Created by: YGO Mod (20517634)

Created On: 10/15/2023

Main: 55 Extra: 14

1 cardGirsu, the Orcust Mekk-Knight 1 cardGirsu, the Orcust Mekk-Knight
Girsu, the Orcust Mekk-Knight
DARK 4
Girsu, the Orcust Mekk-Knight
  • ATK:

  • 1800

  • DEF:

  • 0


If this card is Normal or Special Summoned: You can send 1 "Orcust" or "World Legacy" card from your Deck to the GY, then, if there are 2 or more other cards in this card's column, treat this card as a Tuner this turn. If you control no other monsters: You can Special Summon 1 "World Legacy Token" (Machine/DARK/Level 1/ATK 0/DEF 0) to both players' fields in Defense Position. You can only use each effect of "Girsu, the Orcust Mekk-Knight" once per turn.


3 cardMekk-Knight Blue Sky 3 cardMekk-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.


3 cardMekk-Knight Green Horizon 3 cardMekk-Knight Green Horizon
Mekk-Knight Green Horizon
LIGHT 6
Mekk-Knight Green Horizon
  • ATK:

  • 2100

  • DEF:

  • 1600


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.


3 cardMekk-Knight Indigo Eclipse 3 cardMekk-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.


3 cardMekk-Knight Orange Sunset 3 cardMekk-Knight Orange Sunset
Mekk-Knight Orange Sunset
LIGHT 6
Mekk-Knight Orange Sunset
  • ATK:

  • 800

  • DEF:

  • 3000


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 Orange Sunset" once per turn this way. If an opponent's card in this card's column is destroyed by battle, or leaves the field: You can Special Summon 1 "Mekk-Knight" monster from your hand.


3 cardMekk-Knight Purple Nightfall 3 cardMekk-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.


3 cardMekk-Knight Red Moon 3 cardMekk-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.


3 cardMekk-Knight Yellow Star 3 cardMekk-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.


3 cardMekk-Knight Avram 3 cardMekk-Knight Avram
Mekk-Knight Avram
LIGHT 4
Mekk-Knight Avram
  • ATK:

  • 2000

  • DEF:

  • 0


"Check THIS out!"


1 cardBrain Research Lab 1 cardBrain Research Lab
Brain Research Lab
Spell Field
Brain Research Lab

    Once per turn, you can Normal Summon 1 Psychic-Type monster in addition to your Normal Summon or Set. If successful, place 1 Psychic Counter on this card. You can also place 1 Psychic Counter on this card instead of paying Life Points to activate any Psychic-Type monster's effect that you control. When this card is removed from the field, the controller of this card takes 1000 damage for each Psychic Counter on it.


    1 cardEmergency Teleport
    1 cardEmergency Teleport
    Emergency Teleport
    Spell Quick
    Emergency Teleport

      Special Summon 1 Level 3 or lower Psychic-Type monster from your hand or Deck, but banish it during the End Phase of this turn.




      Tag(s):

      2 cardExtra Net 2 cardExtra Net
      Extra Net
      Spell Field
      Extra Net

        If a monster(s) is Special Summoned from the Extra Deck: The opponent of the player that conducted the Special Summon can apply this effect. ● Draw 1 card.


        1 cardFire Prison 1 cardFire Prison
        Fire Prison
        Spell Field
        Fire Prison

          All Dragon monsters on the field gain 300 DEF. If any Link Monsters are on the field, neither player can Link Summon a Link Monster with a lower Link Rating than the highest Link Rating on the field. Monsters cannot attack, except Link Monsters. Apply the following effects while 2 or more Cyberse Link Monsters are on the field. ● Negate the activated effects of Cyberse monsters. ● Cyberse monsters cannot attack, cannot be targeted for attacks, and cannot be targeted by card effects.


          1 cardLightwave Tuning 1 cardLightwave Tuning
          Lightwave Tuning
          Spell Normal
          Lightwave Tuning

            Select 1 Level 4 LIGHT monster you control. It is treated as a Tuner monster while it is face-up on the field.


