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[Koa'ki Meiru Fusions] Turning the Iron Core into a Miracle Fusion


Darj

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Introducing "Koa'ki Meiru" Fusion Monsters. Except for a couple of monsters (so far), they require 1 "Koa'ki Meiru" plus 1 monster of an specific Type as Fusion Materials, in order to make them easier to Summon, splashable on decks with specific types, and for potential Super-Polymerization support. But what makes them different to the standard Fusion Monster is an unique summoning condition they all share:

Must first be Fusion Summoned. You can Fusion Summon this card from your Extra Deck by banishing the [acronym=the Fusion Materials]above monsters[/acronym] in your Graveyard and sending 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard. (You do not use "Polymerization".) If this card is Special Summoned this way, you cannot Fusion Summon any other "Koa'ki Meiru" Fusion Monsters from your Extra Deck this turn, except by card effects.

 

The last clause disables you from using Iron Core as a Miracle Fusion more than once per turn, but allows you to use other cards that Fusion Summon, namely the classic "Polymerization".

The goal of these Fusions is to attempt to make Koa'ki Meirus relevant in the metagame by:

1. Giving "Iron Core of Koa'ki Meiru", a card that is virtually useless except for fulfilling the activation conditions of effects, an "effect" by indirectly turning it into a "Miracle Fusion" for Koa'ki Meirus.

2. Providing powerful beatsticks that are easy to drop and backed up by lock or protection effects.
Also, by taking into account the recycling effect of the Iron Core itself, Koa'ki Meiru decks would be able to drop powerful monsters repeatedly during mid or late game and keep up the aggression, as long as they count with enough materials in the grave.
 

Backstory

[spoiler=]After the detonation of the Koa'ki Meiru laboratory, Magical Scientist and his coworker returned to evaluate the damage and salvage anything that could have remained, but what they discovered was way beyond their expectations: During the explosion, the Koa'ki Meiru monsters that were inside the laboratory either triggered or developed mechanisms to fuse with each other in order to survive, using the Iron Core as a catalyst. The result? Stronger versions of several Koa'ki Meirus, powered by an iron core inside their bodies. Also, with an iron core within, these Fusions not only could sustain themselves, but also could nearby non-Fused Koa'ki Meirus that managed to survive the explosion.[/spoiler]

Koa'ki Meiru Berserk Blade
Attribute: EARTH
Type: Warrior/Fusion/Effect
Level: 8
ATK: 3000
DEF: 1200
Appearance: An evolved form of "Koa'ki Meiru Bergzak".
Must first be Fusion Summoned. You can Fusion Summon this card from your Extra Deck by banishing the above monsters in your Graveyard and sending 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard. (You do not use "Polymerization".) If this card is Special Summoned this way, you cannot Fusion Summon any other "Koa'ki Meiru" Fusion Monsters from your Extra Deck this turn, except by card effects. [acronym=reference to the Fusion Monster sustaining its fellow Koa'ki Meirus through the core inside it]"Koa'ki Meiru" monsters you control cannot be destroyed during your End Phase.[/acronym] If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If this card destroys a Special Summoned monster by battle; it can make a second attack on an opponent's monster in a row.

Koa'ki Meiru Ice Breaker
Attribute: WATER
Type: Aqua/Fusion/Effect
Level: 8
ATK: 2900
DEF: 2550
Appearance: A fusion between "Koa'ki Meiru Ice" and "Koa'ki Meiru Hydro Barrier". Looks like Hydro Barrier made entirely of ice, wielding his trident and Ice's shield.
Effect: 1 "Koa'ki Meiru" monster + 1 Aqua-Type monster
Must first be Fusion Summoned. You can Fusion Summon this card from your Extra Deck by banishing the above monsters in your Graveyard and sending 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard. (You do not use "Polymerization".) If this card is Special Summoned this way, you cannot Fusion Summon any other "Koa'ki Meiru" Fusion Monsters from your Extra Deck this turn, except by card effects.  "Koa'ki Meiru" monsters you control cannot be destroyed during your End Phase. This card is unaffected by your opponent's monster effects.

Koa'ki Meiru Extreme Speed
Attribute: WIND
Type: Machine/Fusion/Effect
Level: 7
ATK: 2450
DEF: 3100
Appearance: A fusion between "Koa'ki Meiru Speeder" and "Koa'ki Meiru Powerhand". It would look like Powerhand with the engines of Speeder atatched to him, and adopting the color scheme of Speeder.
Effect: 1 "Koa'ki Meiru" monster + 1 Machine-Type monster
Must first be Fusion Summoned. You can Fusion Summon this card from your Extra Deck by banishing the above monsters in your Graveyard and sending 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard. (You do not use "Polymerization".) If this card is Special Summoned this way, you cannot Fusion Summon any other "Koa'ki Meiru" Fusion Monsters from your Extra Deck this turn, except by card effects. "Koa'ki Meiru" monsters you control cannot be destroyed during your End Phase. If you add a "Iron Core of Koa'ki Meiru" to your hand: Reveal it; draw 1 card. If this card battles a LIGHT or DARK monster, at the start of the Damage Step: Negate the effects of that monster (including in the Graveyard or if it is banished).

