Instructions for Playing Mekk-Knight

Instructions for Playing Mekk-Knight

Mekk-Knight is a deck that jumps from hand if there are 2 CARDS (including monsters/magic/traps) in the same column, so if you have spells/traps, put them face down or move monsters to another space to leave space for them. If this jumps, this deck will be very strong. And duel links have enough skill to meet those two conditions


Mekk-Knight is a combo deck with extremely strong field placement capabilities, and I will name them by color to make it easier, for example: Purple Nightfall -> Purple

Deck: Combo
Price: Very expensive
Should you play F2P: no
Farmers who work hard to plow should play: it depends, the deck is currently showing itself very well
ATTRIBUTE : LIGHT
Type : Psychic

Sections covered in this guide:




Skill

In general, you guys can bring anything, but there are 2 skills that are good at the moment

Middle Age Mechs (Skill Card - Duel Links) (67%)

UR Rarity
Middle Age Mechs (Skill Card - Duel Links)
UR Rarity
Middle Age Mechs (Skill Card - Duel Links)
Middle Age Mechs (Skill Card - Duel Links)
Middle Age Mechs (Skill Card - Duel Links)
  • ATK:

  • 0

  • DEF:

  • 0


Activate the Continuous Spell "Ancient Gear Castle" at the beginning of your first Turn.


Don't worry, this skill adds 1 more card to speed up the speed of having 2 cards in the same column.

Monster Move (Skill Card) (14%)

UR Rarity
Monster Move (Skill Card)
UR Rarity
Monster Move (Skill Card)
Monster Move (Skill Card)
Monster Move (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Select 1 monster you control, and move it to another of your Main Monster Zones. If you select a monster in the Extra Monster Zone, move it to your Main Monster Zone in the same column. This Skill can be used once per turn.


Move the monster to another MAIN MONSTER space


If that monster is in the extra monster zone, switch to MAIN MONSTER ZONE IN THE SAME ROW. This skill is strong, but going later will be more beneficial because it's not always 100% possible to pick up spells/traps to set (unless opp has 1 monster and 1 spell/ trap in the same row)

Destiny Draw (Skill Card) ( be in the minority)

UR Rarity
Destiny Draw (Skill Card)
UR Rarity
Destiny Draw (Skill Card)
Destiny Draw (Skill Card)
Destiny Draw (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


[If you lose 2000 or more LP, you can activate this Skill during your next Draw Phase.] During your Draw Phase, you may search your Deck for any card, reveal it to your opponent, and add it to your hand instead of drawing. If you do that, flip this card over.


The remaining % is due to skill testers and if listed, this article would be super long, and if it's long, no one will read it.


Skills include: destiny draw, the tie that bind, beatdown, normal aleister, rape the pig, push the old woman into the sea, etc...



CORE

 

World Legacy's Secret (x1)

UR Rarity
World Legacy's Secret
UR Rarity
World Legacy's Secret
World Legacy's Secret
Trap Continuous
World Legacy's Secret

    When this card is activated: You can target 1 Level 5 or higher monster in your GY; Special Summon it. When this card leaves the field, destroy that monster. Negate any opponent's monster effect that activates in the same column as a "Mekk-Knight" monster you control.


    too strong so taking limit 1 is normal, this card is searched by other cards, has the effect of reviving Level 5 or higher monsters, that's right, can revive monsters that are not mekk-knight.


    If any of opp's monsters is in the same column as the Mekk-Knight monster you control, that monster will be negated. If you play with Cham, you can negate very well. If you negate the extra monster zone column, you will negate 2 of opp's monsters (1 extra box, 1 main box). Too OP for a SeArCh card

    World Legacy Whispers and World Legacy Key (x0-1)

    R Rarity
    World Legacy Whispers
    R Rarity
    World Legacy Whispers
    World Legacy Whispers
    Trap Continuous
    World Legacy Whispers

      When this card is activated: You can target 1 Level 5 or higher monster on the field; it gains 1000 ATK/DEF until the end of this turn. Negate any opponent's Spell effect that activates in the same column as a "Mekk-Knight" monster you control.


      R Rarity
      World Legacy Key
      R Rarity
      World Legacy Key
      World Legacy Key
      Spell Continuous
      World Legacy Key

        When this card is activated: You can target 1 of your banished "Mekk-Knight" monsters or "World Legacy" cards; add it to your hand. Negate any opponent's Trap effect that activates in the same column as a "Mekk-Knight" monster you control.


        same as above but negate spell/trap, these 2 cards flop more due to effects except negate effect depends on the situation (Whispers is better at making unexpected opp and good OTK), and negate monsters are and will be the new trend, Although the trap flopped, it negated the salamanGREAT trap's counter.


