Mekk-Knight Guide

Mekk-Knight Guide

Mekk-Knight has a turn 2 playstyle, most Mekk-Knights (except low level ones) have the ability to jump from hand if there are 2 or more cards on a column, you can use permanent magic/trap to make it easier to get 2 cards in the same column (because after using that card, it will still be on the field instead of going to the graveyard). You should limit setting instant magic to jump Mekk-Knight because instant magic does not activate during the turn it is set (unless your deck is raidraptor)


However, that doesn't mean this deck can't go turn 1. You can totally go turn 1 or mix it with some cool Engines like Horus (1 permanent magic and 1 monster on the Extra Monster Zone can jump the Mekk-Knights).

or become sucvat lock Iblee , lock Scythe

Sections covered in this guide:




CORE

 

Mekk-Knight Blue Sky (x3)
SR rarity
Mekk-Knight Blue Sky
SR rarity
Mekk-Knight Blue Sky

searcher, auto jump, combo extension very well, can search up to 3 cards if opp doesn't have negate

Mekk-Knight Purple Nightfall (x3)
SR rarity
Mekk-Knight Purple Nightfall
SR rarity
Mekk-Knight Purple Nightfall

searcher, jumps by itself, because it is a quick effect, it can be used in turn opp, you can banish this card (or another monster) to clear the field and then combo, the next turn this card will fly back by itself, because this card has the ability to banish, you can arrange a chain to protect other cards from the target

Girsu the Orcust Mekk-Knight (x3)
UR rarity
Girsu, the Orcust Mekk-Knight
UR rarity
Girsu, the Orcust Mekk-Knight

He can normal summon both "Orcust" and "Mekk-Knight", the ability to spawn tokens on both sides of the field can help other Mekk-Knights jump, this card can even consider itself a Tuner


If that's not enough, this card can also throw 1 "Orcust" or "World Legacy" monster/spell/trap from the deck to the graveyard to back up the next turn (or after being handtrapped) or continue the combo.

Mekk-Knight Indigo Eclipse (x1-2)
N rarity
Mekk-Knight Indigo Eclipse
N rarity
Mekk-Knight Indigo Eclipse

jumps itself as well as being able to move itself or another Mekk-Knight monster to another space, this will leave the space this card jumps onto the field empty (the space has 2 or more cards for the Mekk-Knight to jump to) as well as control with their permanent spells/traps

Mekk-Knight Red Moon (x0-1)
N rarity
Mekk-Knight Red Moon
N rarity
Mekk-Knight Red Moon

auto jump and shoot face up card no once per turn

Mekk-Knight Yellow Star (x0-1)
N rarity
Mekk-Knight Yellow Star
N rarity
Mekk-Knight Yellow Star

auto jump and fire spell/trap no once per turn

Mekk-Knight Green Horizon (x0-1)
N rarity
Mekk-Knight Green Horizon
N rarity
Mekk-Knight Green Horizon

what is this


if you use field you can use this leaf

World Legacy's Memory (x1-3)
R rarity
World Legacy's Memory
R rarity
World Legacy's Memory

Can jump Mekk-Knight straight from hand or deck but is locked "Mekk-Knight" in return, monsters jumping onto the field can still activate the effect, because this is an instant magic, can jump monsters turn opp, plays very well with their permanent spells/traps

World Legacy Key (x0-1)
N rarity
World Legacy Key
N rarity
World Legacy Key

The row return and negate trap activate in the same column as your "Mekk-Knight" monster but are rarely used because trap decks are not always encountered while spells are used in almost every deck.

World Legacy's Secret (x1)
N rarity
World Legacy's Secret
N rarity
World Legacy's Secret

Jump Level 5 or higher monster straight from grave (does not have to be Mekk-Knight)


Blocks the effect of monsters activating in the same column as your "Mekk-Knight" monster, with the support of Indigo you can make opp suffer, especially when Link monster has to be summoned to the Extra Monster Zone before expanding the field

World Legacy Whispers (x0-1)
N rarity
World Legacy Whispers
N rarity
World Legacy Whispers

has the ability to block the effect of a spell card activated in the same column as your "Mekk-Knight" monster, increasing ATK/DEF helps you bait negate or disrupt very well, because if the opp doesn't block, they will be punched by a Mekk-Knight with more than 3000 ATK into their boss or negate.

