Mekk-Knight Guide

Mekk-Knight Guide

Mekk-Knight has a turn 2 playstyle, most Mekk-Knights (except low level ones) have the ability to jump from hand if there are 2 or more cards on a column, you can use permanent magic/trap to make it easier to get 2 cards in the same column (because after using that card, it will still be on the field instead of going to the graveyard). You should limit setting instant magic to jump Mekk-Knight because instant magic does not activate during the turn it is set (unless your deck is raidraptor)


However, that doesn't mean this deck can't go turn 1. You can totally go turn 1 or mix it with some cool Engines like Horus (1 permanent magic and 1 monster on the Extra Monster Zone can jump the Mekk-Knights).

or become sucvat lock Iblee , lock Scythe

Sections covered in this guide:




CORE

 

Mekk-Knight Blue Sky (x3)

SR Rarity
Mekk-Knight Blue Sky
SR Rarity
Mekk-Knight Blue Sky
Mekk-Knight Blue Sky
LIGHT 5
Mekk-Knight Blue Sky
  • ATK:

  • 2000

  • DEF:

  • 2500


If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Blue Sky" once per turn this way. If this card is Normal or Special Summoned from the hand: You can add "Mekk-Knight" monsters with different names, except "Mekk-Knight Blue Sky", from your Deck to your hand, equal to the number of your opponent's cards in this card's column. You can only use this effect of "Mekk-Knight Blue Sky" once per turn.


searcher, auto jump, combo extension very well, can search up to 3 cards if opp doesn't have negate

Mekk-Knight Purple Nightfall (x3)

SR Rarity
Mekk-Knight Purple Nightfall
SR Rarity
Mekk-Knight Purple Nightfall
Mekk-Knight Purple Nightfall
LIGHT 8
Mekk-Knight Purple Nightfall
  • ATK:

  • 2500

  • DEF:

  • 2000


If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Purple Nightfall" once per turn this way. (Quick Effect): You can target 1 "Mekk-Knight" monster you control; banish it (until the Standby Phase of your next turn), and if you do, add 1 "Mekk-Knight" monster from your Deck to your hand, except "Mekk-Knight Purple Nightfall". You can only use this effect of "Mekk-Knight Purple Nightfall" once per turn.


searcher, jumps by itself, because it is a quick effect, it can be used in turn opp, you can banish this card (or another monster) to clear the field and then combo, the next turn this card will fly back by itself, because this card has the ability to banish, you can arrange a chain to protect other cards from the target

Girsu the Orcust Mekk-Knight (x3)

UR Rarity
Girsu, the Orcust Mekk-Knight
UR Rarity
Girsu, the Orcust Mekk-Knight
Girsu, the Orcust Mekk-Knight
DARK 4
Girsu, the Orcust Mekk-Knight
  • ATK:

  • 1800

  • DEF:

  • 0


If this card is Normal or Special Summoned: You can send 1 "Orcust" or "World Legacy" card from your Deck to the GY, then, if there are 2 or more other cards in this card's column, treat this card as a Tuner this turn. If you control no other monsters: You can Special Summon 1 "World Legacy Token" (Machine/DARK/Level 1/ATK 0/DEF 0) to both players' fields in Defense Position. You can only use each effect of "Girsu, the Orcust Mekk-Knight" once per turn.


He can normal summon both "Orcust" and "Mekk-Knight", the ability to spawn tokens on both sides of the field can help other Mekk-Knights jump, this card can even consider itself a Tuner


If that's not enough, this card can also throw 1 "Orcust" or "World Legacy" monster/spell/trap from the deck to the graveyard to back up the next turn (or after being handtrapped) or continue the combo.

Mekk-Knight Indigo Eclipse (x1-2)

N Rarity
Mekk-Knight Indigo Eclipse
N Rarity
Mekk-Knight Indigo Eclipse
Mekk-Knight Indigo Eclipse
LIGHT 8
Mekk-Knight Indigo Eclipse
  • ATK:

  • 2400

  • DEF:

  • 2400


If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Indigo Eclipse" once per turn this way. Once per turn (Quick Effect): You can target 1 "Mekk-Knight" monster you control; move that target to another of your Main Monster Zones.


jumps itself as well as being able to move itself or another Mekk-Knight monster to another space, this will leave the space this card jumps onto the field empty (the space has 2 or more cards for the Mekk-Knight to jump to) as well as control with their permanent spells/traps

Mekk-Knight Red Moon (x0-1)

N Rarity
Mekk-Knight Red Moon
N Rarity
Mekk-Knight Red Moon
Mekk-Knight Red Moon
LIGHT 7
Mekk-Knight Red Moon
  • ATK:

  • 2300

  • DEF:

  • 2600


If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Red Moon" once per turn this way. You can banish 1 "Mekk-Knight" monster from your GY, then target 1 face-up monster in this card's column; destroy it.


auto jump and shoot face up card no once per turn

Mekk-Knight Yellow Star (x0-1)

N Rarity
Mekk-Knight Yellow Star
N Rarity
Mekk-Knight Yellow Star
Mekk-Knight Yellow Star
LIGHT 7
Mekk-Knight Yellow Star
  • ATK:

  • 2200

  • DEF:

  • 2800


If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Yellow Star" once per turn this way. You can banish 1 "Mekk-Knight" monster from your GY, then target 1 Spell/Trap in this card's column; destroy it.


auto jump and fire spell/trap no once per turn

Mekk-Knight Green Horizon (x0-1)

N Rarity
Mekk-Knight Green Horizon
N Rarity
Mekk-Knight Green Horizon
Mekk-Knight Green Horizon
LIGHT 6
Mekk-Knight Green Horizon
  • ATK:

  • 2100

  • DEF:

  • 1600


If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Green Horizon" once per turn this way. When an attack is declared involving this card and an opponent's monster in this card's column: You can target 1 "Mekk-Knight" monster in your GY; add it to your hand.


what is this


if you use field you can use this leaf

World Legacy's Memory (x1-3)

R Rarity
World Legacy's Memory
R Rarity
World Legacy's Memory
World Legacy's Memory
Spell Quick
World Legacy's Memory

    Special Summon 1 "Mekk-Knight" monster from your hand or Deck in Defense Position, but return it to the hand during the End Phase. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except "Mekk-Knight" monsters. You can only activate 1 "World Legacy's Memory" per turn.


