Invoked Mekk-Knight post Hero's Revenge new support
Deck Primer
Invoked Mekk-knight is a balanced deck that can try to set a more control board if starts first or go for OTKs while playing second thanks to the spam potential of Mekk-Knight engine. Here we have some littles updates like the deban of Super Polymerization and the brand new Salamangreat Almiraj (TCG since yesterday) that considerably upgrade the consistancy of the deck and can protect Invoked Mechaba while playing first. Spells like Instant Fusion and Mind Control are usefull to suppress opponent's ressources and facilitate OTKs, and hand traps and backrow removers/super polymerization can contain opponent's plays in conjunction of Mechaba.
Almiraj is great in this deck particularly, because while starting first you can solidify your board and protect your Mechaba from destruction more easily and in more starting hands. Plus if you face Cyber Dragon your Mechabe won't be eaten by Chimeratech Megafleet Dragon. But the most notable boost is the consistancy, if you normal summon Aleister The Invoker and tuto Invocation, you can just use it to special summon Salamangreat Almiraj, set the Invocation in the same column and start to summon youtr Mekk-Knights, just starting by 1 card. Now you can easily summon mechaba without using your light hand traps if playing first and just have Terraforming/Magical Meltdown/Aleister The Invoker + Mekk-Knight Purple Nightfall.
The rest of the main deck and extra deck use pretty classic engines, excepted the Lair Of Darkness backed up by 2 Super Polymerization and so the addition of Starving Venom and Violet Chimera directly main deck, and the 2 Cosmic Cyclones that are used over Twin Twisters to keep some materials to discard with the Super Polymerizations, Mechaba's effect and Aleister The Invoker Of Madness's effect. World Legacy's Secret is played at 1 to negate key monster's effects at crucial moments and have potentially more board for a future OTK, plus it's searchable by Mekk-Knight Of The Morning Star's effect and will beneficiate of a good protection effect against direct battles.
The good capacity of the deck to negate cards with the high ratio of hand traps and the great disruption effects of Invoked Mechaba and the likes of World Legacy's Secret and Super Polymerization give you a good match up against most of decks that don't excessively spam the board while playing first. Great ways to handle a lot of monsters increasing your ressources like Instant Fusion and Mind Control + the Mekk-Knight engine give youthis time a good match up against most of decks that don't set too much disruption depending the spam potential of your hand while playing second. To help against boards capitalizing on monster's effects, Millenium-Eyes Restrict and Thousand-eyes restrict can block some boards during the time you construct a solid OTK board or just force the use of an anti spell effect to break through opponent's board with the rest of your hand.
The side deck
The deck don't like facing too much backrow, often being dependent on Magical Meltdown/Aleister The Invoker effects to make the most efficient boards, so the addition of Twin Twister is greater against decks like Sky Striker and Altergeist at the cost of Cosmic Cyclone banishment side effect and Red Reboot may be a deadly weapon against Trap focused control decks.
The artifact package helps against Orcusts and decks hardly depending on the extra deck like Salamangreat, plus artifact monsters are good targets of Invocation after being used as link materials.
The winged Dragon Of Ra - Sphere Mode is an insane way to handle going first decks that sets negation boards like Guardragons builds. Here we have 1 classical Winged Dragon Of Ra that can be used as link material during your next turn being a reliable way to gain 1 monster in a deck that don't run many of them without counting the hand traps, besides it's still a huge beatstick that will have a 4000/4000 body due to the Sphere Mode effect and can clean some monsters of your opponent's board with it's effect.
Almiraj is great in this deck particularly, because while starting first you can solidify your board and protect your Mechaba from destruction more easily and in more starting hands. Plus if you face Cyber Dragon your Mechabe won't be eaten by Chimeratech Megafleet Dragon. But the most notable boost is the consistancy, if you normal summon Aleister The Invoker and tuto Invocation, you can just use it to special summon Salamangreat Almiraj, set the Invocation in the same column and start to summon youtr Mekk-Knights, just starting by 1 card. Now you can easily summon mechaba without using your light hand traps if playing first and just have Terraforming/Magical Meltdown/Aleister The Invoker + Mekk-Knight Purple Nightfall.
The rest of the main deck and extra deck use pretty classic engines, excepted the Lair Of Darkness backed up by 2 Super Polymerization and so the addition of Starving Venom and Violet Chimera directly main deck, and the 2 Cosmic Cyclones that are used over Twin Twisters to keep some materials to discard with the Super Polymerizations, Mechaba's effect and Aleister The Invoker Of Madness's effect. World Legacy's Secret is played at 1 to negate key monster's effects at crucial moments and have potentially more board for a future OTK, plus it's searchable by Mekk-Knight Of The Morning Star's effect and will beneficiate of a good protection effect against direct battles.
The good capacity of the deck to negate cards with the high ratio of hand traps and the great disruption effects of Invoked Mechaba and the likes of World Legacy's Secret and Super Polymerization give you a good match up against most of decks that don't excessively spam the board while playing first. Great ways to handle a lot of monsters increasing your ressources like Instant Fusion and Mind Control + the Mekk-Knight engine give youthis time a good match up against most of decks that don't set too much disruption depending the spam potential of your hand while playing second. To help against boards capitalizing on monster's effects, Millenium-Eyes Restrict and Thousand-eyes restrict can block some boards during the time you construct a solid OTK board or just force the use of an anti spell effect to break through opponent's board with the rest of your hand.
The side deck
The deck don't like facing too much backrow, often being dependent on Magical Meltdown/Aleister The Invoker effects to make the most efficient boards, so the addition of Twin Twister is greater against decks like Sky Striker and Altergeist at the cost of Cosmic Cyclone banishment side effect and Red Reboot may be a deadly weapon against Trap focused control decks.
The artifact package helps against Orcusts and decks hardly depending on the extra deck like Salamangreat, plus artifact monsters are good targets of Invocation after being used as link materials.
The winged Dragon Of Ra - Sphere Mode is an insane way to handle going first decks that sets negation boards like Guardragons builds. Here we have 1 classical Winged Dragon Of Ra that can be used as link material during your next turn being a reliable way to gain 1 monster in a deck that don't run many of them without counting the hand traps, besides it's still a huge beatstick that will have a 4000/4000 body due to the Sphere Mode effect and can clean some monsters of your opponent's board with it's effect.
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