Mekk-Knight of the Morning Star (x1-2)
SR rarity
Mekk-Knight of the Morning Star
SR rarity
Mekk-Knight of the Morning Star

searched almost the whole deck, almost became gigachad but he only discarded "Mekk-Knight" or "World Legacy" instead of throwing away the extra cards in his hand like Psy-Frame Driver


Another good thing about this card is that any monster in the same column as your Mekk-Knight monster will not cause damage, and Mekk-Knight monsters will not be destroyed by combat, but monsters in the same column will be controlled by permanent spells/traps.

Lib the World Key Blademaster (x2-3)
SR rarity
Lib the World Key Blademaster
SR rarity
Lib the World Key Blademaster

easy to get, but must have World Legacy in the grave to be able to link, in return this card sets 1 World Legacy spell/trap straight from the deck, but must have World Legacy in the grave to use so if your combo banishes a World Legacy card or something, immediately activate the card you set if possible to avoid wasting


This card also has the ability to remove, bait negate or erase opp's disrupt quite well.

Mekk-Knight Spectrum Supreme and Mekk-Knight Avram (x0-1)
UR rarity
Mekk-Knight Spectrum Supreme
UR rarity
Mekk-Knight Spectrum Supreme
N rarity
Mekk-Knight Avram
N rarity
Mekk-Knight Avram

Normally, this card is rarely used, but if you use field, this card contributes to 1 in 8 banished cards.

Mekk-Knight Crusadia Avramax (x1)
UR rarity
Mekk-Knight Crusadia Avramax
UR rarity
Mekk-Knight Crusadia Avramax

chad, both "Mekk-Knight" and "Crusadia" if upgraded with I:P will not be destroyed by effects. This card is not only untargetable but also almost invincible in battle, and if it accidentally leaves the field, it can push a card back to the deck, causing trouble for opp.

Galatea, the Orcust Automaton, Dingirsu and the Orcust of the Evening Star (x1)
SR rarity
Galatea, the Orcust Automaton
SR rarity
Galatea, the Orcust Automaton
UR rarity
Dingirsu, the Orcust of the Evening Star
UR rarity
Dingirsu, the Orcust of the Evening Star

Galatea : restores the goods as well as sets a Spell/Trap Orcust straight from the deck, then you can use this card on Dingirsu


Dingirsu : both restores goods, upgrades easily, protects yourself and other cards from being destroyed as well as sending non-target opp cards, gigachad

World Legacy - "World Armor" (x0-1)
R rarity
World Legacy - "World Armor"
R rarity
World Legacy - "World Armor"

Ability to search and push opp cards to hand

World Legacy - "World Chalice" (x0-1)
R rarity
World Legacy - "World Chalice"
R rarity
World Legacy - "World Chalice"

makes it difficult for opp to special summon monsters from the Extra Deck as well as has the ability to search for World Legacy monsters/spells/traps, but except the turn this card is sent to the grave



This card can also start a good combo in a World Chalice deck by jumping 2 World Chalice monsters from the deck but is easily caught and costs normal summon/set.

World Legacy Scars (x0-1)
N rarity
World Legacy Scars
N rarity
World Legacy Scars

If you use this card, you will have a different playstyle compared to the normal Mekk-Knight, this card helps you send all the cards in your hand or the enemy's Extra deck to the grave, but this sometimes helps opp to play stronger because there are cards that activate effects when going to the grave or activate effects from the grave

World Legacy Succession (x1)
SR rarity
World Legacy Succession
SR rarity
World Legacy Succession

placed face down on the field by Lib , can jump any monster, not necessarily Mekk-Knight from the grave to the monster square Link points to

World Legacy Monstrosity (x0-1)
SR rarity
World Legacy Monstrosity
SR rarity
World Legacy Monstrosity

allows you to jump 2 Level 9 monsters straight from your deck if you have a Level 9 monster, like Invoked Mechaba :)



Staple

 

Divine Arsenal AA-ZEUS - Sky Thunder and Super Starslayer TY-PHON - Sky Crisis (x0-1)
UR rarity
Divine Arsenal AA-ZEUS - Sky Thunder
UR rarity
Divine Arsenal AA-ZEUS - Sky Thunder
UR rarity
Super Starslayer TY-PHON - Sky Crisis
UR rarity
Super Starslayer TY-PHON - Sky Crisis