            1 cardMonster Reborn
            1 cardMonster Reborn
            Monster Reborn
            Spell Normal
            Monster Reborn

              Target 1 monster in either GY; Special Summon it.




              Tag(s):

              2 cardPacket Swap 2 cardPacket Swap
              Packet Swap
              Spell Normal
              Packet Swap

                Target 1 face-up non-Link Monster you control and 1 Link Monster your opponent controls; switch control of those monsters. You can only activate 1 "Packet Swap" per turn.


                1 cardPsychokinesis 1 cardPsychokinesis
                Psychokinesis
                Spell Normal
                Psychokinesis

                  If you control a Psychic-Type monster: Target 1 card on the field; destroy it, and if you do, take 1000 damage.


                  2 cardRank-Up-Magic Admiration of the Thousands 2 cardRank-Up-Magic Admiration of the Thousands
                  Rank-Up-Magic Admiration of the Thousands
                  Spell Normal
                  Rank-Up-Magic Admiration of the Thousands

                    Target 1 or more Xyz Monsters in each Graveyard, all of the same Rank; Special Summon from your Extra Deck, 1 "Number C" or "CXyz" monster that is 1 Rank higher than those monsters, and attach those monsters to it as Xyz Materials. You cannot Special Summon other monsters during the turn you activate this card. You can only activate 1 "Rank-Up-Magic Admiration of the Thousands" per turn.


                    1 cardSacred Sword of Seven Stars
                    1 cardSacred Sword of Seven Stars
                    Sacred Sword of Seven Stars
                    Spell Normal
                    Sacred Sword of Seven Stars

                      Banish 1 Level 7 monster from your hand or face-up from your side of the field; draw 2 cards. You can only activate 1 "Sacred Sword of Seven Stars" per turn.


                      2 cardStar Power!! 2 cardStar Power!!
                      Star Power!!
                      Spell Quick
                      Star Power!!

                        During damage calculation, if your Link Monster battles an opponent's monster: Your monster gains ATK equal to the total Levels/Ranks of the monsters it points to x 400, during that damage calculation only. You can only activate 1 "Star Power!!" per turn.


                        1 cardTelekinetic Charging Cell 1 cardTelekinetic Charging Cell
                        Telekinetic Charging Cell
                        Spell Equip
                        Telekinetic Charging Cell

                          Equip only to a Psychic-Type monster. You do not have to pay Life Points to activate its effect(s). When the equipped monster is destroyed and this card is sent to the Graveyard, you can pay 1000 Life Points to return this card to your hand.


                          1 cardThe World Legacy 1 cardThe World Legacy
                          The World Legacy
                          Spell Continuous
                          The World Legacy

                            You can only control 1 "The World Legacy". Each time a face-up Level 5 or higher monster(s) is sent from the field to the GY, place 1 counter on this card for each sent card (max. 7). You can send this card with 7 counters to the GY; Special Summon 1 Cyberse Link Monster from your Extra Deck.


                            1 cardWorld Legacy Key 1 cardWorld 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.


                              1 cardWorld Legacy Scars 1 cardWorld Legacy Scars
                              World Legacy Scars
                              Spell Field
                              World Legacy Scars

                                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.


                                1 cardWorld Legacy Succession 1 cardWorld Legacy Succession
                                World Legacy Succession
                                Spell Normal
                                World Legacy Succession

                                  Target 1 monster in your GY; Special Summon it to your zone a Link Monster points to. You can only activate 1 "World Legacy Succession" per turn.


                                  1 cardWorld Legacy's Corruption 1 cardWorld Legacy's Corruption
                                  World Legacy's Corruption
                                  Spell Continuous
                                  World Legacy's Corruption

                                    Once per turn, if a face-up Link Monster you control is destroyed by battle, or leaves the field because of an opponent's card effect: You can Special Summon 1 "World Legacy" monster from your hand or Deck in Defense Position. You can only control 1 "World Legacy's Corruption".


                                    1 cardWorld Legacy's Memory 1 cardWorld 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.