Koa'ki Meiru Ground Fortress
Attribute: EARTH
Type: Rock/Fusion/Effect
Level: 8
ATK: 2800
DEF: 2100
Appearance: A fusion between "Koa'ki Meiru Guardian, "Koa'ki Meiru Sandman" and "Koa'ki Mieru Wall". Looks like a Guardian made up of bricks like Wall, and sand pouring from some of the gaps between the bricks.
Effect: 1 "Koa'ki Meiru" monster + 1 Rock-Type monster
Must first be Fusion Summoned. You can Fusion Summon this card from your Extra Deck by banishing the above monsters in your Graveyard and sending 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard. (You do not use "Polymerization".) If this card is Special Summoned this way, you cannot Fusion Summon any other "Koa'ki Meiru" Fusion Monsters from your Extra Deck this turn, except by card effects.  "Koa'ki Meiru" monsters you control cannot be destroyed during your End Phase. Once per turn, during either player's turn: You can Tribute 1 monster you control; negate the activation of a Spell/Trap Card or Effect Monster's effect, and destroy that card.

I know the effect is somewhat bland, but I went for it mostly for flavor.

 

Koa'ki Meiru Royal Guard
Attribute: EARTH
Type: Beast-Warrior/Fusion/Effect
Level: 8
ATK: 2950
DEF: 2400
Appearance: A fusion between "Koa'ki Meiru Crusader" and "Koa'ki Meiru Urnight". Looks like Urnight with Crusader's buffed upper body. It also wields Crusader's sword and a bigger version of Crusader's shield that is as tall as the monster.
Effect: 1 "Koa'ki Meiru" monster + 1 Beast-Warrior-Type monster
Must first be Fusion Summoned. You can Fusion Summon this card from your Extra Deck by banishing the above monsters in your Graveyard and sending 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard. (You do not use "Polymerization".) If this card is Special Summoned this way, you cannot Fusion Summon any other "Koa'ki Meiru" Fusion Monsters from your Extra Deck this turn, except by card effects. "Koa'ki Meiru" monsters you control cannot be destroyed during your End Phase. Your opponent cannot activate cards or effects during the Battle Phase.

Koa'ki Meiru Petal Storm
Attribute: FIRE
Type: Plant/Fusion/Effect
Level: 8
ATK: 2700
DEF: 2250
Appearance: An evolved form of "Koa'ki Meiru Gravirose". Looks like a sexier Gravirose surrounded by a whirlwing of flames and petals, and wielding a thorn whip. Think of a plant-themed "Chaos Hunter", with an outfit similar to E-Hero Poison Rose.
Effect: 1 "Koa'ki Meiru" monster + 1 Plant-Type monster
Must first be Fusion Summoned. You can Fusion Summon this card from your Extra Deck by banishing the above monsters in your Graveyard and sending 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard. (You do not use "Polymerization".) If this card is Special Summoned this way, you cannot Fusion Summon any other "Koa'ki Meiru" Fusion Monsters from your Extra Deck this turn, except by card effects. Once per turn, during either player's turn: You can target 1 monster you control, then send 1 monster from your Deck to the Graveyard; that target gains ATK equal to the Level of the sent monster x 150, until the end of the turn.

A generic miller. In theory, it should be easy to tech in any deck with a Lonefire + Gravirose engine, in addition to the Iron Core and possibly Diamond Cores.

 

Koa'ki Meiru Thunder Vortex
Attribute: WIND
Type: Dragon/Fusion/Effect
Level: 8
ATK: 2900
DEF: 2600
Appearance: An evolved form of "Koa'ki Meiru Drago"
Effect: 1 "Koa'ki Meiru" monster + 1 Dragon-Type monster
Must first be Fusion Summoned. You can Fusion Summon this card from your Extra Deck by banishing the above monsters in your Graveyard and sending 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard. (You do not use "Polymerization".) If this card is Special Summoned this way, you cannot Fusion Summon any other "Koa'ki Meiru" Fusion Monsters from your Extra Deck this turn, except by card effects. "Koa'ki Meiru" monsters you control cannot be destroyed during your End Phase. Neither player can Special Summon monsters from the Extra Deck. If this card is sent to the Graveyard: You can target up to 2 of your banished "Koa'ki Meiru" cards; add those targets to your hand.

 

A win condition for Koa'ki Meirus. The last, floating effect was inpired form the El-Shaddolls, and allows Koa'kis to recycle a Drago to keep up the pressure on the opponent (if their deck is DARK and/or LIGHT), a banished Diamond Core, or a even a Core banished by Maximus. It also gets Dragon support so in theory it would be possible to take dragons back to the meta by splashing a Diamond Core + Drago engine.