Hired, strong yard clearing ability, big body, easy to get up

play whatever you like
UR rarity
Nibiru, the Primal Being
UR rarity
Nibiru, the Primal Being
UR rarity
Limited to 2 copies
Called by the Grave
UR rarity
Limited to 2 copies
Called by the Grave
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Super Polymerization
UR rarity
Super Polymerization
UR rarity
Infinite Impermanence
UR rarity
Infinite Impermanence
UR rarity
Limited to 1 copy
Crossout Designator
UR rarity
Limited to 1 copy
Crossout Designator
UR rarity
Maxx "C"
UR rarity
Maxx "C"

 

I:P Masquerena, S:P Little Knight and Knightmare Unicorn (I:P and friends)
UR rarity
I:P Masquerena
UR rarity
I:P Masquerena
UR rarity
S:P Little Knight
UR rarity
S:P Little Knight
UR rarity
Knightmare Unicorn
UR rarity
Knightmare Unicorn

cards that help you harass your opponent, I:P has the ability to link on the enemy's turn and that monster is not destroyed by the opponent's effect


You will go up to 1 of the 2 remaining monsters depending on the situation to harass the opponent.

Link Spider and Salamangreat Almiraj (Link 1)
SR rarity
Link Spider
SR rarity
Link Spider
UR rarity
Salamangreat Almiraj
UR rarity
Salamangreat Almiraj

Link 1 with the effect of sending monsters to the grave, Link Spider helps you to play through Nibiru by linking tokens to Link Spider

Underworld Goddess of the Closed World, Borrelsword Dragon and Accesscode Talker (yard cleanup)
UR rarity
Underworld Goddess of the Closed World
UR rarity
Underworld Goddess of the Closed World
UR rarity
Borrelsword Dragon
UR rarity
Borrelsword Dragon
UR rarity
Accesscode Talker
UR rarity
Accesscode Talker

These Mekk-Knights have big bodies so OTK is very easy, however in some cases the opp has very strong bodies and needs a few cards like above to be able to pass.

Chaos Angel (x0-1)
UR rarity
Chaos Angel
UR rarity
Chaos Angel

Decks with LIGHT or DARK can use this card, especially you can play Bystial to get this card easier, a very big body card, easy to get, has banish and protection

Decode Talker Heatsoul (x0-1)
UR rarity
Decode Talker Heatsoul
UR rarity
Decode Talker Heatsoul

Lib is Cyberse and Link Spider or Almiraj too, a good body card with draw 2 ability to increase resources


if you are too poor you can still use I:P but if you do that turn opp will be less pressure

Small World and Pot of Prosperity (+69 Consistency)
SR rarity
Small World
SR rarity
Small World
SR rarity
Limited to 1 copy
Pot of Prosperity
SR rarity
Limited to 1 copy
Pot of Prosperity

If you brick too much, you can use these cards to increase stability, especially Pot can peel to handtrap if you spin full combo to create more pressure

Bystials
UR rarity
The Bystial Lubellion
UR rarity
The Bystial Lubellion
SR rarity
Branded Regained
SR rarity
Branded Regained
R rarity
Branded Beast
R rarity
Branded Beast
UR rarity
Limited to 1 copy
Bystial Magnamhut
UR rarity
Limited to 1 copy
Bystial Magnamhut
SR rarity
Limited to 1 copy
Bystial Saronir
SR rarity
Limited to 1 copy
Bystial Saronir
SR rarity
Bystial Baldrake
SR rarity
Bystial Baldrake
SR rarity
Limited to 1 copy
Bystial Druiswurm
SR rarity
Limited to 1 copy
Bystial Druiswurm

These guys are both handtraps and resource adders or restorers, and can easily build Chaos Angel to pressure the opponent as well as banish Yubel or Voiceless Voice.

Number 84: Pain Gainer (x0-1)
N rarity
Number 84: Pain Gainer
N rarity
Number 84: Pain Gainer

You can stomp Dingirsu on this card, then Zeus or simply put it on the field to burn opp (although it sounds stupid)

Horus
UR rarity
Imsety, Glory of Horus
UR rarity
Imsety, Glory of Horus
UR rarity
The Zombie Vampire
UR rarity
The Zombie Vampire
UR rarity
Hapi, Guidance of Horus
UR rarity
Hapi, Guidance of Horus
UR rarity
King's Sarcophagus
UR rarity
King's Sarcophagus

