"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 two Cyberse and two Machine monsters as the exceptions) 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". It also has slight ties to the "Orcust" archetype.
Most of the monsters' colors corresponds to another "World Legacy" which also shares the same colour. Both "World Legacy" and "Mekk-Knight" archetypes have a similar number of monster Levels x2 (Level 6, 7, 8) and x1 (Level 5) and share the same Levels as their counterpart apart from "World Crown" (Level 6), "World Wand" (Level 8) and "World Ark" (Level 7).
"World Legacy" minsters will sort by set/booster pack in the order of release
|Color||Mekk-Knight||Level||World Legacy Monster|
|Red||Red Moon||7||World Armor|
|Orange||Orange Sunset||6||World Shield|
|Yellow||Yellow Star||7||World Wand|
|Green||Green Horizon||6||World Ark|
|Blue||Blue Sky / Avram / Avramax||5||World Chalice|
|Indigo||Indigo Eclipse||8||World Crown|
|Violet||Purple Nightfall||8||World Lance|
|Visible spectrum||Spectrum Supreme|
The majority of 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. You can only Special Summon "..." once per turn this way."
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 Summonong effect of the Main Deck 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"). "Purple Nightfall" and "Blue Sky" are key cards for the archetype, as they can add other "Mekk-Knight" monsters from the Deck to the hand; "Nightfall" accomplishes this by self-banishing, whereas "Blue Sky" can do so upon being Summoned from the hand. "Nightfall" is also able to protect itself as its effect is Quick Effect, whereas "Blue Sky" can search up to 3 of its brethren provided the opponent has enough cards in the same column. Another useful member is "Indigo Eclipse", which can make space for other members to be Special Summoned and, if either "World Legacy Key", "Secret" or "Whispers" is active, can disrupt the opponent's plays by moving itself or a fellow "Mekk-Knight" to the same column as the opponents cards. "Red Moon" can banish another "Mekk-Knight" in order to target and destroy any face-up monsters the opponent controls, giving the player an out to problem boss monsters when paired with any of the "World Legacy" cards that support the archetype. "Yellow Star" is similar, working against Spell/Traps instead though they do not need to be face-up, and "Orange Sunset" can Special Summon additional members who have (or have yet to) previously Special Summoned themselves. "Green Horizon" is able to recycle any other "Mekk-Knight" when battling an opponent's monster. "Girsu, the Orcust Mekk-Knight" is unique in that it can be Normal Summoned without Tributes, can treat itself as a Tuner, and sends any "Orcust" or "World Legacy" card to the GY on top of Special Summoning a Token to both sides of the field if it's the only monster the player controls thus setting up an easy Link or Synchro Summon. This Token can also facilitate the requirements to Summon comrades of "Girsu".
As mentioned above, three important cards for the archetype are "World Legacy Key", "Secret" and "Whispers"; a Continuous Spell and two Continuous Traps, respectively. "Key" negates the activated effects of Traps, potentially shutting down even Counter Traps, while "Secret" negates activated monster effects and "Scars" negates the activated effects of Spells. Not only that but "Key" can recover your banished resources, "Secret" can be chained to a monster's effect to revive a "Mekk-Knight" to the column of that monster and "Whispers" can buff any of your Level 5 or higher monsters ATK/DEF by 1000 each. With all three cards present the archetype can easily utilize a control play-style to turn the the game-state to their favor, pressuring the opponent to be extra careful with their strategies. "World Legacy's Memory" helps with this, as it can Special Summon any of your "Mekk-Knight" monsters from the hand or Deck during either turn though said monster is returned to the hand during the End Phase and will lock you to only Summoning members of this archetype. "World Legacy Scars" is the Field Spell for the Deck, buffing their stats by 300 and at the cost of a discard, provides draw power. It also carries the potentially devastating effect to completely empty the opponent's hand and Extra Deck by banishing 8 different face-up "Mekk-Knight" monsters from the field and GY.
Naturally, as they are related, splashing in other "World Legacy" cards could provide an extra boost to the Deck; ""World Armor"" can help out by searching Spells and Traps, as well as provide material for additional Summons when combined with "Lib the World Key Blademaster" after being milled by "Girsu", as "Lib" can then revive it with "World Legacy Succession". "Knightmare Corruptor Iblee" is also a good choice as it can bring back any of your used Link Monsters for more mileage as well as help set-up the Special Summon effects of most "Mekk-Knight" monsters. It can also be used as material for "Linguriboh". Due to the archetype being comprised largely of Psychic monsters, "PSY-Framelord Lambda" may also help as it can allow for more disruption as well as search a strong card like "PSY-Framegear Gamma" due to a monster like "Purple Nightfall". "Galatea, the Orcust Automaton" can help recycle banished copies of "Girsu", "Morning Star", "Spectrum Supreme" and ""World Armor"", on top of allowing one to use "Dingirsu, the Orcust of the Evening Star" as a solid form of protection.
|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", "Evilswarm Ophion", etc.
- Minimizing the amount of cards placed on the field can reduce the number of active columns that a "Mekk-Knight" can be Summoned to.
- Floodgates such as "Lose 1 Turn" make the "Mekk-Knight" archetype more vulnerable to destruction.