    Can jump Mekk-Knight straight from hand or deck but is locked "Mekk-Knight" in return, monsters jumping onto the field can still activate the effect, because this is an instant magic, can jump monsters turn opp, plays very well with their permanent spells/traps

    World Legacy Key (x0-1)

    N Rarity
    World Legacy Key
    N Rarity
    World Legacy Key
    World Legacy Key
    Spell Continuous
    World Legacy Key

      When this card is activated: You can target 1 of your banished "Mekk-Knight" monsters or "World Legacy" cards; add it to your hand. Negate any opponent's Trap effect that activates in the same column as a "Mekk-Knight" monster you control.


      The row return and negate trap activate in the same column as your "Mekk-Knight" monster but are rarely used because trap decks are not always encountered while spells are used in almost every deck.

      World Legacy's Secret (x1)

      N Rarity
      World Legacy's Secret
      N Rarity
      World Legacy's Secret
      World Legacy's Secret
      Trap Continuous
      World Legacy's Secret

        When this card is activated: You can target 1 Level 5 or higher monster in your GY; Special Summon it. When this card leaves the field, destroy that monster. Negate any opponent's monster effect that activates in the same column as a "Mekk-Knight" monster you control.


        Jump Level 5 or higher monster straight from grave (does not have to be Mekk-Knight)


        Blocks the effect of monsters activating in the same column as your "Mekk-Knight" monster, with the support of Indigo you can make opp suffer, especially when Link monster has to be summoned to the Extra Monster Zone before expanding the field

        World Legacy Whispers (x0-1)

        N Rarity
        World Legacy Whispers
        N Rarity
        World Legacy Whispers
        World Legacy Whispers
        Trap Continuous
        World Legacy Whispers

          When this card is activated: You can target 1 Level 5 or higher monster on the field; it gains 1000 ATK/DEF until the end of this turn. Negate any opponent's Spell effect that activates in the same column as a "Mekk-Knight" monster you control.


          has the ability to block the effect of a spell card activated in the same column as your "Mekk-Knight" monster, increasing ATK/DEF helps you bait negate or disrupt very well, because if the opp doesn't block, they will be punched by a Mekk-Knight with more than 3000 ATK into their boss or negate.

          Mekk-Knight of the Morning Star (x1-2)

          SR Rarity
          Mekk-Knight of the Morning Star
          SR Rarity
          Mekk-Knight of the Morning Star
          Mekk-Knight of the Morning Star
          LIGHT
          Mekk-Knight of the Morning Star
          • ATK:

          • 2000

          • LINK-2

          Link Arrow:

          Bottom-Left

          Bottom-Right


          2 monsters, including a "Mekk-Knight" monster If this card is Link Summoned: You can discard 1 "Mekk-Knight" monster or 1 "World Legacy" card; add 1 "World Legacy" card from your Deck to your hand. You can only use this effect of "Mekk-Knight of the Morning Star" once per turn. If your "Mekk-Knight" monster battles a monster in a different column than it, your monster cannot be destroyed by that battle, also you take no battle damage from that battle.


          searched almost the whole deck, almost became gigachad but he only discarded "Mekk-Knight" or "World Legacy" instead of throwing away the extra cards in his hand like Psy-Frame Driver


          Another good thing about this card is that any monster in the same column as your Mekk-Knight monster will not cause damage, and Mekk-Knight monsters will not be destroyed by combat, but monsters in the same column will be controlled by permanent spells/traps.

          Lib the World Key Blademaster (x2-3)

          SR Rarity
          Lib the World Key Blademaster
          SR Rarity
          Lib the World Key Blademaster
          Lib the World Key Blademaster
          LIGHT
          Lib the World Key Blademaster
          • ATK:

          • 2000

          • LINK-2

          Link Arrow:

          Left

          Bottom-Left


          2 monsters Can only be Link Summoned while you have a "World Legacy" card in your GY. You can only use each of the following effects of "Lib the World Key Blademaster" once per turn. ● During your Main Phase: You can Set 1 "World Legacy" Spell/Trap directly from your Deck, but it cannot be activated this turn while you have no "World Legacy" monster in your GY. ● If this Link Summoned card is sent to the GY as Link Material: You can shuffle 1 card on the field into the Deck.


          easy to get, but must have World Legacy in the grave to be able to link, in return this card sets 1 World Legacy spell/trap straight from the deck, but must have World Legacy in the grave to use so if your combo banishes a World Legacy card or something, immediately activate the card you set if possible to avoid wasting


          This card also has the ability to remove, bait negate or erase opp's disrupt quite well.

          Mekk-Knight Spectrum Supreme and Mekk-Knight Avram (x0-1)

          UR Rarity
          Mekk-Knight Spectrum Supreme
          UR Rarity
          Mekk-Knight Spectrum Supreme
          Mekk-Knight Spectrum Supreme
          LIGHT
          Mekk-Knight Spectrum Supreme
          • ATK:

          • 3000

          • LINK-3

          Link Arrow:

          Bottom-Left

          Bottom

          Bottom-Right


          2+ "Mekk-Knight" monsters This card can attack directly if it is the only card in its column. If this card in the Extra Monster Zone points to no monsters, it cannot be destroyed by card effects, also your opponent cannot target it with card effects. You can send 1 other card you control in this card's column to the GY: Special Summon 1 "Mekk-Knight" monster from your Deck in Defense Position. You can only use this effect of "Mekk-Knight Spectrum Supreme" once per turn.


          N Rarity
          Mekk-Knight Avram
          N Rarity
          Mekk-Knight Avram
          Mekk-Knight Avram
          LIGHT 4
          Mekk-Knight Avram
          • ATK:

          • 2000

          • DEF:

          • 0


          "Check THIS out!"


          Normally, this card is rarely used, but if you use field, this card contributes to 1 in 8 banished cards.

          Mekk-Knight Crusadia Avramax (x1)

          UR Rarity
          Mekk-Knight Crusadia Avramax
          UR Rarity
          Mekk-Knight Crusadia Avramax
          Mekk-Knight Crusadia Avramax
          LIGHT
          Mekk-Knight Crusadia Avramax
          • ATK:

          • 3000

          • LINK-4

          Link Arrow:

          Left

          Bottom-Left

          Bottom-Right

          Right


          2+ monsters Special Summoned from the Extra Deck While this Link Summoned card is on the field, your opponent cannot target this card with card effects, also their monsters cannot target monsters for attacks, except this one. Once per battle, during damage calculation, if this card battles a Special Summoned monster (Quick Effect): You can make this card gain ATK equal to that opponent's monster's ATK during that damage calculation only. If this Link Summoned card you control is sent to your GY by an opponent's card: You can shuffle 1 card on the field into the Deck.


          chad, both "Mekk-Knight" and "Crusadia" if upgraded with I:P will not be destroyed by effects. This card is not only untargetable but also almost invincible in battle, and if it accidentally leaves the field, it can push a card back to the deck, causing trouble for opp.

