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

Koa'ki Meiru Drago

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

Back to the main COTD Page


Dark Paladin

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.


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.


Jeff Lang
Koa'ki Meiru Drago
Attrib: Wind
Type: Dragon/Effect
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

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


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
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.

Dark Armed Dragon
Judgment Dragon
Destiny Hero – Malicious
Destiny Hero – Plasma
Wulf, Lightsworn Beast
Gladiator Beast Gyzarus
Dark Strike Fighter
Krebons (with Emergency Teleport)
Plaguespreader Zombie (when reviving itself)

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.

Advanced 4/5
Traditional 4/5

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