Introduction

Mekk-Knights are an archetype found in both Cosmic Mechanical Entities and Star-Studded Futures that focuses on special Summoning themselves when 2 or more cards are in the same column. With the exception of the 2 Level 4 Knights, all the other ones require 2 cards in the same column to Special Summon themselves, and have different effects when Summoned. The deck tries to either set up a board consisting of cards that negate Monsters / Spells / Traps that are activated in the same column of Mekk-Knights going first or break boards going second.

Hey, I'm xLust, a Konami Judge and Competitive TCG player and I play the deck in Master duel and the TCG, I will go over the cards, the playstyle and some combos and matchups during this guide.


Core Cards

Main Deck Monsters

Mekk-Knight Purple Nightfall x 3, Mekk-Knight Blue Sky x 2-3

These two cards are the bread and butter of the deck Purple targets any Mekk-Knight (usually itself) to banish until your next standby phase to grab any Mekk-Knight from the deck, and Blue will grab Mekk-Knights equal to the amount of cards in its column that the opponent controls, Blue can search Purple and Purple can search blue, making it so seeing one basically gives you both. They are key to the consistency of your deck and are cards you always want to open.

Mekk-Knight Indigo Eclipse x1-2

Indigo Eclipse, also known as the shifty boy, is important because its a Level 8 and it gives you the ability to move any Mekk-Knight into a different column, freeing up a column to Summon another Mekk-Knight. This is also the setup to your biggest payoff (World Legacy's Secret) and is crucial for going first builds of the deck. If your going second you can cut this card down to 1 if you want more space for Tech Cards.

Girsu, The Orcust Mekk-Knight x1

This is the card you want to search with Blue and Purple, and is also the main Normal Summon of the deck. On Summon it foolishes your 1 copy of World Legacy - "World Chalice" or World Legacy - "World Armor" , depending on which one you wish to run. Its second effect, allows you to Summon a Token on either players field. This Token not only sets up a column for you since you can then Link off Girsu and the Token into a Mekk-Knight of the Morning Star the in same column as the Token you spawned, but also gives your Mekk-Knight Blue Sky

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3 years ago

Yes

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3 years ago

Awesome guide! Now I can fix my Mekk-knight decks and play it more efficiently! Oh and there's plenty of variation for the mekk-knight decks like orcust or the crusadia version, although it seems guides for them gonna be on their respective archetype

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3 years ago

After maids are done, i'm gonna pull for this, 4 UR left only

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3 years ago

Best guide on the website!

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3 years ago

What would u banish with pot of prosperity?

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2 years ago

You sadly cannot link Artemis and a mekk-knight into invoker of madness (except with girsu) because madness requires 2 different attributes, while artemis and mekk-knights are both light attribute. Combo 6 should be done by linking aleister into salamangreat instead. You will have to banish your mekk-knight, but at least you can get it back with secret next turn if you need it.