          Galatea, the Orcust Automaton, Dingirsu and the Orcust of the Evening Star (x1)

          SR Rarity
          Galatea, the Orcust Automaton
          SR Rarity
          Galatea, the Orcust Automaton
          Galatea, the Orcust Automaton
          DARK
          Galatea, the Orcust Automaton
          • ATK:

          • 1800

          • LINK-2

          Link Arrow:

          Bottom-Left

          Top-Right


          2 Effect Monsters, including an "Orcust" monster This linked card cannot be destroyed by battle. You can target 1 of your banished Machine monsters; shuffle it into the Deck, then you can Set 1 "Orcust" Spell/Trap directly from your Deck. You can only use this effect of "Galatea, the Orcust Automaton" once per turn.


          UR Rarity
          Dingirsu, the Orcust of the Evening Star
          UR Rarity
          Dingirsu, the Orcust of the Evening Star
          Dingirsu, the Orcust of the Evening Star
          DARK
          Dingirsu, the Orcust of the Evening Star
          • ATK:

          • 2600

          • DEF:

          • 2100


          2 Level 8 monsters You can only Special Summon "Dingirsu, the Orcust of the Evening Star(s)" once per turn. You can also Xyz Summon this card by using an "Orcust" Link Monster you control as material. If a card(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this card is Special Summoned: You can activate 1 of these effects; ● Send 1 card your opponent controls to the GY. ● Attach 1 of your banished Machine monsters to this card as material.


          Galatea : restores the goods as well as sets a Spell/Trap Orcust straight from the deck, then you can use this card on Dingirsu


          Dingirsu : both restores goods, upgrades easily, protects yourself and other cards from being destroyed as well as sending non-target opp cards, gigachad

          World Legacy - "World Armor" (x0-1)

          R Rarity
          World Legacy - "World Armor"
          R Rarity
          World Legacy - "World Armor"
          World Legacy - "World Armor"
          DARK 7
          World Legacy - "World Armor"
          • ATK:

          • 2500

          • DEF:

          • 2500


          When a monster is Flip Summoned: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 "World Legacy" card from your Deck to your hand. If this Normal Summoned/Set card is on the field (Quick Effect): You can target 1 face-up opponent's monster that was Special Summoned from the Extra Deck; return both that monster and this card to the hand. You can only use each effect of "World Legacy - "World Armor"" once per turn.


          Ability to search and push opp cards to hand

          World Legacy - "World Chalice" (x0-1)

          R Rarity
          World Legacy - "World Chalice"
          R Rarity
          World Legacy - "World Chalice"
          World Legacy - "World Chalice"
          DARK 5
          World Legacy - "World Chalice"
          • ATK:

          • 0

          • DEF:

          • 0


          If a monster(s) is Special Summoned from the Extra Deck (except during the Damage Step): You can Tribute this card; send that monster(s) to the GY. You can only use each of the following effects of "World Legacy - "World Chalice"" once per turn. ● If this face-up Normal Summoned/Set card leaves the field: You can Special Summon 2 "World Chalice" monsters from your Deck, except "World Legacy - "World Chalice"". ● During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "World Legacy" card from your Deck to your hand.


          makes it difficult for opp to special summon monsters from the Extra Deck as well as has the ability to search for World Legacy monsters/spells/traps, but except the turn this card is sent to the grave



          This card can also start a good combo in a World Chalice deck by jumping 2 World Chalice monsters from the deck but is easily caught and costs normal summon/set.

          World Legacy Scars (x0-1)

          N Rarity
          World Legacy Scars
          N Rarity
          World Legacy Scars
          World Legacy Scars
          Spell Field
          World Legacy Scars

            All "Mekk-Knight" monsters on the field gain 300 ATK/DEF. Once per turn: You can discard 1 "Mekk-Knight" monster or 1 "World Legacy" card; draw 1 card. You can banish 8 "Mekk-Knight" monsters with different names from your GY and/or face-up from your field; send your opponent's entire hand and Extra Deck to the GY.


            If you use this card, you will have a different playstyle compared to the normal Mekk-Knight, this card helps you send all the cards in your hand or the enemy's Extra deck to the grave, but this sometimes helps opp to play stronger because there are cards that activate effects when going to the grave or activate effects from the grave

            World Legacy Succession (x1)

            SR Rarity
            World Legacy Succession
            SR Rarity
            World Legacy Succession
            World Legacy Succession
            Spell Normal
            World Legacy Succession

              Target 1 monster in your GY; Special Summon it to your zone a Link Monster points to. You can only activate 1 "World Legacy Succession" per turn.


              placed face down on the field by Lib , can jump any monster, not necessarily Mekk-Knight from the grave to the monster square Link points to

              World Legacy Monstrosity (x0-1)

              SR Rarity
              World Legacy Monstrosity
              SR Rarity
              World Legacy Monstrosity
              World Legacy Monstrosity
              Spell Quick
              World Legacy Monstrosity

                Activate 1 of these effects. ● Special Summon 1 Level 9 monster from your hand. ● Target 1 Level 9 monster you control; Special Summon from your Deck, 2 Level 9 monsters each with different original Type and Attribute from that face-up targeted monster, and with different names from each other, but these 2 monsters cannot attack, also destroy them during the End Phase. You can only activate 1 "World Legacy Monstrosity" per turn.


                allows you to jump 2 Level 9 monsters straight from your deck if you have a Level 9 monster, like Invoked Mechaba :)



                Staple

                 

                Divine Arsenal AA-ZEUS - Sky Thunder and Super Starslayer TY-PHON - Sky Crisis (x0-1)

                UR Rarity
                Divine Arsenal AA-ZEUS - Sky Thunder
                UR Rarity
                Divine Arsenal AA-ZEUS - Sky Thunder
                Divine Arsenal AA-ZEUS - Sky Thunder
                LIGHT
                Divine Arsenal AA-ZEUS - Sky Thunder
                • ATK:

                • 3000

                • DEF:

                • 3000


                2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.




                Tag(s):

                UR Rarity
                Super Starslayer TY-PHON - Sky Crisis
                UR Rarity
                Super Starslayer TY-PHON - Sky Crisis
                Super Starslayer TY-PHON - Sky Crisis
                DARK
                Super Starslayer TY-PHON - Sky Crisis
                • ATK:

                • 2900

                • DEF:

                • 2900


                2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.


