Since World Vrain was released, Salamangreat has proven its strength with extremely good recovery ability, Negate counter, very good hand ratio,.... and sat stagnant on tier 0 for several weeks.
However, Salad is still not too OP and has certain weaknesses such as too low ATK or being banned (especially against Infernoids) and crying. Instead of sitting around crying and being bitter, why don't I improve my deck? And that is Mekk-Knight
A new Deck appeared in the box recently but is sitting right on Tier 3 along with a number of other decks like Odd-eyes, Railway,... Powerful monsters are easily summoned when mixed with Salad, good ATK. To compensate for the salad, there is also the ability to defend through battle, Destroy, Negate through the f2p trap card we were recently given.
And let's try to see how each piece of the two decks on the tier list mixed together will look like xD
Instructions for playing Mekk-Knight x Salamangreat
Skill
The Tie that Binds (100%)
The very strong ability of both Archetypes to spam monsters on the field will make our field abundant with monsters (If we don't eat traps or something like that, it will disrupt the crowd :v) and from there, using this skill can help us buff to the max. 400 ATK per monster.
In reality, Mekk-knight monsters are not much better than Salamangreat's ATK (I said that jokingly above :D), so buffing a little ATK like this is a big problem. This is even a One Per Turn skill
Core
Salamangreat Gazelle (x1)
Salamangreat Gazelle
ATK:
1500
DEF:
1000
If a "Salamangreat" monster is sent to your GY, except "Salamangreat Gazelle" (except during the Damage Step): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "Salamangreat" card from your Deck to the GY, except "Salamangreat Gazelle". You can only use each effect of "Salamangreat Gazelle" once per turn.
Currently Duel Links only gives us 1 Gazelle card. It is the Main Core combo Setup of the Salamangreat deck.
In short, Gazelle is a Combo Extender card and a great, indispensable searcher in the deck.
Salamangreat Jack Jaguar (x1)
Salamangreat Jack Jaguar
ATK:
1800
DEF:
1200
If this card attacks a Defense Position monster, inflict piercing battle damage. If you control a "Salamangreat" Link Monster, while this card is in your GY: You can target 1 "Salamangreat" monster in your GY, except "Salamangreat Jack Jaguar"; shuffle that target into the Deck, and if you do, Special Summon this card to your zone your "Salamangreat" Link Monster points to. You can only use this effect of "Salamangreat Jack Jaguar" once per turn.
A Salamangreat monster with a stable amount of ATK and the ability to deal piercing DMG. Another great effect of this card is the ability to shuffle another Sala monster (including from the Extra Deck) to summon Jack Jaguar to the field.
Jack Jaguar is almost an indispensable card when we want to combo or OTK. Can easily be combined with Salamangreat Fowl to Xyz to get Number 70: Malevolent sin
Salamangreat Foxy (x1)
Salamangreat Foxy
ATK:
1000
DEF:
1200
When this card is Normal Summoned: You can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Salamangreat" card to your hand, also shuffle the rest into the Deck. If this card is in your GY, and a face-up Spell/Trap is on the field: You can discard 1 "Salamangreat" card; Special Summon this card, then you can destroy 1 face-up Spell/Trap on the field. You can only use 1 "Salamangreat Foxy" effect per turn, and only once that turn.
Foxy, 1 f2p card we can get just by Farming the character. Its first ability is similar to the very hot UR spell recently released at Duel Links: Pot of Duality when Normal Summoned.
We can also bring this card back to the field from the grave by discarding 1 Sala card, in addition we can also Pop 1 Backrow facing up on the field. Using Foxy will be a very good strategy against other decks that depend on Field or Continuous spells like Infernity or Dark Magician.
Salamangreat Falco (x1)
Salamangreat Falco
ATK:
1200
DEF:
1600
If this card is sent to the GY: You can target 1 "Salamangreat" Spell/Trap in your GY; Set that target to your field. If this card is in your GY: You can target 1 "Salamangreat" monster you control, except "Salamangreat Falco"; return that monster to the hand, and if you do, Special Summon this card. You can only use 1 "Salamangreat Falco" effect per turn, and only once that turn.
Once Falco reaches the grave, its effect will be activated immediately: place 1 Salamangreat Spell/Trap card from the grave to the field. This card demonstrates the unique ability of the Sala deck when it has an extremely good Recycle ability, being able to restore spells/traps or monsters.
