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

Instructions for Playing Mekk-Knight
Skill
In general, you guys can bring anything, but there are 2 skills that are good at the moment
Move the monster to another MAIN MONSTER space
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.
CORE
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.
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.
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.
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
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).
Memories broken
The truth goes unspoken
I've even forgotten my name
gigachad, search for any mekk-knight or world legacy monster/spell/trap from the deck to hand, usually spell/trap to get negate.
Staple
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). )
crackdown: NTR monsters opp but is limited to 3 so consider when building
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













































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