                Hired, strong yard clearing ability, big body, easy to get up

                play whatever you like

                UR Rarity
                Nibiru, the Primal Being
                UR Rarity
                Nibiru, the Primal Being
                Nibiru, the Primal Being
                LIGHT 11
                Nibiru, the Primal Being
                • ATK:

                • 3000

                • DEF:

                • 600


                During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


                UR Rarity
                Called by the Grave
                UR Rarity
                Called by the Grave
                Called by the Grave
                Spell Quick
                Called by the Grave

                  Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




                  Tag(s):

                  UR Rarity
                  Ash Blossom & Joyous Spring
                  UR Rarity
                  Ash Blossom & Joyous Spring
                  Ash Blossom & Joyous Spring
                  FIRE 3
                  Ash Blossom & Joyous Spring
                  • ATK:

                  • 0

                  • DEF:

                  • 1800


                  When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                  UR Rarity
                  Super Polymerization
                  UR Rarity
                  Super Polymerization
                  Super Polymerization
                  Spell Quick
                  Super Polymerization

                    Discard 1 card; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from either field as Fusion Material. Neither player can activate cards or effects in response to this card's activation.




                    Tag(s):

                    UR Rarity
                    Infinite Impermanence
                    UR Rarity
                    Infinite Impermanence
                    Infinite Impermanence
                    Trap Normal
                    Infinite Impermanence

                      Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                      UR Rarity
                      Crossout Designator
                      UR Rarity
                      Crossout Designator
                      Crossout Designator
                      Spell Quick
                      Crossout Designator

                        Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.




                        Tag(s):

                        UR Rarity
                        Maxx "C"
                        UR Rarity
                        Maxx "C"
                        Maxx "C"
                        EARTH 2
                        Maxx "C"
                        • ATK:

                        • 500

                        • DEF:

                        • 200


                        During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


                         

                        I:P Masquerena, S:P Little Knight and Knightmare Unicorn (I:P and friends)

                        UR Rarity
                        I:P Masquerena
                        UR Rarity
                        I:P Masquerena
                        I:P Masquerena
                        DARK
                        I:P Masquerena
                        • ATK:

                        • 800

                        • LINK-2

                        Link Arrow:

                        Bottom-Left

                        Bottom-Right


                        2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


                        UR Rarity
                        S:P Little Knight
                        UR Rarity
                        S:P Little Knight
                        S:P Little Knight
                        DARK
                        S:P Little Knight
                        • ATK:

                        • 1600

                        • LINK-2

                        Link Arrow:

                        Left

                        Right


                        2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.


                        UR Rarity
                        Knightmare Unicorn
                        UR Rarity
                        Knightmare Unicorn
                        Knightmare Unicorn
                        DARK
                        Knightmare Unicorn
                        • ATK:

                        • 2200

                        • LINK-3

                        Link Arrow:

                        Left

                        Bottom

                        Right


                        2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


                        cards that help you harass your opponent, I:P has the ability to link on the enemy's turn and that monster is not destroyed by the opponent's effect


                        You will go up to 1 of the 2 remaining monsters depending on the situation to harass the opponent.

                        Link Spider and Salamangreat Almiraj (Link 1)

                        SR Rarity
                        Link Spider
                        SR Rarity
                        Link Spider
                        Link Spider
                        EARTH
                        Link Spider
                        • ATK:

                        • 1000

                        • LINK-1

                        Link Arrow:

                        Bottom


                        1 Normal Monster Once per turn: You can Special Summon 1 Level 4 or lower Normal Monster from your hand to your zone this card points to.


                        UR Rarity
                        Salamangreat Almiraj
                        UR Rarity
                        Salamangreat Almiraj
                        Salamangreat Almiraj
                        FIRE
                        Salamangreat Almiraj
                        • ATK:

                        • 0

                        • LINK-1

                        Link Arrow:

                        Bottom-Right


                        1 Normal Summoned monster with 1000 or less ATK (Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent's card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.


                        Link 1 with the effect of sending monsters to the grave, Link Spider helps you to play through Nibiru by linking tokens to Link Spider

                        Underworld Goddess of the Closed World, Borrelsword Dragon and Accesscode Talker (yard cleanup)

                        UR Rarity
                        Underworld Goddess of the Closed World
                        UR Rarity
                        Underworld Goddess of the Closed World
                        Underworld Goddess of the Closed World
                        LIGHT
                        Underworld Goddess of the Closed World
                        • ATK:

                        • 3000

                        • LINK-5

                        Link Arrow:

                        Bottom

                        Bottom-Right

                        Right

                        Top-Right

                        Top


                        4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.


                        UR Rarity
                        Borrelsword Dragon
                        UR Rarity
                        Borrelsword Dragon
                        Borrelsword Dragon
                        DARK
                        Borrelsword Dragon
                        • ATK:

                        • 3000

                        • LINK-4

                        Link Arrow:

                        Top

                        Left

                        Bottom-Left

                        Bottom


                        3+ Effect Monsters Cannot be destroyed by battle. Once per turn (Quick Effect): You can target 1 Attack Position monster; change it to Defense Position, also, this card can make a second attack during each Battle Phase this turn. Your opponent cannot activate cards or effects in response to this effect's activation. Once per turn, when this card declares an attack on a face-up monster: You can activate this effect; until the end of this turn, this card gains ATK equal to half that monster's current ATK, and if it does, that monster's current ATK is halved.


                        UR Rarity
                        Accesscode Talker
                        UR Rarity
                        Accesscode Talker
                        Accesscode Talker
                        DARK
                        Accesscode Talker
                        • ATK:

                        • 2300

                        • LINK-4

                        Link Arrow:

                        Top

                        Left

                        Bottom

                        Right


                        2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".




                        Tag(s):

                        These Mekk-Knights have big bodies so OTK is very easy, however in some cases the opp has very strong bodies and needs a few cards like above to be able to pass.

                        Chaos Angel (x0-1)

                        UR Rarity
                        Chaos Angel
                        UR Rarity
                        Chaos Angel
                        Chaos Angel
                        DARK 10
                        Chaos Angel
                        • ATK:

                        • 3500

                        • DEF:

                        • 2800


                        1 Tuner + 1+ non-Tuner LIGHT or DARK monsters For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon. ● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent. ● DARK: Monsters you control cannot be destroyed by battle.


                        Decks with LIGHT or DARK can use this card, especially you can play Bystial to get this card easier, a very big body card, easy to get, has banish and protection

                        Decode Talker Heatsoul (x0-1)

                        UR Rarity
                        Decode Talker Heatsoul
                        UR Rarity
                        Decode Talker Heatsoul
                        Decode Talker Heatsoul
                        FIRE
                        Decode Talker Heatsoul
                        • ATK:

                        • 2300

                        • LINK-3

                        Link Arrow:

                        Top

                        Bottom-Left

                        Bottom-Right


                        2+ Cyberse monsters with different Attributes Gains 500 ATK for each monster it points to. (Quick Effect): You can pay 1000 LP; draw 1 card, then if your LP are 2000 or less, you can banish this card from the field, and if you do, Special Summon 1 Link-3 or lower Cyberse monster from your Extra Deck, except "Decode Talker Heatsoul". You can only use this effect of "Decode Talker Heatsoul" once per turn.


