Difference between revisions of "Mekk-Knight"

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(Playing style: Added Jack Knight monster effect as a reference guide. (I use it to help play duels as there are 7 effects to remember))
m (Jack Knight Monster By Level with individual effect.: Minor Edits, moved table to bottom.)
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All "Jack Knight" Main Deck monsters share the following effect:
 
All "Jack Knight" Main Deck monsters share the following effect:
 
* ''"If 2 or more cards are in the same column, you can Special Summon this card (from your hand) to that column."''  
 
* ''"If 2 or more cards are in the same column, you can Special Summon this card (from your hand) to that column."''  
 +
Thus the archetype relies on Special Summoning high level monsters while there are two or more cards in the same column to swarm the field and generate hand advantage. "Jack Knights" has a Kozmo Town-like recovery method in the form of "[[Key to the World Legacy]]". The Field Spell is very powerful against Extra Deck reliant Decks; but otherwise fares poorly against Deck (or Deck variants) with no Extra Deck monsters such as Kozmo, Monarch, BLS, Nekroz, or True Draco and is resource-intensive.
  
==== Jack Knight Monster By Level with individual effect. ====
+
==== Jack Knight Monster By Level with individual effect (Reference guide). ====
 
+
Effects have been shortened for space and quick digest. Designed as a reference guide
==== Effects have been shortened for space and quick digest. Designed as a reference guide ====
 
 
{| class="article-table"
 
{| class="article-table"
 
!Jack Knight
 
!Jack Knight
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|Once per turn(Quick Effect): You can target 1 “Jack Knight” monster you control; move that monster you control to another of your Main Monster Zones.
 
|Once per turn(Quick Effect): You can target 1 “Jack Knight” monster you control; move that monster you control to another of your Main Monster Zones.
 
|}
 
|}
 
Thus the archetype relies on Special Summoning high level monsters while there are two or more cards in the same column to swarm the field and generate hand advantage. "Jack Knights" has a Kozmo Town-like recovery method in the form of "[[Key to the World Legacy]]". The Field Spell is very powerful against Extra Deck reliant Decks; but otherwise fares poorly against Deck (or Deck variants) with no Extra Deck monsters such as Kozmo, Monarch, BLS, Nekroz, or True Draco and is resource-intensive.
 
  
 
==Recommended Cards==
 
==Recommended Cards==

Revision as of 17:34, 23 October 2017

Mekk-Knight
"Jack Knight of the World Scars"
Japanese
  • ジャックナイツ
  • Jakkunaitsu (romanized)
  • Jack Knights (translated)
Sets
Lists

"Jack Knight" is an archetype largely comprised of LIGHT Psychic monsters (with the exception of the Cyberse-Type "Jack Knight of the World Scars") debuting in Extreme Force. The archetype is both related to and supported by the "World Legacy" archetype. All of its Main Deck members are Level 6, 7 or 8 monsters, except for the Level 5 "Jack Knight of the Blue Sky".

Design

This archetype is related to the "World Legacy" and "World Chalice" archetypes, as shown in the artwork of "Key to the World Legacy" and "Scars Caused by the World Legacy".

Each Main Deck monster has a color of the rainbow that appears in the artworks of "Jack Knight of the World Scars" and "World Legacy Puppet".

Members

Main Deck

Color Jack Knight
Red Crimson Lotus
Orange Flickering Flame
Yellow Yellow Bloom
Green Green Heights
Blue Blue Sky
Indigo Azure Blue
Violet Purple Dusk

Extra Deck

Color Jack Knight
Visible spectrum World Scars

Playing style

All "Jack Knight" Main Deck monsters share the following effect:

  • "If 2 or more cards are in the same column, you can Special Summon this card (from your hand) to that column."

Thus the archetype relies on Special Summoning high level monsters while there are two or more cards in the same column to swarm the field and generate hand advantage. "Jack Knights" has a Kozmo Town-like recovery method in the form of "Key to the World Legacy". The Field Spell is very powerful against Extra Deck reliant Decks; but otherwise fares poorly against Deck (or Deck variants) with no Extra Deck monsters such as Kozmo, Monarch, BLS, Nekroz, or True Draco and is resource-intensive.

Jack Knight Monster By Level with individual effect (Reference guide).

Effects have been shortened for space and quick digest. Designed as a reference guide

Jack Knight Level Effect Result Effect
Blue Sky 5 Add JK, Deck to Hand If Summoned from hand: can add "Jack Knight" monsters with different names from Deck to hand, except "Blue Sky", equal to number of opponent's cards in this card's column.
Flickering Flame 6 SS JK from hand If an opponent's card in this card's column is destroyed by battle or leaves the field: You can Special Summon 1 "Jack Knight" monster from your hand.
Green Heights Add JK, GY to Hand When this card declares an attack on an opponent's monster in the same column: You can target 1 "Jack Knight" monster in your GY; add it to your hand.
Flickering Flame 7 Destroy Monster You can banish 1 "Jack Knight" monster from your GY, then target 1 face-upmonster on the field in this card's column; destroy it.
Yellow Bloom Destroy S/T You can banish1 "Jack Knight" monster from your GY, then target 1 Spell/Trap on the field in this card's column; destroy it.
Azure Blue 8 Add JK, Deck to Hand (Quick Effect): can target 1 "Jack Knight" monster you control; banish it (until the Standby Phase of your next turn), if you do, add 1 "Jack Knight" monster from your Deck to your hand, except "Purple Dusk". (once per turn.)
Purple Dusk Senet JK to other column Once per turn(Quick Effect): You can target 1 “Jack Knight” monster you control; move that monster you control to another of your Main Monster Zones.

Recommended Cards

Recommended cards

Official Decklist

Weaknesses

References