Falco's second ability is to return another Salamangreat on the field to the hand to summon this card from the Graveyard. We can combine Falco with Salamangreat Meer who is on the field, activating Meer's eff next and we will have both of these cards on the field. (Note: remember that we can only use 1 of Falco's abilities in 1 turn).
Salamangreat Fowl (x1)
Salamangreat Fowl
ATK:
1800
DEF:
200
If a "Salamangreat" monster(s), except "Salamangreat Fowl" is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Salamangreat Fowl" once per turn. You can send 1 "Salamangreat" card from your hand or face-up field to the GY, then target 1 Set Spell/Trap your opponent controls; that Set card cannot be activated this turn.
The first effect is an extended combo that combines while you Normal or Special Summon another Salamangreat monster to your field (except Damage Step). What's great is that Fowl's second effect can freeze your opponent's back row by sending 1 "Salamangreat" card from your hand or face up on the field, and this effect is not limited to once per turn.
Salamangreat Meer (x1)
Salamangreat Meer
ATK:
800
DEF:
600
If this card is added to your hand, except by drawing it for your normal draw: You can reveal this card; Special Summon it from your hand. If this card is in your hand: You can discard 1 other "Salamangreat" card; Special Summon this card from your hand. You can only use each effect of "Salamangreat Meer" once per turn.
Another option for us to expand our combo when we don't have Gazelle in hand. You can summon Meer as soon as you add it to your hand (except when you pick it). Or you can discard another "Salamangreat" card from your hand to summon Meer, this can also activate the effects of other Salamangreat monsters for combo play.
Mekk-Knight Purple Nightfall (x3)
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.
Mekk-Knight Blue Sky (x3)
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.
Mekk-Knight Indigo Eclipse (x1)
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.
Indigo Eclipse, is the strategic key that allows you to Target and move the Mekk-Knight you control to an empty Main Monster Zone. This effect will have several uses, including releasing a column to summon additional Mekk-Knights and protecting Mekk-Knight monsters from Battle Destruction under the effect of Morning Star when they are attacked by monsters other pillars.
Tech
World Legacy's Memory (x2)
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.
World Legacy's Memory can be recognized as a Powerful Extender when it allows you to Special Summon 1 Mekk-Knight monster from your hand or deck, especially Purple Nightfall, you can summon it to search for Blue Sky if you don't have it.
World Legacy's Secret (x1)
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.
World Legacy's Secret, one of the most annoying cards that made Mekk-Knight famous. Ability to revive a level 5 or higher Mekk-Knight, Negate resolved Effs in the same column as the Mekk-Knight monster you control
Note: This card only has Negate Effect, not Negate Monster. For example, when Brionac, Dragon of the Ice Barrier can still activate the ability: discard 1 or several cards in hand but cannot Return cards on the field.
World Legacy Whispers (x1)
Buffing up to 1000 ATK/DEF for a level or higher monster on the field is really not a small number for Duel Links. In addition, it also has the ability to negate Spell, which can make us outplay in many cases. (Let's say someone plays Galaxy-Eyes using spells but puts auto place in the middle like in PlayMaker's vid :V)
Salamangreat Circle (x2-x3)
Salamangreat Circle
Activate 1 of these effects. ● Add 1 "Salamangreat" monster from your Deck to your hand. ● Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; that Link Monster is unaffected by monster effects this turn, except its own. You can only activate 1 "Salamangreat Circle" per turn.
1 Quick Spell card but it is the Deck's Main Searcher. Being Quick helps us search even during the opponent's turn, and on our next turn, we can easily Recycle and search again.
In addition, the second ability of this card makes your Salamangreat monsters immune to many nasty Monster Effects like those of Galax-eyes.
Salamangreat Sanctuary (x1)
Salamangreat Sanctuary
If you Link Summon a "Salamangreat" Link Monster, you can use 1 "Salamangreat" Link Monster you control with its same name as the entire material. During damage calculation, if your monster battles: You can pay 1000 LP, then target 1 Link Monster you control; make its ATK 0, and if you do, gain LP equal to its original ATK. You can only use each effect of "Salamangreat Sanctuary" once per turn.