                        Lib is Cyberse and Link Spider or Almiraj too, a good body card with draw 2 ability to increase resources


                        if you are too poor you can still use I:P but if you do that turn opp will be less pressure

                        Small World and Pot of Prosperity (+69 Consistency)

                        SR Rarity
                        Small World
                        SR Rarity
                        Small World
                        Small World
                        Spell Normal
                        Small World

                          Reveal 1 monster in your hand, choose 1 monster from your Deck that has exactly 1 of the same Type, Attribute, Level, ATK or DEF, and banish the revealed monster from your hand face-down. Then add, from the Deck to your hand, 1 monster that has exactly 1 of the same Type, Attribute, Level, ATK or DEF as the monster chosen from your Deck, and banish the card chosen from the Deck face-down. You can only activate 1 "Small World" per turn.


                          SR Rarity
                          Pot of Prosperity
                          SR Rarity
                          Pot of Prosperity
                          Pot of Prosperity
                          Spell Normal
                          Pot of Prosperity

                            Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.




                            Tag(s):

                            If you brick too much, you can use these cards to increase stability, especially Pot can peel to handtrap if you spin full combo to create more pressure

                            Bystials

                            UR Rarity
                            The Bystial Lubellion
                            UR Rarity
                            The Bystial Lubellion
                            The Bystial Lubellion
                            LIGHT 8
                            The Bystial Lubellion
                            • ATK:

                            • 2500

                            • DEF:

                            • 3000


                            Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by Tributing 1 Level 6 or higher DARK Dragon monster. You can only Special Summon "The Bystial Lubellion" once per turn this way. You can send this card from your hand to the GY; add 1 "Bystial" monster from your Deck to your hand, except "The Bystial Lubellion". During your Main Phase: You can place 1 "Branded" Continuous Spell/Trap from your Deck face-up on your field. You can only use each effect of "The Bystial Lubellion" once per turn.


                            SR Rarity
                            Branded Regained
                            SR Rarity
                            Branded Regained
                            Branded Regained
                            Spell Continuous
                            Branded Regained

                              If a LIGHT or DARK monster(s) is banished (except during the Damage Step): You can target 1 of those monsters; place that monster on the bottom of the Deck, and if you do, draw 1 card. You can only use this effect of "Branded Regained" once per turn. Once per turn, if your opponent Normal or Special Summons a monster (except during the Damage Step): You can target 1 "Bystial" monster in your GY; Special Summon it. You can only activate this effect of "Branded Regained" once per Chain.


                              R Rarity
                              Branded Beast
                              R Rarity
                              Branded Beast
                              Branded Beast
                              Trap Continuous
                              Branded Beast

                                Once per turn, during the Main Phase, if you control a "Bystial" monster: You can Tribute 1 Dragon monster, then target 1 card your opponent controls; destroy it. During the End Phase: You can target 1 "Branded" Continuous Spell/Trap in your GY; place it face-up on your field. You can only use this effect of "Branded Beast" once per turn.


                                UR Rarity
                                Bystial Magnamhut
                                UR Rarity
                                Bystial Magnamhut
                                Bystial Magnamhut
                                DARK 6
                                Bystial Magnamhut
                                • ATK:

                                • 2500

                                • DEF:

                                • 2000


                                You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is Special Summoned: You can activate this effect; during the End Phase of this turn, add 1 Dragon monster from your Deck or GY to your hand, except "Bystial Magnamhut". You can only use each effect of "Bystial Magnamhut" once per turn.


                                SR Rarity
                                Bystial Saronir
                                SR Rarity
                                Bystial Saronir
                                Bystial Saronir
                                DARK 6
                                Bystial Saronir
                                • ATK:

                                • 2500

                                • DEF:

                                • 2000


                                You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent to the GY: You can send 1 "Bystial" monster or 1 "Branded" Spell/Trap from your Deck to the GY, except "Bystial Saronir". You can only use each effect of "Bystial Saronir" once per turn.


                                SR Rarity
                                Bystial Baldrake
                                SR Rarity
                                Bystial Baldrake
                                Bystial Baldrake
                                DARK 6
                                Bystial Baldrake
                                • ATK:

                                • 2500

                                • DEF:

                                • 2000


                                You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If your opponent Special Summons a Ritual, Fusion, Synchro, Xyz, and/or Link Monster(s) (except during the Damage Step): You can Tribute 1 other LIGHT or DARK monster, then target 1 of those Special Summoned monsters; banish it. You can only use each effect of "Bystial Baldrake" once per turn.


                                SR Rarity
                                Bystial Druiswurm
                                SR Rarity
                                Bystial Druiswurm
                                Bystial Druiswurm
                                DARK 6
                                Bystial Druiswurm
                                • ATK:

                                • 2500

                                • DEF:

                                • 2000


                                You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent from the field to the GY: You can target 1 Special Summoned monster your opponent controls; send it to the GY. You can only use each effect of "Bystial Druiswurm" once per turn.


                                These guys are both handtraps and resource adders or restorers, and can easily build Chaos Angel to pressure the opponent as well as banish Yubel or Voiceless Voice.

                                Number 84: Pain Gainer (x0-1)

                                N Rarity
                                Number 84: Pain Gainer
                                N Rarity
                                Number 84: Pain Gainer
                                Number 84: Pain Gainer
                                DARK
                                Number 84: Pain Gainer
                                • ATK:

                                • 0

                                • DEF:

                                • 0


                                2 Level 11 monsters You can also Xyz Summon this card by using a Rank 8, 9, or 10 DARK Xyz Monster you control with 2 or more Xyz Materials as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) This card gains DEF equal to the combined Ranks of all Xyz Monsters you control x 200. While this card has Xyz Material, each time your opponent activates a Spell/Trap Card, inflict 600 damage to your opponent immediately after it resolves. Once per turn: You can detach 1 Xyz Material from this card; destroy all face-up monsters your opponent controls with DEF less than or equal to this card's.


