
much else to say. I personally would like to work on
some Dragon Stun kind of deck, would be something
interesting to try.
Traditional: 3/5
Advanced: 2.5/5
Cataclismic
Koa'Ki Meiru Drago
1900/1600/Wind/Dragon
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 Dragon-Type
monster in your hand. LIGHT and DARK monsters cannot
be Special Summoned.
I'm going to be nice and simple today, and just give
you a list of monsters.
How would you like to stop all of those monsters
from hitting the field? I expect you'd quite like
that, right? And having it all in a 1900 attack
monster is nice, yah? Righttttt?
Well, maybe. Sure, it's hard to take down, but not
that hard. Lets face it, monster destruction is very
common place nowadays. Book of Moon, Smashing
Ground, Bottomless Trap Hole, Torrential Tribute,
Solemn Judgment, Mirror Force, Gladiator Beast
Murmillo, Celestia – Lightsworn Angel, Raiza the
Storm Monarch, Caius the Shadow Monarch. How many of
them do you expect to run into in the average
tournament? Exactly.
But, you know, it's not all bad by any means. Like I
said, 1900 attack is great. The upkeep cost is fair.
The effect is very nice. And if you can protect it,
it will be your best friend. And it is worth all the
effort protecting it, in the long run. Fused with
other effects, you can find yourself locking down
the opponent really nicely, and that is why it's
getting a good score.