[Skill] description | User |
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Surprise Present Select 1 card Set in your Spell & Trap Zone, and force it on your opponent. Only the player that activates this skill can view this card. This skill can only be used once per Duel. | ![]() Tea Gardner |
![]() Mekk-Knight Purple Nightfall | LIGHT Psychic ★8 ATK 2500 / DEF 2000 |
Braver Victory [UR] | |
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. |
Mekk-Knight Purple Nightfall, the Main Core and Playmaker which is able to target 1 Mekk-Knight (including himself) you control, banish that targeted Mekk-Knight and add 1 Mekk-Knight from your Deck to your hand.
Purple Nightfall has an excellent Quick Effect for wiping interruption by threatening an attack by forcing the use of interruption techs and allowing him to dodge that effect. Not only that, but this effect will also help to remove your other Mekk-Knight temporarily to protect them from danger.
![]() Mekk-Knight Yellow Star | LIGHT Psychic ★7 ATK 2200 / DEF 2800 |
Ranked Rewards [UR] | |
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. |
Yellow Star with Backrow Removal Tech by banishing 1 Mekk-Knight from your Graveyard. But keep in mind that, your opponent can activate that targeted Spell/Trap card instead of just letting it get destroyed. However, you can use Mekk-Knight Purple Nightfall's effect to counter the effect in response when that Targeted Backrow Tech affects 1 of your Mekk-Knight monsters.
![]() Mekk-Knight Blue Sky | LIGHT Psychic ★5 ATK 2000 / DEF 2500 |
Braver Victory [SR] | |
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. |
Mekk-Knight Blue Sky, a Core Searcher in this Deck allows you to add Mekk-Knights up to the number of cards the opponent controls in its column.
Notes: The Number of added cards by the Blue Sky effect is determined when the Effect resolves; therefore, if a card is removed from the same column before Blue Sky's effect resolves, it will be applied. But if Blue Sky is removed from the field, no card will be added since Blue Sky is no longer on the field when it resolves.
![]() Mekk-Knight Indigo Eclipse | LIGHT Psychic ★8 ATK 2400 / DEF 2400 |
Braver Victory [R] | |
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. |
Indigo Eclipse, a Strategy Key Card for allowing you to target and move a Mekk-Knight you control to an unoccupied Main Monster Zone. This effect will give several applications, including freeing up a column for an additional Mekk-Knight summon, and protecting the Mekk-Knight monster from Battle Destruction under Morning Star's effect when they are attacked by different column monsters.
![]() Mekk-Knight Red Moon | LIGHT Psychic ★7 ATK 2300 / DEF 2600 |
Braver Victory [N] | |
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. |
Similars to Yellow Star's Removal Effect but Face-Up Monster by banishing 1 Mekk-Knight from your Graveyard.
![]() Knightmare Corruptor Iblee | DARK Cyberse ★2 ATK 0 / DEF 0 |
Future Circuit [SR] | |
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. |
![]() Knightmare Unicorn | DARK Fiend ATK 2200 / DEF 3 |
Future Circuit [UR] | |
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. |
![]() Knightmare Mermaid | WATER Fiend ATK 1000 / DEF 1 |
Card Trader [UR] | |
1 "Knightmare" monster, except "Knightmare Mermaid" If this card is Link Summoned: You can discard 1 card; Special Summon 1 "Knightmare" monster from your 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 Mermaid" once per turn. Monsters on the field lose 1000 ATK/DEF, unless they are co-linked. |
![]() Knightmare Phoenix | FIRE Fiend ATK 1900 / DEF 2 |
Future Circuit [SR] | |
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, 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 Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle. |
Rescue Rabbit is a pretty good opener since it can special summon monsters from your deck to Link Summon Morning Star or potentially force out your opponent's back row to prevent this.
While there aren't any combos for which monster to summon, Mekk-Knight Avram is probably the best one to bring out since it has decent ATK.
