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Mekk-Knight

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| sets =
* [[Extreme Force]]
* [[Flames of Destruction]]
* [[Extreme Force Special Edition]]
}}
"'''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]] [[Monster Card|monsters]] (with [[Mekk-Knight Spectrum Supreme|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]] "[[Mekk-Knight Blue Sky]]" and the [[Level 4 Monster Cards|Level 4]] "[[Mekk-Knight Avram]]".
==Design==
==Playing style==
All Main Deck "Mekk-Knight" Main Deck effect monsters [[Effect Monster]]s 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.

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