Difference between revisions of "Mekk-Knight"
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Revision as of 22:40, 30 January 2018
Mekk-Knight | |||||
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"Mekk-Knight Spectrum Supreme" | |||||
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"Mekk-Knight", known as "Jack-Knights" (ジャックナイツ, Jakkunaitsu) in the OCG, is an archetype largely comprised of LIGHT Psychic monsters (with one Cyberse as an exception) 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 "Mekk-Knight Blue Sky".
Contents
Design
This archetype is related to the "World Legacy" and "World Chalice" archetypes, as shown in the artwork of "World Legacy Key" and "World Legacy Scars".
Each Main Deck monster has a color of the rainbow that appears in the artworks of "Mekk-Knight Spectrum Supreme" and "World Legacy Puppet".
Members
Color | Mekk-Knight |
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Red | Red Moon |
Orange | Orange Sunset |
Yellow | Yellow Star |
Green | Green Horizon |
Blue | Blue Sky / Avram |
Indigo | Indigo Eclipse |
Violet | Purple Nightfall |
Visible spectrum | Spectrum Supreme |
Playing style
All "Mekk-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. "Mekk-Knights" has a Kozmo Town-like recovery method in the form of "World Legacy Key". 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
Official Decklist
Konami's "Mekk-Knight" Deck
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Weaknesses
- Cards that prevents the player from Special Summoning can hurt the Deck's capability to swarm. Examples include the "Vanity's" series, "Archlord Kristya", "Heat Wave", etc.
- "Ally of Justice Catastor" can instantly destroy this archetype's monsters since they are all LIGHT monsters.
- "Lose 1 Turn" make "Mekk-Knights" more vulnerable to destruction.