Mekk-Knight Casual
Deck Primer
Mekk-Knights are pretty easy to summon as long as you go second majority of the time. This is a deck I made long time ago that I constantly edit because I use this on dueling nexus a lot.
The Borrels in the Extra if you are questioning why they are there, are only when you acually need their effects. You really want Mekk-Knights all over the board.
If you don't know how Mekk-Knights work, you can special summon them as long as their are 2 cards in the same column. So going second is important. But, because you use special summoning regularly you are going to be hit hard if your opponent uses Solemn Strike or Summoning Limit.
Purple Nightfall is for banishing and NOT for any material (Unless Absolutely Needed). You can activate his ability (Quick Effect) to banish any Mekk-Knight monster on the field. But, if you banish him you can get him back during your next turn for a endless loop(or your teammates if you are in tag duel).
His effect banishes until your next standby phase. You can use Purple Nightfall to get the Indigo Eclipse from your deck to your hand, then special summon Indigo Eclipse from your hand to add another Mekk-Knight to your hand.
Indigo Eclipse's effect depends on how many of your opponents cards are in the same column when it is special summoned. So if there is one enemy card, you get one Mekk-Knight and so forth. From there you can read the other cards and everything reveals itself.
You only really need 4-5 cards to control the field. But 3 are very specific. They are 2 continuous trap cards and a continuous spell. The traps are World Legacy's Secret and World Legacy Whispers, and the spell card is World Legacy Key.
Secret negates monster effects that are in the same column that a Mekk-Knight is in and, when activated, can special summon from your GY any Level 5 or higher monster.
Whispers negates spell cards that are in the same column that a Mekk-Knight is in and, when activated, can add 1000 Atk and Def to any Level 5 or higher monster.
Key negates trap cards that are in the same column that a Mekk-Knight is in and, when activated, can add to your hand 1 World Legacy card or Mekk-Knight monster from your banished zone
Now I have one more thing. The most Important Mekk-Knight monster is Mekk-Knight Indigo Eclipse. Once per turn (Quick Effect) You can move any Mekk-Knight Monster you control (preferably him) to another monster zone. This includes the Extra deck monsters too
Hope you like this deck. This is the first deck I am posting on this site for everyone to see. Have A great DAY!
The Borrels in the Extra if you are questioning why they are there, are only when you acually need their effects. You really want Mekk-Knights all over the board.
If you don't know how Mekk-Knights work, you can special summon them as long as their are 2 cards in the same column. So going second is important. But, because you use special summoning regularly you are going to be hit hard if your opponent uses Solemn Strike or Summoning Limit.
Purple Nightfall is for banishing and NOT for any material (Unless Absolutely Needed). You can activate his ability (Quick Effect) to banish any Mekk-Knight monster on the field. But, if you banish him you can get him back during your next turn for a endless loop(or your teammates if you are in tag duel).
His effect banishes until your next standby phase. You can use Purple Nightfall to get the Indigo Eclipse from your deck to your hand, then special summon Indigo Eclipse from your hand to add another Mekk-Knight to your hand.
Indigo Eclipse's effect depends on how many of your opponents cards are in the same column when it is special summoned. So if there is one enemy card, you get one Mekk-Knight and so forth. From there you can read the other cards and everything reveals itself.
You only really need 4-5 cards to control the field. But 3 are very specific. They are 2 continuous trap cards and a continuous spell. The traps are World Legacy's Secret and World Legacy Whispers, and the spell card is World Legacy Key.
Secret negates monster effects that are in the same column that a Mekk-Knight is in and, when activated, can special summon from your GY any Level 5 or higher monster.
Whispers negates spell cards that are in the same column that a Mekk-Knight is in and, when activated, can add 1000 Atk and Def to any Level 5 or higher monster.
Key negates trap cards that are in the same column that a Mekk-Knight is in and, when activated, can add to your hand 1 World Legacy card or Mekk-Knight monster from your banished zone
Now I have one more thing. The most Important Mekk-Knight monster is Mekk-Knight Indigo Eclipse. Once per turn (Quick Effect) You can move any Mekk-Knight Monster you control (preferably him) to another monster zone. This includes the Extra deck monsters too
Hope you like this deck. This is the first deck I am posting on this site for everyone to see. Have A great DAY!
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