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Mekk-Knight Code Talker: deck recipe [Jan 9]

Duel Links Mekk-Knight Code Talker deck, Mekk-Knight Code Talker in the current meta, how to use.
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update 09/01/2023

Other Mekk-Knight Engine Decks

Required Card Boxes

Main Deck & Extra Decks

Link Revolution Braver Victory Selection Box Vol.02 Super Mini Cyberse Code

Example Deck

Standard Version

Mekk-Knight Purple NightfallMekk-Knight Purple NightfallMekk-Knight Purple NightfallMekk-Knight Yellow StarDotscaperMekk-Knight Blue Sky
Lady DebugLady DebugMathmech AdditionBackup SecretaryMicro CoderMicro Coder
Mekk-Knight Indigo EclipseMathmech SubtractionMekk-Knight Red MoonCynet MiningCynet MiningCynet Mining
Book of MoonBook of MoonCynet CrosswipeWorld Legacys MemoryWorld Legacys MemoryWorld Legacys Secret
CrackdownCompulsory Evacuation DeviceCompulsory Evacuation Device---
Knightmare UnicornDecode TalkerEncode TalkerPowercode TalkerMekk-Knight of the Morning StarCode Talker
ElphaseLink Disciple----

Set Skill

[Skill] descriptionUser
Code Talker Alive
Can be used if you have "Decode Talker" in your Extra Monster Zone. Set 1 "Recoded Alive" to your field from outside of your Deck.

This Skill can only be used once per Duel if you begin the Duel with a Deck that follows the conditions below:

● Your Deck contains at least 12 Cyberse monsters or "Cynet" Spell/Trap Cards.
● All monsters in your Extra Deck have different card names.
Playmaker and Ai
Playmaker and Ai

How to Play

Mekk-Knights Engine

Mekk-Knight Purple Nightfall
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
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.
Mekk-Knight Blue Sky
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
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
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
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 Memory
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
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.

Lady Debug

Lady Debug
Lady Debug
LIGHT Cyberse ★4
ATK 1700 / DEF 1400
Link Revolution [SR]
If this card is Normal or Special Summoned: You can add 1 Level 3 or lower Cyberse monster from your Deck to your hand. You can only use this effect of "Lady Debug" once per turn.

Level 3 or lower Cyberser Monster searcher while it is Normal Summon or Special Summoned which is good for Combo Starter or Link Summon Setup.

Mathmech Addition

Mathmech Addition
Mathmech Addition
FIRE Cyberse ★4
ATK 1000 / DEF 1000
Chronicle of Glory [SR]
Selection Box Vol.02 Super Mini [SR]
You can target 1 face-up monster on the field; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters, also Special Summon this card from your hand (but it cannot attack this turn), and if you do, the targeted monster gains 1000 ATK until the end of this turn. You can only use this effect of "Mathmech Addition" once per turn.

Mathmech Addition act as Combo Extender which you can target 1 face-up monster on your field by increasing or lowering its ATK. Mathmech Addition enables multiple Summons and opens up Cyberse Link Summons.

Backup Secretary

Backup Secretary
Backup Secretary
LIGHT Cyberse ★3
ATK 1200 / DEF 800
Playmaker and Ai at Lvl 11 and 21 [SR]
Vrains World Celebration Campaign [SR Prismatic]
If you control a Cyberse monster, you can Special Summon this card (from your hand). You can only Special Summon "Backup Secretary" once per turn this way.

Micro Coder & Cynet Techs

Micro Coder
Micro Coder
DARK Cyberse ★1
ATK 300 / DEF 0
Cyberse Code [SR]
If a Cyberse monster you control would be used as Link Material for a "Code Talker" monster, this card in your hand can also be used as material. If this card is sent from the hand or field to the GY as material for the Link Summon of a "Code Talker" monster: You can either add 1 "Cynet" Spell/Trap from your Deck to your hand, or, if this card on the field was used as material, you can add 1 Level 4 Cyberse monster instead. You can only use each effect of "Micro Coder" once per turn.

Micro Coder is some kind of cheat codes of sorts for Link Summoning, as it has the effect that can be used as materials from the hand if the requirements are met. On top of that, once Micro Coder are sent to the Graveyard when used as material for a Code Talker monster, you can either add 1 Cynet Spell/Trap or 1 Level 4 or lower Cyberse Monster from your Deck.

These effect makes Micro Coder act as Main Core and Combo Setup for this Deck.

Cynet Mining
Cynet Mining
Normal Spell
Link Revolution [UR]
Send 1 card from your hand to the GY; add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 "Cynet Mining" per turn.

Main Level 4 or lower Cyberse Monster Searcher by sending 1 card from your hand to the Grave, you can combo this card with Dotscaper to special summon the discarded Dotscaper for Link Summoning Combo.

Cynet Crosswipe
Cynet Crosswipe
Quick Spell
Link Revolution [SR]
Tribute 1 Cyberse monster, then target 1 card on the field; destroy it.

1 Card Removal by sending 1 Cyberse Monster which can helps you to get rid of backrow techs or tricky Monster.

Dotscaper & Sea Archiver

Both as Good Combo extenders of Link Summoning.

Dotscaper
Dotscaper
EARTH Cyberse ★1
ATK 0 / DEF 2100
Playmaker and Ai at Lvl 7, 16, and 30 [UR]
If this card is sent to the GY: You can Special Summon this card. If this card is banished: You can Special Summon this card. You can only use 1 "Dotscaper" effect per turn, and only once that turn. You can only use each effect of "Dotscaper" once per Duel.
Sea Archiver
Sea Archiver
WATER Cyberse ★3
ATK 300 / DEF 2100
Stage of Trickstar [R]
If a monster is Normal or Special Summoned to a zone a Link Monster points to (except during the Damage Step): You can Special Summon this card from your GY (if it was there when the Summon resolved) or hand (even if not), but banish it when it leaves the field. You can only use this effect of "Sea Archiver" once per turn.