 

Koa'ki Meiru Meltdown Valafar
Attribute: FIRE
Type: Fiend/Fusion/Effect
Level: 10
ATK: 4000
DEF: 3100
Effect: "Koa'ki Meiru Valafar" + 3 "Koa'ki Meiru" monsters
Must first be Fusion Summoned. You can Fusion Summon this card from your Extra Deck by banishing the above monsters in your Graveyard and sending 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard. (You do not use "Polymerization".) If this card is Special Summoned this way, you cannot Fusion Summon any other "Koa'ki Meiru" Fusion Monsters from your Extra Deck this turn, except by card effects. "Koa'ki Meiru" monsters you control cannot be destroyed during your End Phase. If this card would be destroyed by a card effect, you can destroy another card on the field instead. If this card is sent to the Graveyard: Target 1 banished "Koa'ki Meiru Valafar"; Special Summon that target, then it gains this effect:
• This card cannot be destroyed during your End Phase.

Basically an "Ultimate Ancient Gear Golem" for Koa'ki Meirus. The effects are big, but the "drawback" is that you need to run Valafar, and requires more graveyard setup than the other Koa'ki Meiru Fusions.

 

Bonus: Flavor card!

Koa'ki Meiru Core-Bonded Kozaky
Attribute: FIRE
Type: Fiend/Fusion/Effect
Level: 8
ATK: 3000
DEF: 2000
Appearance: Think of a "Hulk-ified" Kozaky: bigger, defined muscles, etc. He is wearing a ragged lab coat. The Koa'ki Meiru emblem in orange color is engraved at the center of his chest (same place as Valafar).
Effect: "Kozaky" + 1 "Koa'ki Meiru" monster
(This card is also always treated as "Kozaky".)
Must first be Fusion Summoned. You can Fusion Summon this card from your Extra Deck by banishing the above monsters in your Graveyard and sending 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard. (You do not use "Polymerization".) If this card is Special Summoned this way, you cannot Fusion Summon any other "Koa'ki Meiru" Fusion Monsters from your Extra Deck this turn, except by card effects. "Koa'ki Meiru" monsters you control cannot be destroyed during your End Phase. When this card is Special Summoned from the Extra Deck: Look at the top 3 cards of your Deck, add 1 of them to your hand, then return the other cards to the top of the Deck in any order. Once per turn: You can Special Summon 1 monster form your hand. Its Level is increased by 1, also it gains 500 ATK and DEF.
 

The first effect is an improved version of "Fruits of Kozaky's Studies" (and coincidentally a better "Pot of Duality"), and the second effect is a reference to its job of making monsters stronger, and indirectly increasing their Levels, through technology. (Gagagigo, Charcoal Inpachi).

 

Backstory
[spoiler=]But stronger versions of their Koa'ki Meirus were not the only things the scientists encountered.

Among the Koa'ki Meiru Fusions, there was a creature that didn't resemble any of the Koa'ki Meirus they created, and yet was somehow familiar. Upon approaching that monster the scientists realized it was their friend, Kozaky, who was unable to escape the laboratory. Miraculously, of perhaps after they recognized him as one of their creators, the Koa'ki Meirus decided to merge with Kozaky using an iron core in order to save him, and now he was stronger than ever. After exchanging a few words, Kozaky claimed that he has been "enlightened", and now understood theories from his research that didn't make sense before; this should also be one of the effects of the Iron Core that now resides within him. With this newly acquired intelligence, the three scientists will surely accomplish greater scientific discoveries achievements. This is truly the ultimate fruit of Kozaky's studies.[/spoiler]

 

Main concerns:

- Equalize the power level of the "standard" Koa'ki Meiru Fusions, as some of them have effects arguably better than others.

- I'm considering giving the floating effect of Thunder Vortex to the rest of the Fusions, but I'm not sure if that would make them unfair, considering the recyclability of the Iron Core.

 

 

EDIT:

08/29/14: Petal Storm now mills as a cost.

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Very cool! Koa'ki's have always been a favorite of mine, and I think fusion suits them well. All the effects were very balanced in my opinion, and  the techability of a lot of the fusions doesnt seem overpowered. Petal Storm is the only sore thumb to me, as it's baisically an Honest and a Foolish every single turn. Maybe only limit it to dumping Koa'ki's or even just plant types? Otherwise its just seems insane.

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That's interesting, because from all the Koa'ki Fusions, I thought Petal Storm was actually the weakest, as I considered that milling + an ATK boost was not at the level of blocking effects at the Battle Phase, negating anything every turn, immunity to monster effects, etc.

 

The point of Petal Storm is to be a generic miller, but even I doubt if it would be played in the decks that want to mill the most. For instance, Shaddolls who would greatly benefit from this monster, but I really don't see them splashing Iron Cores and a couple of plants just for access to it, as the engine would take too much deck space. Although, now that I think about it, you would be rewarded with a basically a +1 every turn, including your opponent's. I can nerf the effect with an OPT, or turn the mill into a cost so cards like Shaddolls won't trigger; I will go for the latter.

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