Revision as of 17:33, 23 October 2017 by Scorchgid(talk | contribs)(→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))
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.
(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.)
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.
Cards that prevents the player from Special Summoning can hurt the Deck's capability to swarm. Examples include the "Vanity's" series, "Domain of the True Monarchs, "Heat Wave",etc.
"Ally of Justice Catastor" can instantly destroy this archetype's monsters since they are all LIGHT monsters.
"Lose 1 Turn" make Jack Knights more vulnerable to destruction.