![]() Rescue Rabbit | EARTH Beast ★4 ATK 300 / DEF 100 |
Infinite Ray [UR] Selection Box Vol.05 [UR] | |
Cannot be Special Summoned from the Deck. You can banish this face-up card you control; Special Summon 2 Level 4 or lower Normal Monsters with the same name from your Deck. Destroy them during the End Phase. You can only use the effect of "Rescue Rabbit" once per turn. |
![]() Mekk-Knight Avram | LIGHT Psychic ATK 2000 / DEF 0 |
Dimension of the Wizards [R] | |
"Check THIS out!" |
![]() World Legacys Memory | Quick Spell |
Braver Victory [R] | |
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. |
World Legacy's Memory might be considered a Powerful Extender which allows you to Special Summon 1 Mekk-Knight from your Hand/Deck especially Purple Nightfall that can able to search out Blue Sky if you don't have one.
![]() World Legacys Secret | Continuous Trap |
Card Trader [UR] | |
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. |
World Legacy’s Secret, a Level 5 or Higher Monster Revival with Monster Negation Effect whose effects resolve in the same column as a Mekk-Knight you control.
Notes: Keep in mind that World Legacy's Secret only negates Effect but not Monster, For Example, when Brionac, Dragon of the Ice Barrier can still discard Hand Cards with effect negated.
![]() Galaxy-Eyes Full Armor Photon Dragon | LIGHT Dragon ★8 ATK 3000 / DEF 2500 |
Heart of Xyz [UR] | |
3 Level 8 monsters You can also Xyz Summon this card by using a "Galaxy-Eyes" Xyz Monster you control as the Xyz Material, except "Galaxy-Eyes Full Armor Photon Dragon". (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn: You can target up to 2 Equip Cards equipped to this card; attach them to this card as Xyz Materials. Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up card your opponent controls; destroy it. |
Can be Xyz Summon using Cipher Dragon. Good for Face-up Card Destruction which is good for Monster Removal and Face-Up Backrow Removal for sometimes.
![]() Galaxy-Eyes Cipher Blade Dragon | LIGHT Dragon ★9 ATK 3200 / DEF 2800 |
Heart of Xyz [SR] | |
3 Level 9 monsters You can also Xyz Summon this card by using a Rank 8 "Galaxy-Eyes" Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Cannot be used as an Xyz Material for an Xyz Summon. Once per turn: You can detach 1 Xyz Material from this card, then target 1 card on the field; destroy it. If this Xyz Summoned card is destroyed by your opponent's attack or card effect and sent to your Graveyard: You can target 1 "Galaxy-Eyes Cipher Dragon" in your Graveyard; Special Summon it. |
Can be Xyz Summon using Galaxy-Eyes Cipher Dragon. Unlike Galaxy-Eyes Full Armor Photon Dragon with Face-Up Card Removal limitation, Cipher Blade can remove any 1 card on the field which is good for getting rid of some backrow that will disrupt your combo or Big Boss monsters with bigger ATK stats than any of your monsters.
![]() Galaxy-Eyes Cipher Dragon | LIGHT Dragon ★8 ATK 3000 / DEF 2500 |
Phantom of Rebellion [UR] | |
2 Level 8 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; monsters you control cannot attack your opponent directly for the rest of this turn, except this card, also take control of the targeted monster until the End Phase, but while this effect is applied, it has its effects negated, its ATK becomes 3000, also its name becomes "Galaxy-Eyes Cipher Dragon". |
A potential OTK card if your opponent controls 1 or 2 monsters. This almost works like Number 70: Malevolent Sin since it lets you direct attack if your opponent only controls 1 monster.
![]() Cyber Slash Harpie Lady | WIND Winged Beast ★8 ATK 2600 / DEF 1400 |
Sign of Harpies [UR] | |
1 Tuner + 1+ non-Tuner monsters For this card's Synchro Summon, you can treat 1 "Harpie" monster you control as a Tuner. This card's name becomes "Harpie Lady" while on the field or in the GY. When a Spell/Trap Card or effect is activated (except during the Damage Step) (Quick Effect): You can target 1 monster your opponent controls or 1 "Harpie" monster you control; return it to the hand. You can only use this effect of "Cyber Slash Harpie Lady" once per turn. |
![]() Ravenous Crocodragon Archethys | WATER Fish ★9 ATK 1000 / DEF 1000 |
Stars of Synchro [SR] | |
1 Tuner + 1+ non-Tuner monsters Gains 500 ATK/DEF for each card in your hand. You can only use each of the following effects of "Ravenous Crocodragon Archethys" once per turn. ● If this card is Synchro Summoned: You can draw cards equal to the number of non-Tuners used for its Synchro Summon. ● (Quick Effect): You can discard 2 cards, then target 1 card on the field; destroy it. |
![]() Stardust Charge Warrior | WIND Warrior ★6 ATK 2000 / DEF 1300 |
Master Pack [R] Selection Pack: Revival of Legends [R] | |
1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: You can draw 1 card. You can only use this effect of "Stardust Charge Warrior" once per turn. This card can attack all Special Summoned monsters your opponent controls, once each. |
![]() Number 70: Malevolent Sin | DARK Insect ★4 ATK 2400 / DEF 1200 |
Photons of Galaxy [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3. |
Works well against opponents that only have 1 monster on the field. Even better if it's an XYZ monster since it will remove all their materials, or if it's a monster that says that it can't be special summoned in the card text.