Purple Nightfall is Level 8 so you can easily level up to Zombie Vampire with the help of Horus and the resources added by Zombie Vampire

hired gun
UR rarity
Limited to 2 copies
Kashtira Unicorn
UR rarity
Limited to 2 copies
Kashtira Unicorn
UR rarity
Limited to 1 copy
Kashtira Fenrir
UR rarity
Limited to 1 copy
Kashtira Fenrir
SR rarity
Limited to 2 copies
Kashtira Birth
SR rarity
Limited to 2 copies
Kashtira Birth
UR rarity
Limited to 1 copy
Pressured Planet Wraitsoth
UR rarity
Limited to 1 copy
Pressured Planet Wraitsoth

You jump Unicorn , search Birth , put Birth right in the enemy's column, so you have 2 cards in the same column to jump Mekk-Knight

Aleister the Invoker and Snake-Eye Ash (you don't waste normal summon so...)
SR rarity
Aleister the Invoker
SR rarity
Aleister the Invoker
SR rarity
Limited to 1 copy
Snake-Eye Ash
SR rarity
Limited to 1 copy
Snake-Eye Ash

Invoked can jump monsters to Extra Monster Zone for Mekk-Knight to jump or negate, but Snake-eyes makes Mekk-Knights become an engine.

Pay court
UR rarity
Nibiru, the Primal Being
UR rarity
Nibiru, the Primal Being
UR rarity
Limited to 2 copies
Change of Heart
UR rarity
Limited to 2 copies
Change of Heart
UR rarity
Dark Ruler No More
UR rarity
Dark Ruler No More
UR rarity
Kurikara Divincarnate
UR rarity
Kurikara Divincarnate
SR rarity
Gameciel, the Sea Turtle Kaiju
SR rarity
Gameciel, the Sea Turtle Kaiju
SR rarity
Evenly Matched
SR rarity
Evenly Matched
UR rarity
Lightning Storm
UR rarity
Lightning Storm
UR rarity
Limited to 1 copy
Harpie's Feather Duster
UR rarity
Limited to 1 copy
Harpie's Feather Duster
UR rarity
Limited to 2 copies
Raigeki
UR rarity
Limited to 2 copies
Raigeki
UR rarity
Dinowrestler Pankratops
UR rarity
Dinowrestler Pankratops

Not always the more opp cards Mekk-Knight is stronger, it is useful when you need to clear resources or bait negate the enemy to be able to play

Knightmare Corruptor Iblee (sucvat)
SR rarity
Knightmare Corruptor Iblee
SR rarity
Knightmare Corruptor Iblee

After being sent to the grave, this card will jump to the opp's field and lock the opp, only being able to summon Link monsters. Opp playing decks that only have Synchro or Fusion are almost beyond help (unless they play a tournament with a side deck or for some reason they bring a link monster using Iblee as material).

Artifact Scythe and Artifact Dagda (second sucvat)
UR rarity
Artifact Scythe
UR rarity
Artifact Scythe
SR rarity
Artifact Dagda
SR rarity
Artifact Dagda

It's also a lock but less frustrating and easier to get on.

Phoenix
R rarity
Destiny HERO - Denier
R rarity
Destiny HERO - Denier
UR rarity
Limited to 1 copy
Predaplant Verte Anaconda
UR rarity
Limited to 1 copy
Predaplant Verte Anaconda
SR rarity
Limited to 2 copies
Destiny HERO - Malicious
SR rarity
Limited to 2 copies
Destiny HERO - Malicious
R rarity
Destiny HERO - Dasher
R rarity
Destiny HERO - Dasher
UR rarity
Destiny HERO - Plasma
UR rarity
Destiny HERO - Plasma
R rarity
Limited to 2 copies
Fusion Destiny
R rarity
Limited to 2 copies
Fusion Destiny
UR rarity
Destiny HERO - Destroyer Phoenix Enforcer
UR rarity
Destiny HERO - Destroyer Phoenix Enforcer

shoots cards, big body, annoying ATK reduction and self-revive, however holding Destiny Heros pieces in hand sometimes (actually 100%) bricks

Spell Card "Soul Exchange" (greasy)
Card rarity
Spell Card "Soul Exchange"
Card rarity
Spell Card "Soul Exchange"

if opp doesn't let you dance Mekk-Knight you can always tribute them, stonks

Black Luster Soldier - Soldier of Chaos (x0-1)
UR rarity
Black Luster Soldier - Soldier of Chaos
UR rarity
Black Luster Soldier - Soldier of Chaos

Because the Mekk-Knights have high levels, this card will not be targeted or destroyed by effects. This card also has the ability to increase attack, punch OTK twice or banish non-target cards, create a hard body as well as OTK or subtract opp's original hand.



Cumbo

 




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