Techs

Book of Moon
Book of Moon
Quick Spell
Chaotic Soldiers [UR]
Selection Box Vol.04 [UR]
Target 1 face-up monster on the field; change that target to face-down Defense Position.
Crackdown
Crackdown
Continuous Trap
Selection Box Vol.02 Super Mini [UR]
Activate by targeting 1 face-up monster your opponent controls; take control of that monster. While you control that monster, it cannot attack or activate effects. When that monster leaves the field, destroy this card.

Snatch 1 monster your opponent control is not only a great disruption to your opponent but also can use that monster for your Link Summoning.

Code Talkers

Code Talker Link Monsters have different effects:

  • Code Talker: 500 ATK Stats Gaining.

  • Decode Talker: 500 ATK Stats Gaining with Card Target Effect Negation by tributing 1 monster that it points to.

  • Encode Talker: Monster that this cards points after damage calculation gains ATK equal to the ATK of the battled opponent's monster until the end of that turn.

  • Powercode Talker: Nullify 1 monster your opponent controls until the end of that turn and Double its Original ATK during that damage calculation only by tributing 1 monster this card points to during damage calculation when it battles an opponent's monster.
Decode Talker
Decode Talker
DARK Cyberse
ATK 2300 / DEF 3
Link Revolution [UR]
2+ Effect Monsters
Gains 500 ATK for each monster it points to. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can Tribute 1 monster this card points to; negate the activation, and if you do, destroy that card.
Encode Talker
Encode Talker
LIGHT Cyberse
ATK 2300 / DEF 3
Cyberse Code [UR]
2+ Cyberse monsters
Once per turn, before damage calculation, if your monster this card points to battles an opponent's monster with higher ATK than it: You can make that monster unable to be destroyed by that battle, also you take no battle damage from that battle. After that damage calculation, have this card or 1 monster it points to gain ATK equal to the ATK of that battled opponent's monster, until the end of this turn.
Powercode Talker
Powercode Talker
FIRE Cyberse
ATK 2300 / DEF 3
Playmaker and Ai at Lvl 23 [UR]
3 monsters
Once per turn: You can target 1 face-up monster on the field; negate that target's effects until the end of this turn. Once per turn, if this card battles an opponent's monster, during damage calculation (Quick Effect): You can Tribute 1 monster this card points to; this card's ATK becomes double its original ATK during that damage calculation only.
Code Talker
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.

Other Extra Decks

Knightmare Unicorn
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.
Elphase
Elphase
WIND Cyberse
ATK 2000 / DEF 2
Cyberse Code [SR]
2 Level 3 or higher Cyberse monsters
Gains 300 ATK for each monster this card points to. If this Link Summoned card leaves the field: You can target 1 Level 4 or lower Cyberse monster in your GY; Special Summon it, but for the rest of this turn, its effects (if any) are negated and it cannot be used as Link Material. You can only use this effect of "Elphase" once per turn.

300 ATK Stats gaining effect makes Elphase will have max 2600 ATK which good beater. His floating effect will allows you to revive 1 Level 4 or lower Cyberse Monster in your Grave but it cannot be used as Link Material during that turn, however you can activate Enemy Controller to tribute that summoned monster to gain 1 monster your opponent control for Link Summoning Combo.

Link Disciple
Link Disciple
LIGHT Cyberse
ATK 500 / DEF 1
Link Revolution [R]
1 Level 4 or lower Cyberse monster
You can Tribute 1 monster this card points to; draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of "Link Disciple" once per turn.

Used as Filter Draw by tributing 1 monster this card points to; works well with Dotscaper (can be special summoned back again due to its own effect).

Pentestag
Pentestag
DARK Cyberse
ATK 1600 / DEF 2
Link Revolution [N]
2 Effect Monsters
If your linked monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.

Giving a Piercing ATK Damage effect to your Linked Monster will help to deal more amount of Battle Damage.

Other Cards Option

Other Extra Decks

Brute Enforcer
Brute Enforcer
DARK Cyberse
ATK 1600 / DEF 2
Link Revolution [SR]
2 Effect Monsters
You can discard 1 card, then target 1 face-up card your opponent controls; your opponent can discard 1 card with the same original type (Monster/Spell/Trap) as that face-up card to negate this effect, otherwise destroy that face-up card. You can only use this effect of "Brute Enforcer" once per turn.

Brute Enforcer is a potential removals with Good Arrow Point. Although its Removal Effect can be negated by your opponent with discard 1 same original type as the targeted cards, you can still makes your opponent's resources reduces due to this effect.

Security Dragon
Security Dragon
LIGHT Cyberse
ATK 1100 / DEF 2
Selection Box Vol.02 Super Mini [SR]
2 monsters
Once while face-up on the field, if this card is co-linked: You can target 1 monster your opponent controls; return it to the hand. You can only use this effect of "Security Dragon" once per turn.

A Link 2 Monster with Compulsory Evacuation Device's effect while Security Dragon is co-linked which is great combo disruptive tech to your opponent.

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6 Million Points now & 3 copies of Borreload Furious Dragon and 5 copies of Silverrokket Drag...
No, it's in the same row, so it's 44th. Don't ask why, as I dunno either.
The only thing dark magician needs is magicians soul in duel links and a decent skill maybe
Paradox 39
You do realise this is not an official Konami site or anything right? Who are you asking? xD
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