                                      2 cardInfinite Impermanence 2 cardInfinite Impermanence
                                      Infinite Impermanence
                                      Trap Normal
                                      Infinite Impermanence

                                        Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                                        1 cardTelepathic Power 1 cardTelepathic Power
                                        Telepathic Power
                                        Trap Normal
                                        Telepathic Power

                                          When a Psychic-Type monster you control is destroyed by battle with an opponent's attacking monster: Target the opponent's monster; destroy that target, and if you do, gain LP equal to the destroyed monster's ATK on the field.


                                          2 cardTriggered Summon 2 cardTriggered Summon
                                          Triggered Summon
                                          Trap Normal
                                          Triggered Summon

                                            Activate only when a monster is Special Summoned to your opponent's side of the field. Each player can Special Summon 1 Level 4 or lower monster from their hand.


                                            1 cardWorld Legacy Awakens 1 cardWorld Legacy Awakens
                                            World Legacy Awakens
                                            Trap Normal
                                            World Legacy Awakens

                                              Immediately after this effect resolves, Link Summon 1 Link Monster using monster(s) you control as material. You can only activate 1 "World Legacy Awakens" per turn.


                                              1 cardWorld Legacy Whispers
                                              1 cardWorld 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.


                                                1 cardWorld Legacy's Secret
                                                1 cardWorld 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.


                                                  1 cardMekk-Knight Crusadia Avramax 1 cardMekk-Knight Crusadia Avramax
                                                  Mekk-Knight Crusadia Avramax
                                                  LIGHT
                                                  Mekk-Knight Crusadia Avramax
                                                  • ATK:

                                                  • 3000

                                                  • LINK-4

                                                  Link Arrow:

                                                  Left

                                                  Right

                                                  Bottom-Left

                                                  Bottom-Right


                                                  2+ monsters Special Summoned from the Extra Deck While this Link Summoned card is on the field, your opponent cannot target this card with card effects, also their monsters cannot target monsters for attacks, except this one. Once per battle, during damage calculation, if this card battles a Special Summoned monster (Quick Effect): You can make this card gain ATK equal to that opponent's monster's ATK during that damage calculation only. If this Link Summoned card you control is sent to your GY by an opponent's card: You can shuffle 1 card on the field into the Deck.


                                                  3 cardMekk-Knight of the Morning Star 3 cardMekk-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.


                                                  3 cardMekk-Knight Spectrum Supreme 3 cardMekk-Knight Spectrum Supreme
                                                  Mekk-Knight Spectrum Supreme
                                                  LIGHT
                                                  Mekk-Knight Spectrum Supreme
                                                  • ATK:

                                                  • 3000

                                                  • LINK-3

                                                  Link Arrow:

                                                  Bottom-Left

                                                  Bottom

                                                  Bottom-Right


                                                  2+ "Mekk-Knight" monsters This card can attack directly if it is the only card in its column. If this card in the Extra Monster Zone points to no monsters, it cannot be destroyed by card effects, also your opponent cannot target it with card effects. You can send 1 other card you control in this card's column to the GY: Special Summon 1 "Mekk-Knight" monster from your Deck in Defense Position. You can only use this effect of "Mekk-Knight Spectrum Supreme" once per turn.


                                                  1 cardCentur-Ion Legatia 1 cardCentur-Ion Legatia
                                                  Centur-Ion Legatia
                                                  LIGHT 12
                                                  Centur-Ion Legatia
                                                  • ATK:

                                                  • 3500

                                                  • DEF:

                                                  • 2000


                                                  1 Tuner + 1+ non-Tuner monsters Your monsters with 2000 or less ATK cannot be destroyed by battle. You can only use each of the following effects of "Centur-Ion Legatia" once per turn. If this card is Special Summoned: You can draw 1 card, then you can destroy the monster your opponent controls with the highest ATK (your choice, if tied). During the End Phase: You can place 1 non-Synchro "Centur-Ion" monster from your hand or GY in your Spell & Trap Zone as a face-up Continuous Trap.