        Usually players will hold Secrets and Whispers and rarely hold Keys, the parameters (Secret 100% > Whispers 52% > Key 48%) depend on how many spells or traps you encounter, even if you negate, there is a chance it will still cause bricks. as usual and searchable so it is recommended to only bring x1

        Mekk-Knight Purple Nightfall (x3)

        UR Rarity
        Mekk-Knight Purple Nightfall
        UR Rarity
        Mekk-Knight Purple Nightfall
        Mekk-Knight Purple Nightfall
        LIGHT 8
        Mekk-Knight Purple Nightfall
        • ATK:

        • 2500

        • DEF:

        • 2000


        If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Purple Nightfall" once per turn this way. (Quick Effect): You can target 1 "Mekk-Knight" monster you control; banish it (until the Standby Phase of your next turn), and if you do, add 1 "Mekk-Knight" monster from your Deck to your hand, except "Mekk-Knight Purple Nightfall". You can only use this effect of "Mekk-Knight Purple Nightfall" once per turn.


        x3 for searcher is normal, this one jumps for free like other mekk-knights, and has the ability to banish itself to search (then the box this child jumped into before will be empty, helping your child search to jump into the child box this used to stand), not only that it is an extremely strong starter in the deck, the body is at a pretty good level.

        Level 8 ? Galaxy-Eyes Reference ?

        Mekk-Knight Blue Sky (x3)

        SR Rarity
        Mekk-Knight Blue Sky
        SR Rarity
        Mekk-Knight Blue Sky
        Mekk-Knight Blue Sky
        LIGHT 5
        Mekk-Knight Blue Sky
        • ATK:

        • 2000

        • DEF:

        • 2500


        If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Blue Sky" once per turn this way. If this card is Normal or Special Summoned from the hand: You can add "Mekk-Knight" monsters with different names, except "Mekk-Knight Blue Sky", from your Deck to your hand, equal to the number of your opponent's cards in this card's column. You can only use this effect of "Mekk-Knight Blue Sky" once per turn.


        is the one that Tim searched for, this one is different from Purple in that search does not banish the body so there may be material left for Linking


        And the search effect of this card searches for up to 3 Mekk-Knights if it's good, those are the words of virgins who haven't experienced life, but I've never searched for more than 1 card since I played Mekk-Knight :3

        Mekk-Knight Avram and Rescue Rabbit (x2-3)

        R Rarity
        Mekk-Knight Avram
        R Rarity
        Mekk-Knight Avram
        Mekk-Knight Avram
        LIGHT 4
        Mekk-Knight Avram
        • ATK:

        • 2000

        • DEF:

        • 0


        "Check THIS out!"


        UR Rarity
        Rescue Rabbit
        UR Rarity
        Rescue Rabbit
        Rescue Rabbit
        EARTH 4
        Rescue Rabbit
        • ATK:

        • 300

        • DEF:

        • 100


        Cannot be Special Summoned from the Deck. You can banish this face-up card you control; Special Summon 2 Level 4 or lower Normal Monsters with the same name from your Deck, but destroy them during the End Phase. You can only use this effect of "Rescue Rabbit" once per turn.


        If you think this is a staple, you should look at other people's instructions, but I never do that, simply normal rabbit and then jump 2 Avrams to the link, it's called MEKK-KNIGHT avram

        Mekk-Knight Yellow Star and Mekk-Knight Red Moon (x0-1)

        UR Rarity
        Mekk-Knight Yellow Star
        UR Rarity
        Mekk-Knight Yellow Star
        Mekk-Knight Yellow Star
        LIGHT 7
        Mekk-Knight Yellow Star
        • ATK:

        • 2200

        • DEF:

        • 2800


        If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Yellow Star" once per turn this way. You can banish 1 "Mekk-Knight" monster from your GY, then target 1 Spell/Trap in this card's column; destroy it.


        N Rarity
        Mekk-Knight Red Moon
        N Rarity
        Mekk-Knight Red Moon
        Mekk-Knight Red Moon
        LIGHT 7
        Mekk-Knight Red Moon
        • ATK:

        • 2300

        • DEF:

        • 2600


        If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Red Moon" once per turn this way. You can banish 1 "Mekk-Knight" monster from your GY, then target 1 face-up monster in this card's column; destroy it.


        I usually just jump up to get the body, but I don't shoot at this range. When I go on turn 1, I shoot nothing, and when I go on turn 2, I don't have time to do anything before I get a bunch of traps or bombs stuffed into my mouth.

