Spell
FieldWorld Legacy Scars
Archetype:
Mekk-Knight
View:
3581
All "Mekk-Knight" monsters on the field gain 300 ATK/DEF. Once per turn: You can discard 1 "Mekk-Knight" monster or 1 "World Legacy" card; draw 1 card. You can banish 8 "Mekk-Knight" monsters with different names from your GY and/or face-up from your field; send your opponent's entire hand and Extra Deck to the GY.
World Legacy Scars — Power Evaluation
Final Score: 54 ± 6 · Confidence: Medium
- Intrinsic: 53 · Deck: 55 · Meta: provisional
- Primary role: Boss / End-board · Secondary: Recovery/Recursion, Floodgate/Control
Why it scores here
World Legacy Scars is a Field Spell, so its ATK/DEF is irrelevant. Its value comes from two text effects: a once-per-turn discard-1 draw-1 loop that keeps the hand filtered, and a late-game effect that sends the opponent's entire hand and Extra Deck to the GY once 8 differently named Mekk-Knights are banished from the GY and/or field. The +300 ATK/DEF aura is a board buff for the archetype, not a power driver on its own. The score stays moderate because the finishing effect is conditional on the 8-name requirement, and no combo data confirms how often that threshold is reached.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Present in 185 sampled decks at 1.4 average copies, mostly as a single copy, with the Mekk-Knight core partners in about 98% of those decks; no combo data confirms how often it is live in the opening hand (observed). |
| Combo & Conversion | 55 | The +300 ATK/DEF aura and the draw loop support the Mekk-Knight board, but combos_evidence has zero appearances, so conversion rests on text only (inferred). |
| Resource Economy | 60 | The discard-1 draw-1 loop is card-neutral filtering, and the 8-banish effect delivers large hand and Extra Deck advantage when it resolves (verified from card text). |
| Effect & Interaction | 65 | Sending the opponent's full hand and Extra Deck to the GY is strong disruption, but it requires 8 differently named Mekk-Knights, which limits when it is live (verified from card text, timing inferred). |
| Material Utility | 10 | A Field Spell cannot be used as Extra Deck material or a Level/Attribute body, so this axis is near zero (verified from card type). |
| Resilience & Flexibility | 45 | Resistant to monster-based removal, but exposed to Field Spell destruction and dependent on the Mekk-Knight board staying alive for its aura and 8-name threshold (inferred). |
| Deck-Building Efficiency | 75 | A single copy in most decks, no garnet or lock restriction, and a cheap slot cost for a 1-copy-to-3-copy card (observed from copies_per_deck). |
Calculation
Weight profile: 0.7 Boss/End-board + 0.3 Recovery/Recursion. Intrinsic ≈ 53, Deck ≈ 55, Meta = provisional. Modifiers: Archetype-locked restriction (-3). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Strong end-game hand and Extra Deck disruption once 8 differently named Mekk-Knights are available
- Once-per-turn draw-1 loop keeps the hand filtered without costing card advantage
- Low deckbuilding cost: single copy in most decks, no garnet restriction
- Core partner of the Mekk-Knight ecosystem (about 98% co-occurrence with the archetype's core cards)
Weaknesses
- Zero Field Spell material value; no ATK/DEF or Level body to contribute
- The hand and Extra Deck wipe needs 8 differently named Mekk-Knights in GY and/or on field
- Only Mekk-Knight-locked; the text does not support use outside the archetype
- Field Spell removal shuts off the aura and draw loop at once
Counters / choke points
- Field Spell destruction or replacement (general category; no specific card named in the evidence)
- Opponents who keep their GY thin, limiting the 8-name threshold (inferred)
Best use
Late-game finisher and hand filter in Mekk-Knight-based decks. Decks: Mekk-Knights, World Legacy, Fiendsmith. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: continuous +300 ATK/DEF aura for Mekk-Knights; Card text: once-per-turn discard 1 Mekk-Knight or World Legacy card, draw 1; Card text: banish 8 differently named Mekk-Knights from GY and/or field to send the opponent's entire hand and Extra Deck to the GY; Card type: Field Spell, so it cannot be Extra Deck material; Decks: 185 sampled decks run it, average 1.4 copies, co-occurring with the Mekk-Knight core in about 98% of decks
- Observed: Gameplay type 7 accounts for 65.4% of decks running it; Copy distribution: 143 decks at 1 copy, 10 at 2, 32 at 3
- Inferred: Hand and Extra Deck wipe timing is conditional on the 8-name threshold, which is hard to reach early; Field Spell removal would shut off both the aura and the draw loop; Intrinsic power is limited because the strongest effect is conditional and the evidence lacks combo data
- Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only no combo evidence on how often the 8-name banish threshold is reached in practice no rulings supplied for the once-per-turn draw loop or the 8-name banish timing






