CDP: Koa'ki Meiru Tachyon Horus, ft. the Seventh Tachyon FTK
Sometimes the OCG has great hybrid ideas.
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Welcome to a cool new CDP featuring the Tachyon archetype in all of its brilliance following its support in the latest Duelist Pack, but this time, it's joined by both the Horus and Koa'ki Meiru themes. If you missed my first (admittedly less degenerate) profile on this new support, be sure to check it out here: • CDP: Tachyon Melodious with Infinity ... . As with the first time around, the Tachyon archetype is designed to use R8NK Xyz Monsters to lock down the game, whether it is Number 38: Hope Harbinger Dragon Titanic Galaxy or just Tachyon Transmigration negating entire chains of effects while you have Number 107: Galaxy-Eyes Tachyon Dragon. Their last support card to be revealed was Seventh Tachyon, a Normal Spell that can tutor any monster that shares a Type or Attribute AND Level with that of a Number Xyz that has a number between 101 and 107 in its name. Isn't it great that this can tutor Catapult Turtle, a Level 5 WATER monster by revealing Number C103: Ragnafinity? Be sure to check out the FTK party in the middle of the video showcasing just how easy this FTK can be - it is actually a 1-card FTK if you open Schwarzchild Infinity Dragon, plus you can protect it with a Tachyon Transmigration if you play your cards right.
Now just putting together a highlight reel of endless FTKs does not a CDP make, so let's talk about our secondary gameplan. First up, is the Horus theme. You see, the Horus cards are another great source of Level 8 monsters, easily Special Summoned and converted into Xyz Material for Dragluxion. Which then leads to the FTK... also... Great. Lovely. Thanks for that.
Anyways, let's get to the most exciting part of this build - the backup plan if the FTK just isn't in the cards. For that, we're turning to the Koa'ki Meiru [KM] archetype. If you need a refresher, this was a hodgepodge of monsters, unified with hate of LIGHT/DARK archetypes that ran rampant in the game when they were released. Unfortunately, the deck never truly shined, as it has a reliance on Iron Core of the Koa'ki Meiru, a Normal Spell that does absolutely nothing. However, they do have a ton of powerful cards that leverage it, from Koa'ki Meiru Urknight which Special Summons another KM from the deck by revealing the Core. As far as what you can summon, in here I'm using Koa'ki Meiru Supplier, which tutors a card that lists Iron Core, as well as Koa'ki Meiru Drago, which prevents both players from Special Summoning LIGHT or DARK monsters. Against the right opponent, this is an auto-win button, and if all else fails, you can always turn your two KM monsters into Number 41: Bagooska the Terribly Tired Tapir to stall for time until your deck can OTK. Now there's one final major benefit to the KM engine: it also can be searched using Seventh Tachyon, as Urnight is a Level 4 EARTH which is shared by Number 106: Giant Hand! How about that, a use for the KM after all. Anyways, hope you enjoy this absurd FTK deck that just happens to masquerade as a fun casual build - it may use old cards, but there's nothing old-school about this strategy.
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