Mekk-Knight Green Horizon
LIGHT 6

Mekk-Knight Green Horizon

  • Archetype:
  • Mekk-Knight

  • ATK:
  • 2100

  • DEF:
  • 1600

  • View:
  • 3731




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 Green Horizon" once per turn this way. When an attack is declared involving this card and an opponent's monster in this card's column: You can target 1 "Mekk-Knight" monster in your GY; add it to your hand.




 
 
AI Power Analysis
ExtenderConfidence: MediumEvaluated Oct 6, 2026
65± 5/ 100
Power Score
Intrinsic 64
Deck 66

Mekk-Knight Green Horizon — Power Evaluation

Final Score: 65 ± 5 · Confidence: Medium

  • Intrinsic: 64 · Deck: 66 · Meta: provisional
  • Primary role: Extender · Secondary: Recovery/Recursion, Material body

Why it scores here

Green Horizon is a reliable extender and recovery piece in Mekk-Knight and allied decks, providing an extra body when column conditions are met and recursion via its GY effect. The card splashes across 34 distinct archetypes without garnet risk and serves as clean generic material. However, the absence of recorded combo board evidence and reliance on column setup and attack interactions limit its power ceiling; it excels as a utility extender rather than a primary combo driver.

Axis scores

Axis Score Evidence
Accessibility 65 Requires 2+ cards in the same column to summon from hand, but Mekk-Knights and 34 other archetypes reliably set up this condition; 150 decks run it with 1.25 average copies. (Observed)
Combo & Conversion 55 Provides one extra body to an existing line and GY recursion when attacked, extending plays without generating a full board from hand; zero recorded combos limit direct board-scaling evidence. (Inferred)
Resource Economy 60 Summons from hand at no card cost, and the GY→hand effect recovers other Mekk-Knights upon attack; this recovery is conditional but meaningful when triggered. (Verified & Inferred)
Effect & Interaction 25 No inherent negation, removal, or disruption; pure utility and recovery with no opponent interaction. (Verified)
Material Utility 70 Level 6 LIGHT Psychic body with 2100 ATK is clean generic material for synchros, links, and fusions, remaining useful even if effects are negated. (Verified)
Resilience & Flexibility 55 Once summoned, usable as material; column-locked to one position per summon; no self-recovery, relying on team redundancy for resilience. (Inferred)
Deck-Building Efficiency 75 Most decks run 1 copy (130 of 150), some run 3 (17 of 150); no garnet risk; splashable across 34 archetypes without heavy restrictions. (Observed)

Calculation

Weight profile: 0.7 Extender + 0.3 Recovery/Recursion. Intrinsic ≈ 64, Deck ≈ 66, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Reliable column-based summoning in Mekk-Knights and related archetypes
  • GY recovery effect provides resource refuel for the archetype
  • Clean generic Level 6 LIGHT Psychic material for synchros and links
  • Splashable across 34 distinct archetypes without garnet risk
  • Flexible copy count (1-3 per deck) adapts to lineups

Weaknesses

  • Requires column setup; not live in all situations
  • No inherent opponent interaction or disruption
  • GY effect triggered only on attack declaration; can be played around via removal or non-attack strategies
  • Provides one body per turn maximum; not a combo amplifier by itself
  • Column-lock mechanic constrains field positioning flexibility

Counters / choke points

  • Instant removal before attack declaration (negates GY recovery trigger)
  • Non-attack strategies (control decks that avoid combat)
  • Column disruption (effects that prevent column setup)

Best use

Extender and recovery piece; provides extra body and GY recursion. Decks: Mekk-Knights (primary home, 56% of all decks), World Legacy variants, Crusadia, Bystial/Byssted, Knightmare.

Evidence & gaps

  • Verified: Card text: conditional summon from hand when 2+ cards in column (once per turn); GY→hand recovery of Mekk-Knight monsters when this card is attacked in its column; Runs in 150 decks with 1.25 average copies across TCG, OCG, MasterDuel, and DuelLinks formats; Core card in Mekk-Knights (guides list it in CORE sections); Splashable across 34 distinct archetypes confirming broad accessibility; Level 6 LIGHT Psychic, 2100 ATK / 1600 DEF — clean generic material stats
  • Observed: Mekk-Knights account for 56% of all 150 decks running this card (across multiple Mekk-Knight variants); Copy distribution shows flexibility: 86.7% run 1 copy, 11.3% run 3 copies, 2% run 2 copies; Top 15 partners are all other Mekk-Knight monsters or World Legacy support cards, confirming tight archetype synergy; No recorded appearances in combo boards or as a starter/material piece (zero combos in evidence)
  • Inferred: Combo conversion is moderate: extends existing lines via extra body and GY recursion, but does not generate full boards from hand alone; Column-lock mechanic provides both setup challenge and field positioning constraint; Synergy with team redundancy in Mekk-Knights reduces single-card vulnerability via recurred resources; GY recovery is powerful when it resolves but conditional on attack interaction; opponents can play around via removal or non-attack strategies; No self-protection once summoned; normal removal vulnerability as a 2100 ATK body
  • Data gaps: No combos supplied — combo conversion and board scaling are text-only inferences; exact board output unknown No StatisticsCard data — archetype inclusion % inferred from 150-deck sample only; larger-sample consistency unknown No banlist token — assumed unlimited (3 copies); actual per-format restrictions not provided No metagame sample — meta power is provisional/null; cannot assess format-specific meta relevance or matchup spread Guides are Vietnamese-only; English guide context absent











https://metaduelist.com/
Top