The Deck is engineered around the speed and stun/negation of the Invoked Engine and the Swarm/OTK potential of Mekk-Knights. (You can run the wind witch engine + an extra
Invoked Raidjin if you're interested in that, but my ideal combo is suited for a stronger shut down --> and better suited for the going second play style of Mekk-Knights.)
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You always want to go second with this deck, no matter the case; having a Mekk-Knight in hand first turn is a complete brick --> and considering the number you're playing, you're almost always going to open with at least 1-3 cards in hand that would be a brick first turn (Handtraps/Mekk-Knights)
A few custom choices one should consider with this deck:
- Increasing Evenly Matched to 3
- Reducing Indigo Eclipse to 2
- Increasing Droll & Lock Bird to 3
- Running Ghost Ogre & Snow Rabbit at 3
- Running Effect Veiler at 3
- Running 2 Raidjin
- Running Mekk-Knight/World Legacy Spells & Traps (This helps if you're striving for a more pure/less interactive Mekk-Knight build, which I do not like)
True King of All Calamities Combo:
- 0: This combo requires a Purple Nightfall or Azure Sky and an Aleister in hand (Magical Meltdown may suffice --> Adds an Aleister)
- 1: SS Nightfall (set a spell/trap if you need to) to get an Azure or SS Azure to add a Mekk-Knight to hand (Whatever works for the situation; Nightfall to search if you haven't SSed Nightfall and activated it's eff already or an Indigo to make room/build up with other Mekk-Knights in hand)
- Normal Aleister
- Add Invocation to hand, don't activate
- 2: Link Summon into Aleister the Meltdown Invoker
- 3: Activate Invocation (Aleister + Azure in GY) for a Mechaba in one of the two zones of Aleister the Meltdown Invoker
- Trigger Aleister MI and add an Invocation to hand by discarding one card in hand
- Activate Invocation to recover Aleister + add Invocation back to the deck
- 4: With the second invocation: Fuse the second Mekk-Knight you added off of Azure's eff (hopefully an Indigo Eclipse) with the Aleister added to the hand for a Second Mechaba
- 5: Xyz into True King of All Calamities
- 6: At this point, you can SS a third Mekk-Knight, go for a third Mechaba or another Invoked fusion monster (Raidjin is the second best in terms of stun/negation, but Purgatrio can help you push for game) depending on if you added invocation by Aleister MI's eff again or sit (because it's unlikely that you have anything; this would be a great time, however, to set a scapegoat).
Mekk-Knight Swarm:
- 0: Purple in hand:
- 1: SS Purple Nightfall to a column (setup if you have to/can)
- 2: Add an Indigo or Azure (if you have an Azure in hand, add an indigo)
- 3:
- If you've added an Indigo and have an Azure in hand, then SS Indigo
- Move Indigo
- SS Azure, add Green/Red/Yellow (depends on what you're attempting to setup)
- Link into Morning Star
- Continue with whatever play you were thinking of (hopefully Aleister + Graveyard = Mechaba)
- SS Azure and add Green/Red/Yellow/Indigo (depends on what you're attempting to setup)
- If you've added Indigo (you should have a third Mekk-knight in hand if you're SSing Indigo)
- Indigo Play: Move Indigo/Azure --> SS third Mekk-Knight into an open column
- Game-End: Spectrum Supreme
- Set-up: Morning Star (works well with Pure Mekk-Knights)
- Non Indigo Play:
- SS other Mekk Knight into a column where most usable (Red: pop a monster, Yellow: pop a spell)