        Mekk-Knight Indigo Eclipse (x1)

        R Rarity
        Mekk-Knight Indigo Eclipse
        R Rarity
        Mekk-Knight Indigo Eclipse
        Mekk-Knight Indigo Eclipse
        LIGHT 8
        Mekk-Knight Indigo Eclipse
        • ATK:

        • 2400

        • DEF:

        • 2400


        If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Indigo Eclipse" once per turn this way. Once per turn (Quick Effect): You can target 1 "Mekk-Knight" monster you control; move that target to another of your Main Monster Zones.


        Cham is an extremely important monster but can only be played x1 due to being searchable. This monster only moves the Mekk-Knight monster, including itself or another monster, to another cell (mainly for Secret, Key and Whispers negate).


        Level 8 ? Galaxy-Eyes Reference ?

        World Legacy's Memory (x3)

        R Rarity
        World Legacy's Memory
        R Rarity
        World Legacy's Memory
        World Legacy's Memory
        Spell Quick
        World Legacy's Memory

          Special Summon 1 "Mekk-Knight" monster from your hand or Deck in Defense Position, but return it to the hand during the End Phase. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except "Mekk-Knight" monsters. You can only activate 1 "World Legacy's Memory" per turn.


          Memories broken
          The truth goes unspoken
          I've even forgotten my name


          He is a searcher by jumping a piece of meat called Mekk-Knight straight from his hand or DECKing it to fight, but after that you can only special summon the Mekk-Knight monster (so you can't jump the GE monsters).

          Mekk-Knight of the Morning Star (x2)

          UR Rarity
          Mekk-Knight of the Morning Star
          UR Rarity
          Mekk-Knight of the Morning Star
          Mekk-Knight of the Morning Star
          LIGHT
          Mekk-Knight of the Morning Star
          • ATK:

          • 2000

          • LINK-2

          Link Arrow:

          Bottom-Left

          Bottom-Right


          2 monsters, including a "Mekk-Knight" monster If this card is Link Summoned: You can discard 1 "Mekk-Knight" monster or 1 "World Legacy" card; add 1 "World Legacy" card from your Deck to your hand. You can only use this effect of "Mekk-Knight of the Morning Star" once per turn. If your "Mekk-Knight" monster battles a monster in a different column than it, your monster cannot be destroyed by that battle, also you take no battle damage from that battle.


          gigachad, search for any mekk-knight or world legacy monster/spell/trap from the deck to hand, usually spell/trap to get negate.


          In addition, any monster that is in a different column from your Mekk-Knight monster will punch your monster without killing it and causing no damage.

          It's easy to get up, you only need 2 monsters, including the Mekk-Knight monster



          Staple

           

          Galaxy-Eyes Full Armor Photon Dragon, Galaxy-Eyes Cipher Blade Dragon and Galaxy-Eyes Cipher Dragon (Galaxy-Eyes)

          UR Rarity
          Galaxy-Eyes Full Armor Photon Dragon
          UR Rarity
          Galaxy-Eyes Full Armor Photon Dragon
          Galaxy-Eyes Full Armor Photon Dragon
          LIGHT
          Galaxy-Eyes Full Armor Photon Dragon
          • ATK:

          • 4000

          • DEF:

          • 3500


          3 Level 8 monsters You can also Xyz Summon this card by using a "Galaxy-Eyes" Xyz Monster you control as material, except "Galaxy-Eyes Full Armor Photon Dragon". (Transfer its materials to this card.) Once per turn: You can target up to 2 Equip Cards equipped to this card; attach them to this card as material. Once per turn: You can detach 1 material from this card, then target 1 face-up card your opponent controls; destroy it.


          SR Rarity
          Galaxy-Eyes Cipher Blade Dragon
          SR Rarity
          Galaxy-Eyes Cipher Blade Dragon
          Galaxy-Eyes Cipher Blade Dragon
          LIGHT
          Galaxy-Eyes Cipher Blade Dragon
          • ATK:

          • 3200

          • DEF:

          • 2800


          3 Level 9 monsters You can also Xyz Summon this card by using a Rank 8 "Galaxy-Eyes" Xyz Monster you control as material. (Transfer its materials to this card.) Cannot be used as material for an Xyz Summon. Once per turn: You can detach 1 material from this card, then target 1 card on the field; destroy it. If this Xyz Summoned card you control, is destroyed by battle with an opponent's attacking monster, or destroyed by an opponent's card effect, and sent to your GY: You can target 1 "Galaxy-Eyes Cipher Dragon" in your GY; Special Summon it.