Can be easily searched through Salamagreat Barelynx when it is Link Summoned. Mainly used to Link Summon Sala monsters a second time to unlock all their abilities. Unfortunately, this ability can only be used once per turn
As for the second skill, whether you use it or not depends on your LP calculation :)) In my opinion, it's quite useless
Salamangreat Roar (x1)
Salamangreat Roar
When a Spell/Trap Card, or monster effect, is activated while you control a "Salamangreat" Link Monster: Negate the activation, and if you do, destroy that card. While this card is in the GY, if a "Salamangreat" Link Monster is Link Summoned to your field using a monster with its same name as material: You can Set this card, but banish it when it leaves the field. You can only use 1 "Salamangreat Roar" effect per turn, and only once that turn.
A Cyberse version of " Infernity Barrier ", one card requires the condition of having 0 hands and the other requires controlling a "Salamangreat" Link monster. It can easily be restored by Falco or Sunlight Wolf, or if you don't need anyone, it can recycle itself but will be banned after use (that's just to say it's cool, but it still requires a Link Sala to be Linked when it has the right one). That leaf can be used as an ingredient. Link :V)
Extra
Number 70: Malevolent Sin, Abyss Dweller and Steelswarm Roach (x1)
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.
Abyss Dweller
ATK:
1700
DEF:
1400
2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.
Rank 4 mercenary staples are common in Duel Links. Depending on our Card cabinet, we can choose 2 of these 3 cards to be 2 XYZ slots in the Extra Deck. Dweller and Roach have very strong Turn 1 defense, countering many current Meta decks. As for Sins, help us clear the way and OTK
Personally, I think the monsters of this Mixed Deck are already quite strong, so I think the 2 slots for XYZ should be Dweller and Roach to help us negate the grave or prevent Summon, disrupt and prevent the opponent from playing the game.
Mekk-Knight of the Morning Star (x1)
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.
Salamangreat Sunlight Wolf (x2)
Salamangreat Sunlight Wolf
ATK:
1800
LINK-2
Link Arrow:
Top
Bottom
2 FIRE Effect Monsters If a monster(s) is Normal or Special Summoned to the zone(s) this card points to (except during the Damage Step): You can add 1 FIRE monster from your GY to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name. During your Main Phase, if you control this card that was Link Summoned using "Salamangreat Sunlight Wolf" as material: You can add 1 "Salamangreat" Spell/Trap from your GY to your hand. You can only use each effect of "Salamangreat Sunlight Wolf" once per turn.
Salamangreat Balelynx (x2)
Salamangreat Balelynx
ATK:
500
LINK-1
Link Arrow:
Bottom
1 Level 4 or lower Cyberse monster If this card is Link Summoned: You can add 1 "Salamangreat Sanctuary" from your Deck to your hand. If a "Salamangreat" card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use each effect of "Salamangreat Balelynx" once per turn.
Free search Salamangreat Sanctuary when it is Link Summoned. With just 1 Cyberse monster, we can search for the Field card. In addition, it can also protect your Sala monster from being destroyed by banishing itself from the grave.
Security Dragon (x1)
A 2 link monster with the same ability as the Compulsory Evacuation Device when it is Co-Linked will be great for breaking up your opponent's combos.
Combo
Combo 1
Salamangreat Sunlight Wolf
ATK:
1800
LINK-2
Link Arrow:
Top
Bottom
2 FIRE Effect Monsters If a monster(s) is Normal or Special Summoned to the zone(s) this card points to (except during the Damage Step): You can add 1 FIRE monster from your GY to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name. During your Main Phase, if you control this card that was Link Summoned using "Salamangreat Sunlight Wolf" as material: You can add 1 "Salamangreat" Spell/Trap from your GY to your hand. You can only use each effect of "Salamangreat Sunlight Wolf" once per turn.
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.
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.
Salamangreat Gazelle
ATK:
1500
DEF:
1000
If a "Salamangreat" monster is sent to your GY, except "Salamangreat Gazelle" (except during the Damage Step): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "Salamangreat" card from your Deck to the GY, except "Salamangreat Gazelle". You can only use each effect of "Salamangreat Gazelle" once per turn.