![]() Mekk-Knight of the Morning Star | LIGHT Machine ATK 2000 / DEF 2 |
Braver Victory [UR] | |
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. |
Morning Star is a good World Legacy Card Searcher by discarding 1 Mekk-Knight from your hand to the Grave when this card is Link Summoned. You can combo this effect with discarding 1 Mekk-Knight and searching out World Legacy's Secret to revive the discarded Mekk-Knight.
This Link Monster also provides Mekk-Knight Battle Destruction Protection when they battle a monster in a different column with 0 Battle Damage taken.
![]() Imduk the World Chalice Dragon | WIND Dragon ATK 800 / DEF 1 |
Link Revolution [R] | |
1 Normal Monster, except a Token During your Main Phase, you can Normal Summon 1 "World Chalice" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) At the start of the Damage Step, if this card battles an opponent's monster this card points to: You can destroy that opponent's monster. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand. |
Can be summoned by 1 Avram. Imduk can destroy the monster that this card points to at the start of the Damage Step without Damage Calculation.
![]() World Legacy Key | Continuous Spell |
Braver Victory [R] | |
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. |
1 Banished Mekk-Knight Recover Effect with Trap Negating Effect whose effects resolve in the same column as a Mekk-Knight you control.
![]() Steelswarm Roach | DARK Fiend ★4 ATK 1900 / DEF 0 |
Photons of Galaxy [SR] | |
2 Level 4 monsters During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it. |
Roach is great for monster suppression, much like a Trap Hole card for Level 5 or Higher monsters either from Special/Synchro/Pendulum Summon. When your opponent summons a boss monster, use Roach's effect to immediately destroy it. This is an especially good counter against Synchro Decks. This Xyz Monster is also a good Counter Card in Mirror Match.
![]() Number 68: Sanaphond the Sky Prison | DARK Rock ★8 ATK 2100 / DEF 2700 |
Infinite Ray [R] Fantastic Arc [R] | |
2 Level 8 monsters Gains 100 ATK and DEF for each monster in the GYs. Once per turn: You can detach 1 material from this card; until the end of your opponent's next turn, this card cannot be destroyed by card effects, also neither player can Special Summon monsters from the GYs. |
Sanaphond is another powerful Rank-8 you can make. The Deck does a lot of discarding, so late-game Sanaphond should easily reach 3000+ ATK. The detach effect is also very powerful, doubling as both protection and graveyard control. Be careful because this also prevents you from reviving Mekk-Knight Monsters with World Legacy's Secret.
![]() Ningirsu the World Chalice Warrior | EARTH Warrior ATK 2500 / DEF 3 |
Link Revolution [UR] | |
2+ Link Monsters If this card is Link Summoned: Draw cards equal to the number of "World Chalice" monsters this card points to. You can only use this effect of "Ningirsu the World Chalice Warrior" once per turn. Once per turn: You can send 1 card from each player's field to the GYs. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand. |
A Link 3 World Chalice Monster (probably Boss Monster sometimes) allows you to draw cards equal to how many World Chalice monsters Ningirsu is pointing to (In this case is 1 if you control Imduk) when he is summoned which is good to regain your resources after a combo that costs a lot of your hand. Besides that, Ningirsu has another awesome effect, non-targeting non-destruction removal which is good to counter against Monster that cannot be targeted or destroyed.
Noted By infma5:
The deck its almost pure Mekk-Knight except to the Cleric which help to improve the draws along Blue Mekk-Knight.
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