Instructions for playing Mekk-Knight x Salamangreat

Instructions for playing Mekk-Knight x Salamangreat

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

Sections covered in this guide:




Skill

 

The Tie that Binds (100%)

 Rarity
The Tie that Binds
 Rarity
The Tie that Binds
The Tie that Binds
The Tie that Binds
  • ATK:

  • 0

  • DEF:

  • 0


Until the end of your turn, the ATK of all face-up monsters on your field increases by the number of monsters on your field times 100. This Skill can only be used once per turn.


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)

UR Rarity
Salamangreat Gazelle
UR Rarity
Salamangreat Gazelle
Salamangreat Gazelle
FIRE 3
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.


You can free summon this monster if another Salad monster goes to the Graveyard, and immediately after that you can also discard 1 additional card from your Deck to the graveyard. Everyone can see that we will throw the Salaman Monsters to the grave for Link Combo or Salamangreat Roar to play in Board Control style.

In short, Gazelle is a Combo Extender card and a great, indispensable searcher in the deck.

Salamangreat Jack Jaguar (x1)

SR Rarity
Salamangreat Jack Jaguar
SR Rarity
Salamangreat Jack Jaguar
Salamangreat Jack Jaguar
FIRE 4
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)

SR Rarity
Salamangreat Foxy
SR Rarity
Salamangreat Foxy
Salamangreat Foxy
FIRE 3
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)

R Rarity
Salamangreat Falco
R Rarity
Salamangreat Falco
Salamangreat Falco
FIRE 4
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)

R Rarity
Salamangreat Fowl
R Rarity
Salamangreat Fowl
Salamangreat Fowl
FIRE 4
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)

R Rarity
Salamangreat Meer
R Rarity
Salamangreat Meer
Salamangreat Meer
FIRE 2
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)

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.


Mekk-Knight Purple Nightfall, is the Main Core and Playmaker can Target 1 Mekk-Knight (including himself) you control, banish that targeted Mekk-Knight and add 1 Mekk-Knight from your deck to your hand .

Purple Nightfall has a great Quick Effect to dodge backrows, effects that interrupt our combos. Not only that, this effect also helps temporarily remove your other Mekk-Knights to protect them from danger.

Mekk-Knight Blue Sky (x3)

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.


Mekk-Knight Blue Sky, a Core Searcher in this deck allows you to add Mekk-Knight according to the number of cards your opponent controls in their column.

IMPORTANT NOTE : The number of cards added by the Blue Sky effect is determined when the Effect is performed; Therefore, if a card is removed from the same column before Blue Sky's effect takes effect, it will be applied. But if Blue Sky is removed from the field, no cards will be added because Blue Sky is no longer on the field when it is resolved.

Mekk-Knight Indigo Eclipse (x1)

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.


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)

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.


    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)

    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.


      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)

      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.


        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)

        SR Rarity
        Salamangreat Circle
        SR Rarity
        Salamangreat Circle
        Salamangreat Circle
        Spell Quick
        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)

          UR Rarity
          Salamangreat Sanctuary
          UR Rarity
          Salamangreat Sanctuary
          Salamangreat Sanctuary
          Spell Field
          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)

            UR Rarity
            Salamangreat Roar
            UR Rarity
            Salamangreat Roar
            Salamangreat Roar
            Trap Counter
            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)

              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.


              UR Rarity
              Abyss Dweller
              UR Rarity
              Abyss Dweller
              Abyss Dweller
              WATER
              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.


              SR Rarity
              Steelswarm Roach
              SR Rarity
              Steelswarm Roach
              Steelswarm Roach
              DARK
              Steelswarm Roach
              • ATK:

              • 1900

              • DEF:

              • 0


              2 Level 4 monsters During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it.


              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)

              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.


              Morning Star is a good World Legacy Card Searcher by discarding 1 Mekk-Knight from your hand to the Graveyard when this card is Link Summoned. You can combine this effect with removing 1 Mekk-Knight and searching World Legacy's Secret to revive the discarded Mekk-Knight.

              This Link Monster also gives the Mekk-Knight Destroy Protection in battle when they fight a monster in another column with 0 DMG in battle.

              Salamangreat Sunlight Wolf (x2)

              UR Rarity
              Salamangreat Sunlight Wolf
              UR Rarity
              Salamangreat Sunlight Wolf
              Salamangreat Sunlight Wolf
              FIRE
              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.


              A Salamangreat Link 2 Monster with 1800 ATK with a powerful Recycle effect. If a monster is Normal or Special Summoned to a zone it points to, you can add any FIRE monster back from your Graveyard, which means you can recycle Gazelle or any other FIRE monster. any other Salamangreat monster, but you cannot summon monsters with the same name for the rest of the turn

              When a Sunlight Wolf is summoned with another copy of itself it will allow you to add a Salamangreat Spell/Trap from your grave back to your hand for free each turn, which means you only need 1 Roar to rotate round, the opponent will have to deal with it one turn at a time.

              Salamangreat Balelynx (x2)

              UR Rarity
              Salamangreat Balelynx
              UR Rarity
              Salamangreat Balelynx
              Salamangreat Balelynx
              FIRE
              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)

              SR Rarity
              Security Dragon
              SR Rarity
              Security Dragon
              Security Dragon
              LIGHT
              Security Dragon
              • ATK:

              • 1100

              • LINK-2

              Link Arrow:

              Top

              Bottom


              2 monsters Once while face-up on the field, if this card is co-linked: You can target 1 monster your opponent controls; return it to the hand. You can only use this effect of "Security Dragon" once per turn.


              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

              UR Rarity
              Salamangreat Sunlight Wolf
              UR Rarity
              Salamangreat Sunlight Wolf
              Salamangreat Sunlight Wolf
              FIRE
              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.


              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.


              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.


              UR Rarity
              Salamangreat Gazelle
              UR Rarity
              Salamangreat Gazelle
              Salamangreat Gazelle
              FIRE 3
              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

              2. Activate Falco eff, add Gazelle to hand

              3, Link Summon Barelynx, add Field, activate and summon Gazelle from hand

              4. Continue Link Summoning Sunlight Wolf, Special Summon Purple Nightfall right below Sunlight Wolf

              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

              SR Rarity
              Salamangreat Jack Jaguar
              SR Rarity
              Salamangreat Jack Jaguar
              Salamangreat Jack Jaguar
              FIRE 4
              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.


              SR Rarity
              Salamangreat Foxy
              SR Rarity
              Salamangreat Foxy
              Salamangreat Foxy
              FIRE 3
              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.


              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.


              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.


                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.


                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

                UR Rarity
                Salamangreat Sunlight Wolf
                UR Rarity
                Salamangreat Sunlight Wolf
                Salamangreat Sunlight Wolf
                FIRE
                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.


                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.


                UR Rarity
                Salamangreat Roar
                UR Rarity
                Salamangreat Roar
                Salamangreat Roar
                Trap Counter
                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.


                  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.


                    UR Rarity
                    Salamangreat Gazelle
                    UR Rarity
                    Salamangreat Gazelle
                    Salamangreat Gazelle
                    FIRE 3
                    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.


                    UR Rarity
                    Salamangreat Balelynx
                    UR Rarity
                    Salamangreat Balelynx
                    Salamangreat Balelynx
                    FIRE
                    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.


                    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.


                      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

                      1. Basic Sala combo: then on the field there will be 1 Wolf, 1 Field, 1 Roar and a pile of Sala in the grave

                      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




                      Companion unit:

                      - Yu-Gi-Oh! Guidance Vietnam





                      https://metaduelist.com/
                      Top