[Skill] description | User |
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The Tie that Binds Until the end of you turn, the ATK of all face-up monsters on your field increases by the number of monsters on your field times 100. This skill can only be used once per turn. | Common |
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 Mekk-Knight Yellow Star's Removal Effect but Face-Up Monster by banishing 1 Mekk-Knight from your Graveyard.
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.
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.
Crystal Beast Sapphire Pegasus | WIND Beast ★4 ATK 1800 / DEF 1200 |
Jesse Anderson [UR] Jesse Anderson Lvl 11 & 35 [UR] | |
When this card is Summoned: You can place 1 "Crystal Beast" monster from your hand, Deck, or Graveyard face-up in your Spell & Trap Card Zone as a Continuous Spell Card. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. |
Essentially the main monster of the deck, simply because it's a low-level "Crystal Beast" monster with the highest base attack. Its effect helps filter out your deck and is good as a fuel/cost for the other Crystal Beast spells/traps. It is also good as a Combo Starter for setting another Crystal Beast monster to the same column of your opponent for Mekk-Knight monsters Summoning.
If you have a Crystal Conclave, use Pegasus to take another Pegasus from the deck to the back row. This lets you use the Pegasus in the back row as the cost to return an enemy's card so that you can Normal Summon the new Pegasus next turn for further card filtering.
Crystal Beast Topaz Tiger | EARTH Beast ★4 ATK 1600 / DEF |
Jesse Anderson [SR] | |
If this card attacks an opponent's monster, it gains 400 ATK during the Damage Step only. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. |
Attack is higher than Pegasus, but only when it attacks, which can be situationally better than Pegasus. Mainly in the deck to have more "Crystal Beast" monsters.
Crystal Beast Amber Mammoth | EARTH Beast ★4 ATK 1700 / DEF 1600 |
Jesse Anderson [SR] | |
When another face-up "Crystal Beast" monster you control is targeted for an attack: You can make this card the attack target instead. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. |
Situationally useful to protect your monsters from battle. Special summoning this in defense can help protect your LP from potential OTK.
Crystal Bond | Normal Spell |
Jesse Anderson [UR] | |
Add 1 "Crystal Beast" monster from your Deck to your hand, and place 1 "Crystal Beast" monster with a different name from your Deck face-up in your Spell & Trap Zone as a Continuous Spell. You can only activate 1 "Crystal Bond" per turn. |
Crystal Bond is a great search card, it allows you to search 2 Crystal Beast monsters from your deck placing one in your hand and one in your spell/trap zone. You can search Sapphire Pegasus to your hand and then Normal summon it to add another Crystal Beast into your Spell/trap zone, giving you a total of 3 searches.
Rainbow Bridge | Normal Spell |
Truth Universe [SR] | |
Add 1 "Crystal" Spell/Trap from your Deck to your hand. |
Core searcher card, and not limited to once per turn. Priority is almost always Crystal Conclave. Crystal Bond is the second, and Beacon if you want to make a play.
Crystal Conclave | Continuous Trap |
Truth Universe [SR] | |
Once per turn, if a face-up "Crystal Beast" monster(s) you control is destroyed by battle or card effect: You can Special Summon 1 "Crystal Beast" monster from your Deck. You can send this face-up card from the field to the Graveyard, then target 1 "Crystal Beast" card you control and 1 other card on the field; return them to the hand. You cannot activate these effects in the same chain. |
Core card in the deck since its effect is pretty strong. The first effect helps with floating, while the second one is extremely useful to interrupt your opponent's plays.
Keep in mind that you can't simply flip it up and return a card right away in the same chain. So if you want to return the first monster your opponent controls, you'll need to flip it up earlier than that. If it's not for a chain, you can flip it up and wait for it to resolve, and then activate the return effect.
Storm | Normal Spell |
Odion [R] Ranked Rewards [R] | |
Destroy as many Spell/Trap Cards you control as possible, then destroy as many Spell/Trap Cards your opponent controls as possible, up to the number of cards destroyed by this effect. |
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.
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. When your opponent summons a boss monster, use Roach's effect to immediately destroy it. This is an especially good counter against High-Level Monster Summoning, especially Mekk-Knight, Odd-Eyes, or Synchro Decks. But most of the time, just Roach's presence on the field is enough to deter the opponent from making big monsters.
Diamond Dire Wolf | EARTH Beast ★4 ATK 2000 / DEF 1200 |
Voltage of the Metal [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them. |
Destroy itself or 1 Crystal Beast monster and 1 card your opponent controls. You can make a Dire Wolf and destroy an opponent's spell/trap before your normal summon to have safer and uninterrupted play.
Code Talker | DARK Cyberse ATK 1300 / DEF 3 |
Vrains World Celebration Campaign [UR] | |
2 Effect Monsters Gains 500 ATK for each monster this card points to. Cannot be destroyed by battle or your opponent's card effects, while this card points to a monster. |
500 ATK Boost Code Talker Link Monster with at least 1800 ATK as Beater with Protection from Battle or Card Effect Destruction.
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