          UR Rarity
          Galaxy-Eyes Cipher Dragon
          UR Rarity
          Galaxy-Eyes Cipher Dragon
          Galaxy-Eyes Cipher Dragon
          LIGHT
          Galaxy-Eyes Cipher Dragon
          • ATK:

          • 3000

          • DEF:

          • 2500


          2 Level 8 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; monsters you control cannot attack your opponent directly for the rest of this turn, except this card, also take control of the targeted monster until the End Phase, but while this effect is applied, it has its effects negated, its ATK becomes 3000, also its name becomes "Galaxy-Eyes Cipher Dragon".


          These guys are very strong at OTK because their duel links have 4000 LP and little negate. Furthermore, the Mekk-Knights also have a few Level 8s, so mixing them is easy to understand (even D/D/D and Blue-Eyes are mixed). )

          staple

          UR Rarity
          Book of Moon
          UR Rarity
          Book of Moon
          Book of Moon
          Spell Quick
          Book of Moon

            Target 1 face-up monster on the field; change that target to face-down Defense Position.


            UR Rarity
            Forbidden Lance
            UR Rarity
            Forbidden Lance
            Forbidden Lance
            Spell Quick
            Forbidden Lance

              Target 1 face-up monster on the field; until the end of this turn, that target loses 800 ATK, but is unaffected by the effects of other Spells/Traps.


              UR Rarity
              Crackdown
              UR Rarity
              Crackdown
              Crackdown
              Trap Continuous
              Crackdown

                Activate by targeting 1 face-up monster your opponent controls; take control of that monster. While you control that monster, it cannot attack or activate effects. When that monster leaves the field, destroy this card.




                Tag(s):

                UR Rarity
                Archfiend Eccentrick
                UR Rarity
                Archfiend Eccentrick
                Archfiend Eccentrick
                LIGHT 37
                Archfiend Eccentrick
                • ATK:

                • 800

                • DEF:

                • 1000


                [ Pendulum Effect ] You can target 1 other Spell/Trap on the field; destroy both it and this card. You can only use this effect of "Archfiend Eccentrick" once per turn. [ Monster Effect ] You can Tribute this card, then target 1 monster on the field; destroy it. You can only use this effect of "Archfiend Eccentrick" once per turn.


                UR Rarity
                Mystical Space Typhoon
                UR Rarity
                Mystical Space Typhoon
                Mystical Space Typhoon
                Spell Quick
                Mystical Space Typhoon

                  Target 1 Spell/Trap on the field; destroy that target.


                  SR Rarity
                  Forbidden Chalice
                  SR Rarity
                  Forbidden Chalice
                  Forbidden Chalice
                  Spell Quick
                  Forbidden Chalice

                    Target 1 face-up monster on the field; until the end of this turn, that target gains 400 ATK, but its effects are negated.


                    crackdown: NTR monsters opp but is limited to 3 so consider when building


                    Bombs do not affect Link monsters but still affect normal/effect monsters before they become link materials, but the power is reduced when going after.

                    MST fires spells/traps not once per turn

                    Forbidden Chalice: not really necessary because they negate very hard, but if F2P, you can mix more

                    Forbidden Lance: protects your monsters from spells/traps (yah, spells/traps are more annoying than monsters, unless you play Infernity)

                    Eccentrick: shoots spells/traps or monsters, often used in decks that do not use or rarely use normal summons

                    Number 70: Malevolent Sin, Ningirsu the World Chalice Warrior and Imduk the World Chalice Dragon (staple extra is widely used)

                    SR Rarity
                    Number 70: Malevolent Sin
                    SR Rarity
                    Number 70: Malevolent Sin
                    Number 70: Malevolent Sin
                    DARK
                    Number 70: Malevolent Sin
                    • ATK:

                    • 2400

                    • DEF:

                    • 1200


                    2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.


                    UR Rarity
                    Ningirsu the World Chalice Warrior
                    UR Rarity
                    Ningirsu the World Chalice Warrior
                    Ningirsu the World Chalice Warrior
                    EARTH
                    Ningirsu the World Chalice Warrior
                    • ATK:

                    • 2500

                    • LINK-3

                    Link Arrow:

                    Left

                    Top

                    Right


                    2+ Link Monsters If this card is Link Summoned: Draw cards equal to the number of "World Chalice" monsters this card points to. You can only use this effect of "Ningirsu the World Chalice Warrior" once per turn. Once per turn: You can send 1 card from each player's field to the GYs. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.