Hand: 1 Gazelle + 1 Purple + 1 Mekk = Secret Setup + Recycle Gazelle
1. Normal summon Gazelle, sending Falco to the grave
3, Link Summon Barelynx, add Field, activate and summon Gazelle from hand
5. Banish Purple Nightfall to add 1 more Mekk-Knight to your hand (Remember that we should try to leave Indigo in the grave, then we can Negate twice with Secret)
6. Summon Indigo and Link Summon to Morning Star (Sunlight Wolf + Indigo)
7. Discard the remaining Mekk-Knight cards in your hand, search and set up World Legacy's Secret
Combo 2
Salamangreat Jack Jaguar
ATK:
1800
DEF:
1200
If this card attacks a Defense Position monster, inflict piercing battle damage. If you control a "Salamangreat" Link Monster, while this card is in your GY: You can target 1 "Salamangreat" monster in your GY, except "Salamangreat Jack Jaguar"; shuffle that target into the Deck, and if you do, Special Summon this card to your zone your "Salamangreat" Link Monster points to. You can only use this effect of "Salamangreat Jack Jaguar" once per turn.
Salamangreat Foxy
ATK:
1000
DEF:
1200
When this card is Normal Summoned: You can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Salamangreat" card to your hand, also shuffle the rest into the Deck. If this card is in your GY, and a face-up Spell/Trap is on the field: You can discard 1 "Salamangreat" card; Special Summon this card, then you can destroy 1 face-up Spell/Trap on the field. You can only use 1 "Salamangreat Foxy" effect per turn, and only once that turn.
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.
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.
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.
Hand: 1 random Sala + Purple + 1 Mekk = Secret Setup
1. Normal summon Sala, Link summons Barelynx and search Field
2. Special Summon Nightfall, activate its Eff and search (Search for Indigo if you don't have it so we can Negate almost all opp monster's eff)
3. Special Summon Indigo below Barelynx and move to another space
4. Recover Sala from the grave (If Foxy, we can discard Sanctuary to summon, Jack Jaguar, activate Field and Link a second time to Barelynx, send back 1 barelynx from the grave to extra and special summon 5 million onto the field)
5. From there we can summon Link to MorningStar with 2 Salads
6. Search Secret, face down and wait for the next turn
Combo 3
Salamangreat Sunlight Wolf
ATK:
1800
LINK-2
Link Arrow:
Top
Bottom
2 FIRE Effect Monsters If a monster(s) is Normal or Special Summoned to the zone(s) this card points to (except during the Damage Step): You can add 1 FIRE monster from your GY to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name. During your Main Phase, if you control this card that was Link Summoned using "Salamangreat Sunlight Wolf" as material: You can add 1 "Salamangreat" Spell/Trap from your GY to your hand. You can only use each effect of "Salamangreat Sunlight Wolf" once per turn.
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.
Salamangreat Roar
When a Spell/Trap Card, or monster effect, is activated while you control a "Salamangreat" Link Monster: Negate the activation, and if you do, destroy that card. While this card is in the GY, if a "Salamangreat" Link Monster is Link Summoned to your field using a monster with its same name as material: You can Set this card, but banish it when it leaves the field. You can only use 1 "Salamangreat Roar" effect per turn, and only once that turn.
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.
Salamangreat Gazelle
ATK:
1500
DEF:
1000
If a "Salamangreat" monster is sent to your GY, except "Salamangreat Gazelle" (except during the Damage Step): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "Salamangreat" card from your Deck to the GY, except "Salamangreat Gazelle". You can only use each effect of "Salamangreat Gazelle" once per turn.
Salamangreat Balelynx
ATK:
500
LINK-1
Link Arrow:
Bottom
1 Level 4 or lower Cyberse monster If this card is Link Summoned: You can add 1 "Salamangreat Sanctuary" from your Deck to your hand. If a "Salamangreat" card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use each effect of "Salamangreat Balelynx" once per turn.
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.
Basic combo Sala + Memory + any 1 Mekk = Roar + Secret Setup
Note!!: Perform Sala's combo first and then activate Memory because Memory will limit you to only summoning Mekk-Knight monsters
2. Activate Memory, summon Night Purple and search.
3. Special summon the newly searched Mekk-Knight and 1 Mekk-knight in hand from the beginning (remember to recycle 1 Sala back into hand through Wolf's eff)
4. Link MorningStar and search Secret, Set and we have Perfect Board