                                                  1 cardPowered Inzektron 1 cardPowered Inzektron
                                                  Powered Inzektron
                                                  LIGHT 6
                                                  Powered Inzektron
                                                  • ATK:

                                                  • 2500

                                                  • DEF:

                                                  • 1600


                                                  1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: This turn, this card cannot be destroyed by battle or by card effects, also you take no damage.


                                                  1 cardNumber 25: Force Focus 1 cardNumber 25: Force Focus
                                                  Number 25: Force Focus
                                                  LIGHT
                                                  Number 25: Force Focus
                                                  • ATK:

                                                  • 2800

                                                  • DEF:

                                                  • 2400


                                                  2 Level 6 monsters Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 Level 5 or higher Effect Monster your opponent controls; negate the effects of that opponent's face-up monster, until the end of the turn.


                                                  1 cardNumber 6: Chronomaly Atlandis 1 cardNumber 6: Chronomaly Atlandis
                                                  Number 6: Chronomaly Atlandis
                                                  LIGHT
                                                  Number 6: Chronomaly Atlandis
                                                  • ATK:

                                                  • 2600

                                                  • DEF:

                                                  • 3000


                                                  2 Level 6 monsters When this card is Xyz Summoned: You can target 1 "Number" monster in your Graveyard; equip that target to this card. This card gains ATK equal to half the ATK of that equipped monster. Once per turn: You can detach 1 Xyz Material from this card, then send the monster equipped by this effect to the Graveyard; halve your opponent's Life Points. You cannot conduct your Battle Phase the turn you activate this effect.


                                                  1 cardNumber 69: Heraldry Crest 1 cardNumber 69: Heraldry Crest
                                                  Number 69: Heraldry Crest
                                                  LIGHT
                                                  Number 69: Heraldry Crest
                                                  • ATK:

                                                  • 2600

                                                  • DEF:

                                                  • 1400


                                                  3 Level 4 monsters When this card is Special Summoned: Negate the effects of all other face-up Xyz Monsters currently on the field. You can target 1 other face-up Xyz Monster on the field; until the End Phase, this card's name and original effect become the same as that monster. You can only use this effect of "Number 69: Heraldry Crest" once per turn.


                                                  1 cardNumber C6: Chronomaly Chaos Atlandis 1 cardNumber C6: Chronomaly Chaos Atlandis
                                                  Number C6: Chronomaly Chaos Atlandis
                                                  LIGHT
                                                  Number C6: Chronomaly Chaos Atlandis
                                                  • ATK:

                                                  • 3300

                                                  • DEF:

                                                  • 3300


                                                  3 Level 7 monsters If you activate any of this card's effects, your opponent takes no further damage this turn. Once per turn: You can target 1 monster your opponent controls; equip that target to this card as an Equip Spell Card whose effect makes this monster gain 1000 ATK. If this card has "Number 6: Chronomaly Atlandis" as an Xyz Material, it gains this effect. ● You can detach 3 Xyz Materials from this card and send all "Number" monsters equipped by this card's effect to the Graveyard (min. 1); make your opponent's Life Points 100.


                                                  1 cardNumber C69: Heraldry Crest of Horror 1 cardNumber C69: Heraldry Crest of Horror
                                                  Number C69: Heraldry Crest of Horror
                                                  LIGHT
                                                  Number C69: Heraldry Crest of Horror
                                                  • ATK:

                                                  • 4000

                                                  • DEF:

                                                  • 1800


                                                  4 Level 5 monsters When an opponent's monster declares an attack: You can destroy all cards your opponent controls. If this card has "Number 69: Heraldry Crest" as an Xyz Material, it gains this effect. ● Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up Xyz Monster your opponent controls; this card gains ATK equal to that face-up monster's original ATK, and if it gains ATK this way, this card's name becomes that monster's, and it gains that monster's original effect. These effects last until the End Phase.




                                                  More OCG Info

                                                  Mekk-Knights Breakdown

                                                   

                                                   

                                                   

                                                   

                                                   

                                                   

                                                   

                                                   

                                                   

                                                   

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