"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 and one Machine as an exception) debuting in Extreme Force. The archetype is both related to, and supported by, the "World Legacy" archetype.
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 Monsters Color corresponds to another World Legacy which also shares the same colour. Both World Legacy and Mekk Knights have exactly the same number of monster levels x2 (Level 6, 7, 8) and x1 (Level 5) and all share the same levels as their counterpart apart from World Crown (Level 6), World Wand (Level 8) and World Ark (Level 7)
Each Main Deck monster has a color of the rainbow that appears in the artworks of "Mekk-Knight Spectrum Supreme" and "World Legacy Pawns".
World Legacy Monster will sort by set/booster pack in the order of release
All Main Deck "Mekk-Knight" Effect 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. In addition to depending on column setups for the summoning effect of the maindeck monsters, most of the effect monsters and much of their Spell/Trap support are based on being in the same column as an opponent's card (or the opposite, with "Morning Star" and "Spectrum Supreme").
Konami's "Mekk-Knight" Deck
- 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.