Monsters (20)
3x Koa'ki Meiru Urknight
2x Koa'ki Meiru Crusader
2x Koa'ki Hydro Barrier
2x Koa'ki Meiru Speeder
1x Koa'ki Meiru Tornado
1x Summoner Monk
3x Beastking Barbaros
2x Green Gadget
2x Yellow Gadget
2x Red Gadget
Spells (10)
1x Dark Hole
1x Monster Reborn
2x Mystical Space Typhoon
3x Iron Core of Koa'ki Meiru
2x Core Transport Unit
1x KK'M Initialize
Traps (13)
1x Core Reinforcement
1x Call of the Haunted
2x Compulsory Evacuation Device
3x Reckoned Power
1x Iron Core Luster
1x Solemn Warning
1x Solemn Judgement
2x Ultimate Offering
1x Torrential Tribute
Side Deck
Fusilier the Dual Mode Beast
DDV
Eradicator Epidemic Virus
Beast Machine King Barbaros Ur
Imperial Iron Wall
Threatening Roar
Magical Hats
Divine Wrath (I always find a Wrath better than adding Skill Drain)
Forbidden Lance
Dust Tornado
Cyber Dragon
Karakuri Watchdog
Starlight Road
Solemn Warning
Core Compression
Updated this with some new cards.
I'm trying to make this work with Gadgets and Utimate Offering, since that gives this deck the speed it needs to set up. The play is Urknight to get your Barrier, Initialize OR CED to get Urknight off the field and then Core Reinforcement (OR CotH OR Monster Reborn) or Ultimate Offering to get him back on. I tried Urgent Synthesis spell, but it's rare I got a Core in the GY turn 1 ;-) Once I got the same Urknight out a 2nd time, I can call the speeder to get my + when I draw the Core Hydro Barrier puts on top of the deck. Gadgets work great as a reveal for Speeder, and of course Hydro Barrier doesn't need one. Barbaros at 3 is keen to tribute 3x spammed Gadgets (especialy during opponent's battle phase), as Reveals for Urknight, and boosted to 3000 ATK with Hydro's Skill Drain effect. I tried Fusilier for use with the Viruses, but has always been an inconsistent play, get more bang with Barbaros.
And I'm really loving Luster and Reckoned Power with the speed Core Transport and Initialize get you a Core in your hand, it's rare I don't get one in time to rock in turn 3.
There's really no space for the Rocks in this deck, which I'd love to have Guardian for those hand and GY effect monster activation, and Sandman to stop their traps, but my fav Rock additions, Mole and Jar, could work under this deck, just hold off activating Hydro Barrier until Main Phase 2.
Urknight makes any Koa'ki deck worth playing. Hats really doesn't do quite what I want, Transport Unit is a much more effective strategy, since it +'s the first Core you get to score the other 2x.
Speeder generates massive advantage while you are shutting down your opponents effects with Hydro Barrier. I can use Tornado to nuke their special summoned swarm with Tornado.
Any suggestions appreciated.
Last edited by SeeMYGO on Wed Mar 07, 2012 8:40 pm; edited 4 times in total (Reason for editing : I just felt like making this work)