                                You can stomp Dingirsu on this card, then Zeus or simply put it on the field to burn opp (although it sounds stupid)

                                Horus

                                UR Rarity
                                Imsety, Glory of Horus
                                UR Rarity
                                Imsety, Glory of Horus
                                Imsety, Glory of Horus
                                DARK 8
                                Imsety, Glory of Horus
                                • ATK:

                                • 3000

                                • DEF:

                                • 1800


                                If you control "King's Sarcophagus", you can Special Summon this card (from your GY). You can only Special Summon "Imsety, Glory of Horus" once per turn this way. You can only use each of the following effects of "Imsety, Glory of Horus" once per turn. You can send 2 cards from your hand to the GY, including this card; add 1 "King's Sarcophagus" from your Deck to your hand, then you can draw 1 card. If another card(s) you control leaves the field by an opponent's card effect, while this card is in your Monster Zone (except during the Damage Step): You can send 1 card on the field to the GY.


                                UR Rarity
                                The Zombie Vampire
                                UR Rarity
                                The Zombie Vampire
                                The Zombie Vampire
                                DARK
                                The Zombie Vampire
                                • ATK:

                                • 3000

                                • DEF:

                                • 2800


                                2+ Level 8 monsters If you use a monster(s) with a Level that is owned by your opponent for the Xyz Summon of this card, treat it as Level 8. Neither player can target this card with effects of Special Summoned monsters, except those Special Summoned from the GY. You can detach 1 material from this card; each player sends the top 4 cards from their Deck to the GY, then if any monsters were sent to either GY by this effect, you can Special Summon 1 of those monsters to your field. You can only use this effect of "The Zombie Vampire" once per turn.


                                UR Rarity
                                Hapi, Guidance of Horus
                                UR Rarity
                                Hapi, Guidance of Horus
                                Hapi, Guidance of Horus
                                WIND 8
                                Hapi, Guidance of Horus
                                • ATK:

                                • 2400

                                • DEF:

                                • 1600


                                If you control "King's Sarcophagus", you can Special Summon this card (from your GY). You can only Special Summon "Hapi, Guidance of Horus" once per turn this way. If another card(s) you control leaves the field by an opponent's card effect, while this card is in your Monster Zone (except during the Damage Step): You can target 2 cards that are banished and/or in the GYs; either add both to the hand or shuffle both into the Deck. You can only use this effect of "Hapi, Guidance of Horus" once per turn.


                                UR Rarity
                                King's Sarcophagus
                                UR Rarity
                                King's Sarcophagus
                                King's Sarcophagus
                                Spell Continuous
                                King's Sarcophagus

                                  "Horus" monsters you control cannot be destroyed by card effects that do not target them. You can send 1 card from your hand to the GY; send 1 "Horus" monster from your Deck to the GY. You can only use this effect of "King's Sarcophagus" up to four times per turn. Once per turn, at the start of the Damage Step, if your "Horus" monster battles an opponent's monster: You can send that opponent's monster to the GY.


                                  Purple Nightfall is Level 8 so you can easily level up to Zombie Vampire with the help of Horus and the resources added by Zombie Vampire

                                  hired gun

                                  UR Rarity
                                  Kashtira Unicorn
                                  UR Rarity
                                  Kashtira Unicorn
                                  Kashtira Unicorn
                                  WIND 7
                                  Kashtira Unicorn
                                  • ATK:

                                  • 2500

                                  • DEF:

                                  • 2100


                                  If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Unicorn" once per turn. During your Main Phase: You can add 1 "Kashtira" Spell from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can look at your opponent's Extra Deck, and if you do, banish 1 monster from it, face-down.


                                  UR Rarity
                                  Kashtira Fenrir
                                  UR Rarity
                                  Kashtira Fenrir
                                  Kashtira Fenrir
                                  EARTH 7
                                  Kashtira Fenrir
                                  • ATK:

                                  • 2400

                                  • DEF:

                                  • 2400


                                  If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Fenrir" once per turn. During your Main Phase: You can add 1 "Kashtira" monster from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can target 1 face-up card your opponent controls; banish it, face-down.


                                  SR Rarity
                                  Kashtira Birth
                                  SR Rarity
                                  Kashtira Birth
                                  Kashtira Birth
                                  Spell Continuous
                                  Kashtira Birth

                                    You can Normal Summon Level 7 monsters without Tributing. During your Main Phase: You can Special Summon 1 of your non-Xyz "Kashtira" monsters that is banished or in your GY. If your opponent activates a Spell Card or effect, and you control a "Kashtira" monster: You can target 3 cards in your opponent's GY; banish them, face-down. You can only use each effect of "Kashtira Birth" once per turn.


                                    UR Rarity
                                    Pressured Planet Wraitsoth
                                    UR Rarity
                                    Pressured Planet Wraitsoth
                                    Pressured Planet Wraitsoth
                                    Spell Field
                                    Pressured Planet Wraitsoth

                                      When this card is activated: You can add 1 "Kashtira" monster from your Deck to your hand. Monsters you control gain 100 ATK/DEF for each different Attribute on the field. If a "Kashtira Shangri-Ira" you control activates an effect (except during the Damage Step): You can target 1 card on the field; destroy it. You can only use this effect of "Pressured Planet Wraitsoth" once per turn. You can only activate 1 "Pressured Planet Wraitsoth" per turn.


                                      You jump Unicorn , search Birth , put Birth right in the enemy's column, so you have 2 cards in the same column to jump Mekk-Knight

                                      Aleister the Invoker and Snake-Eye Ash (you don't waste normal summon so...)

                                      SR Rarity
                                      Aleister the Invoker
                                      SR Rarity
                                      Aleister the Invoker
                                      Aleister the Invoker
                                      DARK 4
                                      Aleister the Invoker
                                      • ATK:

                                      • 1000

                                      • DEF:

                                      • 1800


                                      (Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.


                                      SR Rarity
                                      Snake-Eye Ash
                                      SR Rarity
                                      Snake-Eye Ash
                                      Snake-Eye Ash
                                      FIRE 1
                                      Snake-Eye Ash
                                      • ATK:

                                      • 800

                                      • DEF:

                                      • 1000


                                      If this card is Normal or Special Summoned: You can add 1 Level 1 FIRE monster from your Deck to your hand. You can send 2 face-up cards you control to the GY, including this card; Special Summon 1 "Snake-Eye" monster from your hand or Deck, except "Snake-Eye Ash". You can only use each effect of "Snake-Eye Ash" once per turn.


                                      Invoked can jump monsters to Extra Monster Zone for Mekk-Knight to jump or negate, but Snake-eyes makes Mekk-Knights become an engine.