                    R Rarity
                    Imduk the World Chalice Dragon
                    R Rarity
                    Imduk the World Chalice Dragon
                    Imduk the World Chalice Dragon
                    WIND
                    Imduk the World Chalice Dragon
                    • ATK:

                    • 800

                    • LINK-1

                    Link Arrow:

                    Top


                    1 Normal Monster, except a Token During your Main Phase, you can Normal Summon 1 "World Chalice" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) At the start of the Damage Step, if this card battles an opponent's monster this card points to: You can destroy that opponent's monster. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.


                    Number 70: banish opp monsters to OTK, easy to get, because LP has 4000, this monster bites 2400, it is almost OTK, even OTK if the match lasts long

                    Imduk: get the body link in the extra monster zone box, set 1 card and have 2 cards in the same column :). Effect that destroys monsters is also okay to use at present

                    Ningirsu: send a monster without a target, draw a card with a World Chalice monster. This card is pointing at it so Imduk can help this one dra... no, Imduk's arrow points up, not down, so don't be delusional.

                    honorary position

                    UR Rarity
                    Decode Talker
                    UR Rarity
                    Decode Talker
                    Decode Talker
                    DARK
                    Decode Talker
                    • ATK:

                    • 2300

                    • LINK-3

                    Link Arrow:

                    Top

                    Bottom-Left

                    Bottom-Right


                    2+ Effect Monsters Gains 500 ATK for each monster it points to. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can Tribute 1 monster this card points to; negate the activation, and if you do, destroy that card.


                    UR Rarity
                    Dark Rebellion Xyz Dragon
                    UR Rarity
                    Dark Rebellion Xyz Dragon
                    Dark Rebellion Xyz Dragon
                    DARK
                    Dark Rebellion Xyz Dragon
                    • ATK:

                    • 2500

                    • DEF:

                    • 2000


                    2 Level 4 monsters You can detach 2 materials from this card, then target 1 face-up monster your opponent controls; its ATK becomes half its current ATK, and if it does, this card gains that lost ATK.


                    SR Rarity
                    Brute Enforcer
                    SR Rarity
                    Brute Enforcer
                    Brute Enforcer
                    DARK
                    Brute Enforcer
                    • ATK:

                    • 1600

                    • LINK-2

                    Link Arrow:

                    Bottom-Left

                    Bottom-Right


                    2 Effect Monsters You can discard 1 card, then target 1 face-up card your opponent controls; your opponent can discard 1 card with the same original card type (Monster, Spell, or Trap) as that face-up card to negate this effect, otherwise destroy that face-up card. You can only use this effect of "Brute Enforcer" once per turn.


                    UR Rarity
                    Unexpected Dai
                    UR Rarity
                    Unexpected Dai
                    Unexpected Dai
                    Spell Normal
                    Unexpected Dai

                      If you control no monsters: Special Summon 1 Level 4 or lower Normal Monster from the Deck.


                      SR Rarity
                      Security Dragon
                      SR Rarity
                      Security Dragon
                      Security Dragon
                      LIGHT
                      Security Dragon
                      • ATK:

                      • 1100

                      • LINK-2

                      Link Arrow:

                      Top

                      Bottom


                      2 monsters Once while face-up on the field, if this card is co-linked: You can target 1 monster your opponent controls; return it to the hand. You can only use this effect of "Security Dragon" once per turn.


                      Delicious but not as popular as the ones above

                      Aleister the Invoker, Invoked Mechaba and Invocation (it's not a monster, it's a god)

                      UR Rarity
                      Aleister the Invoker
                      UR Rarity
                      Aleister the Invoker
                      Aleister the Invoker
                      DARK 4
                      Aleister the Invoker
                      • ATK:

                      • 1000

                      • DEF:

                      • 1800


                      (Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.


                       Rarity
                      Invoked Mechaba
                       Rarity
                      Invoked Mechaba
                      Invoked Mechaba
                      LIGHT 9
                      Invoked Mechaba
                      • ATK:

                      • 2500

                      • DEF:

                      • 2100


                      "Aleister the Invoker" + 1 LIGHT monster Once per turn, when a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can send the same type of card (Monster, Spell, or Trap) from your hand to the GY; negate the activation, and if you do, banish that card.


                      R Rarity
                      Invocation
                      R Rarity
                      Invocation
                      Invocation
                      Spell Normal
                      Invocation

                        Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Material. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's GY as Fusion Material. If this card is in your GY: You can target 1 of your banished "Aleister the Invoker"; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn.


                        no I'm kidding, thank you for reading this tutorial




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