Created by: YGO Mod (20517634)

Created On: 11/07/2022

Middle Age Mechs

Need 9 UR

UR Rarity
Mekk-Knight Purple Nightfall1 card
UR Rarity
Mekk-Knight Yellow Star1 card
UR Rarity
Rescue Rabbit2 card
UR Rarity
Mekk-Knight of the Morning Star2 card
UR Rarity
Ningirsu the World Chalice Warrior1 card
UR Rarity
Dark Rebellion Xyz Dragon1 card
UR Rarity
World Legacy's Secret1 card

Main: 20 Extra: 8

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.


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.


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.


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.


N Rarity
Mekk-Knight Orange Sunset
N Rarity
Mekk-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.


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.


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.


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.


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.


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.


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!"


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!"


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!"


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.


    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.


      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.


        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.


          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 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.


              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.


                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.


                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.


                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.


                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.


                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:

                Top

                Left

                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.


                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.


                R Rarity
                Number 68: Sanaphond the Sky Prison
                R Rarity
                Number 68: Sanaphond the Sky Prison
                Number 68: Sanaphond the Sky Prison
                DARK
                Number 68: Sanaphond the Sky Prison
                • ATK:

                • 2100

                • DEF:

                • 2700


                2 Level 8 monsters Gains 100 ATK and DEF for each monster in the GYs. Once per turn: You can detach 1 material from this card; until the end of your opponent's next turn, this card cannot be destroyed by card effects, also neither player can Special Summon monsters from the GYs.


                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.




                More Duel Links Info

                Mekk-Knights Breakdown

                 

                 

                 

                 

                 

                 

                 

                 

                 

                 

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