                                      Pay court

                                      UR Rarity
                                      Nibiru, the Primal Being
                                      UR Rarity
                                      Nibiru, the Primal Being
                                      Nibiru, the Primal Being
                                      LIGHT 11
                                      Nibiru, the Primal Being
                                      • ATK:

                                      • 3000

                                      • DEF:

                                      • 600


                                      During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


                                      UR Rarity
                                      Change of Heart
                                      UR Rarity
                                      Change of Heart
                                      Change of Heart
                                      Spell Normal
                                      Change of Heart

                                        Target 1 monster your opponent controls; take control of it until the End Phase.


                                        UR Rarity
                                        Dark Ruler No More
                                        UR Rarity
                                        Dark Ruler No More
                                        Dark Ruler No More
                                        Spell Normal
                                        Dark Ruler No More

                                          Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.




                                          Tag(s):

                                          UR Rarity
                                          Kurikara Divincarnate
                                          UR Rarity
                                          Kurikara Divincarnate
                                          Kurikara Divincarnate
                                          FIRE 1
                                          Kurikara Divincarnate
                                          • ATK:

                                          • 1500

                                          • DEF:

                                          • 1500


                                          Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing all face-up monsters on the field that activated their effects this turn in your opponent's Monster Zone. Gains 1500 ATK for each monster Tributed to Special Summon this card. During your End Phase: You can target 1 monster in your opponent's GY; Special Summon it to your field. You can only use this effect of "Kurikara Divincarnate" once per turn.


                                          SR Rarity
                                          Gameciel, the Sea Turtle Kaiju
                                          SR Rarity
                                          Gameciel, the Sea Turtle Kaiju
                                          Gameciel, the Sea Turtle Kaiju
                                          WATER 8
                                          Gameciel, the Sea Turtle Kaiju
                                          • ATK:

                                          • 2200

                                          • DEF:

                                          • 3000


                                          You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When your opponent activates a card or effect, except "Gameciel, the Sea Turtle Kaiju" (Quick Effect): You can remove 2 Kaiju Counters from anywhere on the field; negate the activation, and if you do, banish that card.


                                          SR Rarity
                                          Evenly Matched
                                          SR Rarity
                                          Evenly Matched
                                          Evenly Matched
                                          Trap Normal
                                          Evenly Matched

                                            At the end of the Battle Phase, if your opponent controls more cards than you do: You can make your opponent banish cards from their field face-down so they control the same number of cards as you do. If you control no cards, you can activate this card from your hand.


                                            UR Rarity
                                            Lightning Storm
                                            UR Rarity
                                            Lightning Storm
                                            Lightning Storm
                                            Spell Normal
                                            Lightning Storm

                                              If you control no face-up cards: Activate 1 of these effects; ● Destroy all Attack Position monsters your opponent controls. ● Destroy all Spells and Traps your opponent controls. You can only activate 1 "Lightning Storm" per turn.




                                              Tag(s):

                                              UR Rarity
                                              Harpie's Feather Duster
                                              UR Rarity
                                              Harpie's Feather Duster
                                              Harpie's Feather Duster
                                              Spell Normal
                                              Harpie's Feather Duster

                                                Destroy all Spell and Trap Cards your opponent controls.




                                                Tag(s):

                                                UR Rarity
                                                Raigeki
                                                UR Rarity
                                                Raigeki
                                                Raigeki
                                                Spell Normal
                                                Raigeki

                                                  Destroy all monsters your opponent controls.




                                                  Tag(s):

                                                  UR Rarity
                                                  Dinowrestler Pankratops
                                                  UR Rarity
                                                  Dinowrestler Pankratops
                                                  Dinowrestler Pankratops
                                                  EARTH 7
                                                  Dinowrestler Pankratops
                                                  • ATK:

                                                  • 2600

                                                  • DEF:

                                                  • 0


                                                  If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Dinowrestler Pankratops" once per turn this way. (Quick Effect): You can Tribute 1 "Dinowrestler" monster, then target 1 card your opponent controls; destroy it. You can only use this effect of "Dinowrestler Pankratops" once per turn.


                                                  Not always the more opp cards Mekk-Knight is stronger, it is useful when you need to clear resources or bait negate the enemy to be able to play

                                                  Knightmare Corruptor Iblee (sucvat)

                                                  SR Rarity
                                                  Knightmare Corruptor Iblee
                                                  SR Rarity
                                                  Knightmare Corruptor Iblee
                                                  Knightmare Corruptor Iblee
                                                  DARK 2
                                                  Knightmare Corruptor Iblee
                                                  • ATK:

                                                  • 0

                                                  • DEF:

                                                  • 0


                                                  When this card is Normal Summoned: You can target 1 Link Monster in your GY; Special Summon it to your field so it points to this card, but change its ATK to 0, also negate its effects. You cannot Special Summon monsters, except Link Monsters. If this card in its owner's control is sent to the GY: You can Special Summon this card to your opponent's field in Defense Position. You can only use this effect of "Knightmare Corruptor Iblee" once per turn.


                                                  After being sent to the grave, this card will jump to the opp's field and lock the opp, only being able to summon Link monsters. Opp playing decks that only have Synchro or Fusion are almost beyond help (unless they play a tournament with a side deck or for some reason they bring a link monster using Iblee as material).

                                                  Artifact Scythe and Artifact Dagda (second sucvat)

                                                  UR Rarity
                                                  Artifact Scythe
                                                  UR Rarity
                                                  Artifact Scythe
                                                  Artifact Scythe
                                                  LIGHT 5
                                                  Artifact Scythe
                                                  • ATK:

                                                  • 2200

                                                  • DEF:

                                                  • 900


                                                  You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. If this card is Special Summoned during your opponent's turn: Your opponent cannot Special Summon monsters from the Extra Deck for the rest of this turn.


                                                  SR Rarity
                                                  Artifact Dagda
                                                  SR Rarity
                                                  Artifact Dagda
                                                  Artifact Dagda
                                                  LIGHT
                                                  Artifact Dagda
                                                  • ATK:

                                                  • 1500

                                                  • LINK-2

                                                  Link Arrow:

                                                  Bottom-Left

                                                  Bottom-Right


                                                  2 monsters with different names When an effect of another card on the field is activated (Quick Effect): You can Set 1 "Artifact" monster from your hand or Deck to your Spell & Trap Zone as a Spell, but destroy it during your opponent's next End Phase. During your opponent's turn, if this Link Summoned card is destroyed: You can Special Summon 1 "Artifact" monster from your GY in Defense Position. You can only use each effect of "Artifact Dagda" once per turn.


                                                  It's also a lock but less frustrating and easier to get on.

