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Sceptyr's Support (Manfest of Koa'ki Meiru) (8/8)


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Okay, so, yeah, Koa'ki Meiru-started out as Anti-Meta in the age of LIGHT and DARK meta, worked somewhat in that regard (hullo Draco) fell and came back as either a Rock Stun or Beast-Warrior Spam sandwich. And through it all, the various elements it consisted of, some useful, some....most of the Spell/Trap support and Level 5 or highers...not so much. 

 

To mitigate that, cometh these. Based on another monster in Duel Monsters each, these four paths of the Meiru, FIRE, WATER, WIND and EARTH-will give rise to a new avenue for the Meiru lineup, one that goes towards a different Deck entirely to make them famous, as well as the original form of the Core of Koa'ki Meiru to forward their strategies, and a Trap to catch their Summon-spamming opponent unaware while setting your field up for most any LIGHT/DARK threat they may so be inclined to bring forth.

 

In short, this is how the force that Kozaky built becomes anew.

 

Enjoy.

 

 

[spoiler=Monsters]

koa_ki_meiru_djinn_atomic_by_bdsceptyr-d

 

WIND/Spellcaster-Type Tuner Effect Monster/Level 3/700 ATK/900 DEF

 

Lore: You can reveal 1 "Iron Core of Koa'ki Meiru" from your hand to Special Summon this card (from your hand.) During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koaki Meiru" from your hand to the GY or reveal 1 WIND monster in your hand. Once per turn, if a Normal Spell/Trap is activated (Quick Effect): You can negate the activation, and if you do, negate the effects of 1 face-up monster on the field until the End Phase, also its ATK becomes 2100 and its DEF becomes 2700 until the End Phase.

 

Based on Djinn the Watcher of the Wind.

 

koa_ki_meiru_cascading_collective_gaia_b

 

WATER/Aqua-Type Tuner Effect Monster/Level 4/2000 ATK/0 DEF

 

Lore: You can reveal 1 "Iron Core of Koa'ki Meiru" from your hand to Special Summon this card (from your hand.) During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koaki Meiru" from your hand to the GY or reveal 1 WATER monster in your hand. If this card is Summoned: Return up to 2 DARK and/or LIGHT monsters on the field or in your opponent's GY to the hand, and if you do, you can Normal Summon 1 WIND, WATER or FIRE monster from your hand as an additional Normal Summon.

 

Based on Gaia Soul the Combustive Collective.

 

koa_ki_meiru_terraghast_by_bdsceptyr-dcb

 

EARTH/Sea Serpent-Type Effect Monster/Level 5/2100 ATK/1500 DEF

 

Lore: You can reveal 1 "Iron Core of Koa'ki Meiru" from your hand to Special Summon this card (from your hand.) During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koaki Meiru" from your hand to the GY or reveal 1 EARTH monster in your hand. Your opponent must pay 1000 LP to Normal or Special Summon a DARK or LIGHT monster. Once per turn: You can Tribute 1 other monster; Set 1 Equip Spell or Continuous Trap from your Deck, but destroy it when this card leaves the field.

 

Based on Divine Dragon Aquabizzare.

 

koa_ki_meiru_pyromane_thestral_by_bdscep

 

FIRE/Beast-Type Tuner Effect Monster/Level 6/2250 ATK/1800 DEF

 

Lore: You can reveal 1 "Iron Core of Koa'ki Meiru" from your hand to Special Summon this card (from your hand.) During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koaki Meiru" from your hand to the GY or reveal 1 FIRE monster in your hand. (Quick Effect): You can banish this card from the field or GY: Special Summon 1 "Koa'ki Meiru" monster from your hand, except a FIRE monster.

 

Based on Firewing Pegasus.

 

koa_ki_meiru_manifest_by_bdsceptyr-dcblk

 

FIRE/Thunder-Type Synchro Effect Monster/Level 8/2300 ATK/3000 DEF

 

Lore: 1 Tuner + 1+ non-Tuner "Koa'ki Meiru" monsters

The ATK/DEF of all DARK and LIGHT monsters on the field becomes 0. You can only use each of the following effects of "Koa'ki Meiru Manifest" once per turn. 
• If this card is Synchro Summoned: You can Special Summon up to 2 "Koa'ki Meiru" monsters from your hand or Deck whose combined Levels equal 7 or less. 
• If a card or effect is activated that is Spell Speed 2 (Quick Effect): You can negate the activation, then change the Attribute of 1 monster on the field to either DARK or LIGHT.

 

 

 
[spoiler=Spells/Traps]
ore_core_of_koa_ki_meiru_by_bdsceptyr-dc
 
Normal Spell Card
 
Lore: Draw 2 cards, then reveal 1 Spell/Trap from your hand that lists "Koa'ki Meiru" in its text. Otherwise, destroy your entire hand. If this card is sent from the hand or Deck to the GY: You can destroy 1 card on the field, then add this card from the GY to your hand if it was sent there by the effect of a "Koa'ki Meiru" card. You can only use this effect of "Ore Core of Koa'ki Meiru" This card's name becomes "Iron Core of "Koa'ki Meiru" while in the hand or GY.
 
 
koa_ki_meiru_giant_blade_by_bdsceptyr-dc
 
Equip Spell Card
 
Lore: Activate this card by targeting 1 Level 6 or lower "Koa'ki Meiru" monster that is either banished or in your GY; Special Summon it and equip it with this card. It loses 1 Level if it is not a Level 4 monster. Once per turn: You can discard 1 "Koa'ki Meiru" card; Special Summon 1 "Koa'ki Meiru" monster from your Deck that does not have "Iron Core of Koa'ki Meiru" specifically listed in its text. You can only activate 1 "Koa'ki Meiru Giant Blade" per turn.
 
koa_ki_meiru_karma_by_bdsceptyr-dcblkr2.
 
Continuous Trap Card
 
Lore: If your opponent Special Summons a monster(s): You can activate this effect: your opponent can reveal 1 Spell in their hand for each monster they currently control to negate this effect, otherwise banish 1 monster they control, and if you do, you can add 1 Level 4 or 8 "Koa'ki Meiru" monster from your Deck to your hand. You can only use this effect of "Koa'ki Meiru Karma" once per turn. Once per turn, during your End Phase, send 1 "Koa'ki Meiru" card from your Deck to the GY with different card types (Monster, Spell or Trap), or destroy this card.
 
 

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