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Mekk-Knight

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{{Rename|Mekk-Knight|"[[World Legacy Scars]]"}}
{{Distinguish| the card "[[Jack's Knight]]"}}
{{Infobox archetype
| image = JackKnightoftheWorldScars-EXFO-JP-UR.png
}}
"'''Jack Mekk-Knight'''" is an archetype largely comprised of [[LIGHT]] [[Psychic]] [[Monster Card|monsters]] (with [[Jack Knight of the World Scars|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]] [[Level 6 Monster Cards|6]], [[Level 7 Monster Cards|7]] or [[Level 8 Monster Cards|8]] monsters, except for the [[Level 5 Monster Cards|Level 5]] "[[Jack Knight of the Blue Sky]]".
==Design==
{| class="wikitable"
! Color
! Jack Mekk-Knight
|-
| [[wikipedia:Red|Red]]
{| class="wikitable"
! Color
! Jack Mekk-Knight
|-
| [[wikipedia:Visible spectrum|Visible spectrum]]
==Playing style==
All "Jack 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. "Jack Mekk-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.
== Reference guide ==
Effects have been shortened for space and quick digest. Designed as a reference guide
=== Jack Mekk-Knight Monster By Level with individual effect. ===
{| class="article-table"
!Jack Mekk-Knight
!Level
!Effect Result
|5
|Add JK, Deck to Hand
|If Summoned from hand: can add "Jack Mekk-Knight" monsters with different names from Deck to hand, except "Blue Sky", equal to number of opponent's cards in this card's column.
|-
|[[Jack Knight of the Flickering Flame|Flickering Flame]]
| rowspan="2" |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 Mekk-Knight" monster from your hand.
|-
|[[Jack Knight of the Green Heights|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 Mekk-Knight" monster in your GY; add it to your hand.
|-
|[[Jack Knight of the Flickering Flame|Flickering Flame]]
| rowspan="2" |7
|Destroy Monster
|You can banish 1 "Jack Mekk-Knight" monster from your GY, then target 1 face-upmonster on the field in this card's column; destroy it.
|-
|[[Jack Knight of the Yellow Bloom|Yellow Bloom]]
|Destroy S/T
|You can banish1 "Jack Mekk-Knight" monster from your GY, then target 1 Spell/Trap on the field in this card's column; destroy it.
|-
|[[Jack Knight of the Azure Blue|Azure Blue]]
| rowspan="2" |8
|Add JK, Deck to Hand
|(Quick Effect): can target 1 "Jack Mekk-Knight" monster you control; banish it (until the Standby Phase of your next turn), if you do, add 1 "Jack Mekk-Knight" monster from your Deck to your hand, except "Purple Dusk". (once per turn.)
|-
|[[Jack Knight of the Purple Dusk|Purple Dusk]]
|Senet JK to other column
|Once per turn(Quick Effect): You can target 1 “Jack Knight” monster you control"Mekk-Knight" monster you control; move that monster you control to another of your Main Monster Zones.
|}
!Name
!Ignition Effect "Can target 1..."
!"in the same column as a "Jack Mekk-Knight" monster you control negate that effect." 
|-
|[[Key to the World Legacy]]
|of your banished "Jack Mekk-Knight" monsters or "World Legacy" cards; add it to your hand. 
|Trap Card or effect activated
|-
==Official Decklist==
{{Decklist|Konami's "Jack Mekk-Knight" Deck<ref>https://ygorganization.com/cosmiccompassisthefutureofourchildren/</ref>
|effect monsters =
* [[Cosmic Compass]] x1
* "[[Ally of Justice Catastor]]" can instantly destroy this archetype's monsters since they are all LIGHT monsters.
* "[[Lose 1 Turn]]" make Jack "Mekk-Knights " more vulnerable to destruction.
==References==
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