                                                  Phoenix

                                                  R Rarity
                                                  Destiny HERO - Denier
                                                  R Rarity
                                                  Destiny HERO - Denier
                                                  Destiny HERO - Denier
                                                  DARK 3
                                                  Destiny HERO - Denier
                                                  • ATK:

                                                  • 1100

                                                  • DEF:

                                                  • 600


                                                  If this card is Normal or Special Summoned: You can take 1 of your "Destiny HERO" monsters from your Deck, GY, or that is banished, and place it on top of your Deck. You can only use this effect of "Destiny HERO - Denier" once per turn. If you have a "Destiny HERO" monster on your field or in your GY, other than "Destiny HERO - Denier": You can Special Summon this card from your GY. You can only use this effect of "Destiny HERO - Denier" once per Duel.


                                                  UR Rarity
                                                  Predaplant Verte Anaconda
                                                  UR Rarity
                                                  Predaplant Verte Anaconda
                                                  Predaplant Verte Anaconda
                                                  DARK
                                                  Predaplant Verte Anaconda
                                                  • ATK:

                                                  • 500

                                                  • LINK-2

                                                  Link Arrow:

                                                  Bottom-Left

                                                  Bottom-Right


                                                  2 Effect Monsters You can target 1 face-up monster on the field; it becomes DARK until the end of this turn. You can pay 2000 LP and send 1 "Fusion" or "Polymerization" Normal or Quick-Play Spell from your Deck to the GY; this effect becomes that Spell's effect when that card is activated, also, you cannot Special Summon monsters for the rest of this turn. You can only use each effect of "Predaplant Verte Anaconda" once per turn.


                                                  SR Rarity
                                                  Destiny HERO - Malicious
                                                  SR Rarity
                                                  Destiny HERO - Malicious
                                                  Destiny HERO - Malicious
                                                  DARK 6
                                                  Destiny HERO - Malicious
                                                  • ATK:

                                                  • 800

                                                  • DEF:

                                                  • 800


                                                  You can banish this card from your GY; Special Summon 1 "Destiny HERO - Malicious" from your Deck.


                                                  R Rarity
                                                  Destiny HERO - Dasher
                                                  R Rarity
                                                  Destiny HERO - Dasher
                                                  Destiny HERO - Dasher
                                                  DARK 6
                                                  Destiny HERO - Dasher
                                                  • ATK:

                                                  • 2100

                                                  • DEF:

                                                  • 1000


                                                  Once per turn: You can Tribute 1 other monster; this card gains 1000 ATK until the End Phase. If this card attacks, change it to Defense Position at the end of the Battle Phase. One time only, when you draw a Monster Card during your Draw Phase while this card is in your Graveyard: You can reveal it; Special Summon it. This card must be in the Graveyard to activate and to resolve this effect.


                                                  UR Rarity
                                                  Destiny HERO - Plasma
                                                  UR Rarity
                                                  Destiny HERO - Plasma
                                                  Destiny HERO - Plasma
                                                  DARK 8
                                                  Destiny HERO - Plasma
                                                  • ATK:

                                                  • 1900

                                                  • DEF:

                                                  • 600


                                                  Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters. Negate the effects of face-up monsters while your opponent controls them. Once per turn: You can target 1 monster your opponent controls; equip that target to this card (max. 1). Gains ATK equal to half the original ATK of the monster equipped to it by this effect.


                                                  R Rarity
                                                  Fusion Destiny
                                                  R Rarity
                                                  Fusion Destiny
                                                  Fusion Destiny
                                                  Spell Normal
                                                  Fusion Destiny

                                                    Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Destiny HERO" monster as material, using monsters from your hand or Deck as Fusion Material, but destroy it during the End Phase of the next turn, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except DARK "HERO" monsters. You can only activate 1 "Fusion Destiny" per turn.


                                                    UR Rarity
                                                    Destiny HERO - Destroyer Phoenix Enforcer
                                                    UR Rarity
                                                    Destiny HERO - Destroyer Phoenix Enforcer
                                                    Destiny HERO - Destroyer Phoenix Enforcer
                                                    DARK 8
                                                    Destiny HERO - Destroyer Phoenix Enforcer
                                                    • ATK:

                                                    • 2500

                                                    • DEF:

                                                    • 2100


                                                    1 Level 6 or higher "HERO" monster + 1 "Destiny HERO" monster Monsters your opponent controls lose 200 ATK for each "HERO" card in your GY. You can only use each of the following effects of "Destiny HERO - Destroyer Phoenix Enforcer" once per turn. (Quick Effect): You can destroy both 1 card you control and 1 card on the field. If this card is destroyed by battle or card effect: You can activate this effect; Special Summon 1 "Destiny HERO" monster from your GY during the Standby Phase of the next turn.


                                                    shoots cards, big body, annoying ATK reduction and self-revive, however holding Destiny Heros pieces in hand sometimes (actually 100%) bricks

                                                    Spell Card "Soul Exchange" (greasy)

                                                     Rarity
                                                    Spell Card "Soul Exchange"
                                                     Rarity
                                                    Spell Card "Soul Exchange"
                                                    Spell Card "Soul Exchange"
                                                    Spell Normal
                                                    Spell Card "Soul Exchange"

                                                      Immediately after this effect resolves, Tribute Summon 1 monster (and you can Tribute monsters your opponent controls even though you do not control them), but it cannot be Tributed this turn. If this card is sent from the field to the GY: Your opponent can apply this card's preceding effect. You can only activate 1 "Spell Card "Soul Exchange"" per turn.


                                                      if opp doesn't let you dance Mekk-Knight you can always tribute them, stonks

                                                      Black Luster Soldier - Soldier of Chaos (x0-1)

                                                      UR Rarity
                                                      Black Luster Soldier - Soldier of Chaos
                                                      UR Rarity
                                                      Black Luster Soldier - Soldier of Chaos
                                                      Black Luster Soldier - Soldier of Chaos
                                                      EARTH
                                                      Black Luster Soldier - Soldier of Chaos
                                                      • ATK:

                                                      • 3000

                                                      • LINK-3

                                                      Link Arrow:

                                                      Top

                                                      Bottom-Left

                                                      Bottom-Right


                                                      3 monsters with different names If this card was Link Summoned using a Level 7 or higher monster(s) as material, your opponent cannot target it with card effects, also it cannot be destroyed by your opponent's card effects. When this card destroys an opponent's monster by battle: You can activate 1 of these effects; ● This card gains 1500 ATK. ● This card can make a second attack during the Battle Phase of your next turn. ● Banish 1 card on the field.


                                                      Because the Mekk-Knights have high levels, this card will not be targeted or destroyed by effects. This card also has the ability to increase attack, punch OTK twice or banish non-target cards, create a hard body as well as OTK or subtract opp's original hand.



                                                      Cumbo

                                                       




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