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Pojo's Yu-Gi-Oh Card of the Day

Iron Core of Koa'Ki Meiru

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

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Dark Paladin
Tuesday

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.

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