Instructions for Playing Mekk-Knight

Instructions for Playing Mekk-Knight

Mekk-Knight is a deck that jumps from hand if there are 2 CARDS (including monsters/magic/traps) in the same column, so if you have spells/traps, put them face down or move monsters to another space to leave space for them. If this jumps, this deck will be very strong. And duel links have enough skill to meet those two conditions


Mekk-Knight is a combo deck with extremely strong field placement capabilities, and I will name them by color to make it easier, for example: Purple Nightfall -> Purple

Deck: Combo
Price: Very expensive
Should you play F2P: no
Farmers who work hard to plow should play: it depends, the deck is currently showing itself very well
ATTRIBUTE : LIGHT
Type : Psychic

Sections covered in this guide:




Skill

In general, you guys can bring anything, but there are 2 skills that are good at the moment

Middle Age Mechs (Skill Card - Duel Links) (67%)
UR rarity
Middle Age Mechs (Skill Card - Duel Links)
UR rarity
Middle Age Mechs (Skill Card - Duel Links)

Don't worry, this skill adds 1 more card to speed up the speed of having 2 cards in the same column.

Monster Move (Skill Card) (14%)
UR rarity
Monster Move (Skill Card)
UR rarity
Monster Move (Skill Card)

Move the monster to another MAIN MONSTER space


If that monster is in the extra monster zone, switch to MAIN MONSTER ZONE IN THE SAME ROW. This skill is strong, but going later will be more beneficial because it's not always 100% possible to pick up spells/traps to set (unless opp has 1 monster and 1 spell/ trap in the same row)

Destiny Draw (Skill Card) ( be in the minority)
UR rarity
Destiny Draw (Skill Card)
UR rarity
Destiny Draw (Skill Card)

The remaining % is due to skill testers and if listed, this article would be super long, and if it's long, no one will read it.


Skills include: destiny draw, the tie that bind, beatdown, normal aleister, rape the pig, push the old woman into the sea, etc...



CORE

 

World Legacy's Secret (x1)
UR rarity
Limited to 1 copy
World Legacy's Secret
UR rarity
Limited to 1 copy
World Legacy's Secret

too strong so taking limit 1 is normal, this card is searched by other cards, has the effect of reviving Level 5 or higher monsters, that's right, can revive monsters that are not mekk-knight.


If any of opp's monsters is in the same column as the Mekk-Knight monster you control, that monster will be negated. If you play with Cham, you can negate very well. If you negate the extra monster zone column, you will negate 2 of opp's monsters (1 extra box, 1 main box). Too OP for a SeArCh card

World Legacy Whispers and World Legacy Key (x0-1)
R rarity
Limited to 1 copy
World Legacy Whispers
R rarity
Limited to 1 copy
World Legacy Whispers
R rarity
World Legacy Key
R rarity
World Legacy Key

same as above but negate spell/trap, these 2 cards flop more due to effects except negate effect depends on the situation (Whispers is better at making unexpected opp and good OTK), and negate monsters are and will be the new trend, Although the trap flopped, it negated the salamanGREAT trap's counter.


Usually players will hold Secrets and Whispers and rarely hold Keys, the parameters (Secret 100% > Whispers 52% > Key 48%) depend on how many spells or traps you encounter, even if you negate, there is a chance it will still cause bricks. as usual and searchable so it is recommended to only bring x1

Mekk-Knight Purple Nightfall (x3)
UR rarity
Limited to 3 copies
Mekk-Knight Purple Nightfall
UR rarity
Limited to 3 copies
Mekk-Knight Purple Nightfall

x3 for searcher is normal, this one jumps for free like other mekk-knights, and has the ability to banish itself to search (then the box this child jumped into before will be empty, helping your child search to jump into the child box this used to stand), not only that it is an extremely strong starter in the deck, the body is at a pretty good level.

Level 8 ? Galaxy-Eyes Reference ?

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

is the one that Tim searched for, this one is different from Purple in that search does not banish the body so there may be material left for Linking


And the search effect of this card searches for up to 3 Mekk-Knights if it's good, those are the words of virgins who haven't experienced life, but I've never searched for more than 1 card since I played Mekk-Knight :3

Mekk-Knight Avram and Rescue Rabbit (x2-3)
R rarity
Mekk-Knight Avram
R rarity
Mekk-Knight Avram
UR rarity
Rescue Rabbit
UR rarity
Rescue Rabbit

If you think this is a staple, you should look at other people's instructions, but I never do that, simply normal rabbit and then jump 2 Avrams to the link, it's called MEKK-KNIGHT avram

Mekk-Knight Yellow Star and Mekk-Knight Red Moon (x0-1)
UR rarity
Mekk-Knight Yellow Star
UR rarity
Mekk-Knight Yellow Star
N rarity
Mekk-Knight Red Moon
N rarity
Mekk-Knight Red Moon

I usually just jump up to get the body, but I don't shoot at this range. When I go on turn 1, I shoot nothing, and when I go on turn 2, I don't have time to do anything before I get a bunch of traps or bombs stuffed into my mouth.

Mekk-Knight Indigo Eclipse (x1)
R rarity
Mekk-Knight Indigo Eclipse
R rarity
Mekk-Knight Indigo Eclipse

Cham is an extremely important monster but can only be played x1 due to being searchable. This monster only moves the Mekk-Knight monster, including itself or another monster, to another cell (mainly for Secret, Key and Whispers negate).


Level 8 ? Galaxy-Eyes Reference ?

World Legacy's Memory (x3)
R rarity
Limited to 3 copies
World Legacy's Memory
R rarity
Limited to 3 copies
World Legacy's Memory

Memories broken
The truth goes unspoken
I've even forgotten my name


He is a searcher by jumping a piece of meat called Mekk-Knight straight from his hand or DECKing it to fight, but after that you can only special summon the Mekk-Knight monster (so you can't jump the GE monsters).

Mekk-Knight of the Morning Star (x2)
UR rarity
Mekk-Knight of the Morning Star
UR rarity
Mekk-Knight of the Morning Star

gigachad, search for any mekk-knight or world legacy monster/spell/trap from the deck to hand, usually spell/trap to get negate.


In addition, any monster that is in a different column from your Mekk-Knight monster will punch your monster without killing it and causing no damage.

It's easy to get up, you only need 2 monsters, including the Mekk-Knight monster



Staple

 

Galaxy-Eyes Full Armor Photon Dragon, Galaxy-Eyes Cipher Blade Dragon and Galaxy-Eyes Cipher Dragon (Galaxy-Eyes)
UR rarity
Galaxy-Eyes Full Armor Photon Dragon
UR rarity
Galaxy-Eyes Full Armor Photon Dragon
SR rarity
Galaxy-Eyes Cipher Blade Dragon
SR rarity
Galaxy-Eyes Cipher Blade Dragon
UR rarity
Galaxy-Eyes Cipher Dragon
UR rarity
Galaxy-Eyes Cipher Dragon

These guys are very strong at OTK because their duel links have 4000 LP and little negate. Furthermore, the Mekk-Knights also have a few Level 8s, so mixing them is easy to understand (even D/D/D and Blue-Eyes are mixed). )

staple
UR rarity
Book of Moon
UR rarity
Book of Moon
UR rarity
Forbidden Lance
UR rarity
Forbidden Lance
UR rarity
Limited to 3 copies
Crackdown
UR rarity
Limited to 3 copies
Crackdown
UR rarity
Archfiend Eccentrick
UR rarity
Archfiend Eccentrick
UR rarity
Mystical Space Typhoon
UR rarity
Mystical Space Typhoon
SR rarity
Forbidden Chalice
SR rarity
Forbidden Chalice

crackdown: NTR monsters opp but is limited to 3 so consider when building


Bombs do not affect Link monsters but still affect normal/effect monsters before they become link materials, but the power is reduced when going after.

MST fires spells/traps not once per turn

Forbidden Chalice: not really necessary because they negate very hard, but if F2P, you can mix more

Forbidden Lance: protects your monsters from spells/traps (yah, spells/traps are more annoying than monsters, unless you play Infernity)

Eccentrick: shoots spells/traps or monsters, often used in decks that do not use or rarely use normal summons

Number 70: Malevolent Sin, Ningirsu the World Chalice Warrior and Imduk the World Chalice Dragon (staple extra is widely used)
SR rarity
Number 70: Malevolent Sin
SR rarity
Number 70: Malevolent Sin
UR rarity
Ningirsu the World Chalice Warrior
UR rarity
Ningirsu the World Chalice Warrior
R rarity
Imduk the World Chalice Dragon
R rarity
Imduk the World Chalice Dragon

Number 70: banish opp monsters to OTK, easy to get, because LP has 4000, this monster bites 2400, it is almost OTK, even OTK if the match lasts long

Imduk: get the body link in the extra monster zone box, set 1 card and have 2 cards in the same column :). Effect that destroys monsters is also okay to use at present

Ningirsu: send a monster without a target, draw a card with a World Chalice monster. This card is pointing at it so Imduk can help this one dra... no, Imduk's arrow points up, not down, so don't be delusional.

honorary position
UR rarity
Decode Talker
UR rarity
Decode Talker
UR rarity
Dark Rebellion Xyz Dragon
UR rarity
Dark Rebellion Xyz Dragon
SR rarity
Brute Enforcer
SR rarity
Brute Enforcer
UR rarity
Unexpected Dai
UR rarity
Unexpected Dai
SR rarity
Security Dragon
SR rarity
Security Dragon

Delicious but not as popular as the ones above

Aleister the Invoker, Invoked Mechaba and Invocation (it's not a monster, it's a god)
UR rarity
Aleister the Invoker
UR rarity
Aleister the Invoker
Card rarity
Invoked Mechaba
Card rarity
Invoked Mechaba
R rarity
Invocation
R rarity
Invocation

no I'm kidding, thank you for reading this tutorial




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