mekk-knight deck profile 2021
by siralex2894 in
Deck Profiles Yu-Gi-Oh! TCG

        Hello, my name is Alex Rea and I am a rogue duelist as well as a Yu-Gi-Oh! enthusiast. I’ve recently joined the writers team and have been playing the game for a little over a decade now. I hope to use my experience to bring you plenty of information about tech cards, the meta-game and occasionally a rogue deck profile and breakdown.

Today I am bringing you one of my personal favorite decks that I am continually updating and use to top my locals and combat the meta-game: Mekk-Knights. Intro aside, let’s get into this Mekk-Knight deck profile and deck breakdown.


Mekk-Knight Deck Profile


Monsters: 22 Cards

3 Mekk-Knight Purple Nightfall
3 Mekk-Knight Orcust Girsu
3 Knightmare Corruptor Iblee
3 Gamaciel, The Sea Turtle Kaiju
2 Mekk-Knight Blue Sky
2 Mekk-Knight Indigo Eclipse
2 Mekk-Knight Yellow Star
2 Mekk-Knight Red Moon
1 Mekk-Knight Green Horizon
1 World Legacy – “World Chalice”

Spells: 12 Cards

3 World Legacy Key
3 World Legacy’s Memory
2 Triple Tactics Talent
1 World Legacy Succession
1 World Legacy Scars
1 Harpie’s Feather Duster
1 Dimensional Fissure

Traps: 8 Cards

3 Infinite Impermanence
3 World Legacy’s Secret
1 World Legacy Whispers
1 Macro Cosmos

Extra Deck: 15 Cards

1 Linkuriboh
1 Linguriboh
1 Salamangreat Almiraj
1 Knightmare Phoneix
1  I:P Masquerena
2 Lib the World Key Blademaster
3 Mekk-Knight of the Morning Star
1 Knightmare Unicorn
1 Black Luster Soldier – Soldier of Chaos
2 Mekk-Knight Spectrum Supreme
1 Mekk-Knight Crusadia Avramax


So now that we’ve covered what’s in the deck, it’s time to discuss how the deck functions and how you can work on piloting it to combat your local competition. For starters and those unfamiliar, the Mekk-Knight is an archetype of mostly high-level monsters that are column based. Provided there are two or more cards in a column, most Mekks can special summon themselves from your hand once per turn. In regards to what they do, they have a wide range of effects from searching, to destroying Spells/Traps or face-up monsters provided they are in the same column.  The archetype is primarily used as engines in other decks usually focusing on the powerful searchers of Blue and Purple and then a single copy of Yellow, Red and Indigo for utility. This deck, however, is unique in the sense that it functions purely on the Mekk-knight’s merit and potential as a deck and attempts to flip the script by opting to go 1st when applicable rather than blinding second to break boards.

In this version of Knights, you have two normal summons that are capable of starting your plays, both of which have good utility and offer distinct advantages and disadvantages over the other. Your in archetype normal summon is Girsu, the Orcust Mekk-Knight. On summon he allows you to foolish any World Legacy or Orcust card from your deck to your hand. Ideally your go too target is World Legacy – “World Chalice”, though you will find situations where you would rather send another copy of himself, or one of your Spell/Trap cards to the graveyard. Additionally, he has the effect where if he is the only monster you control he can special summon two level 1 0/0 Dark Machine tokens, one to each players field. Afterword you can either link directly into Lib or Morning Star, the arguable heart of the deck or make Linkuriboh with the token and extend with Mekk-Knights in your hand.

Your other starter is Knightmare Corruptor Iblee and her purpose is both as a starter and as a recovery option. Iblee is a monster that on normal summon can target a link monster in your grave and special summon it so that it points to her. However you can link her off the field into either Almiraj if you’re going 1st, or Linguriboh if you’re going 2nd and her other effect triggers. When she’s sent to the graveyard you can special summon her to your opponent’s side of the field in Defense position. Which normally sounds bad but Iblee has the ability while she’s on the field to restrict her controller’s ability to special summon to only link monsters. This essentially allows you to set up columns going 1st and allows you to turn off powerful disruption tools such as Psy-Frame Gear Gamma, Niburu, and Infinite Impermanence. The downside to this playline is often at times your starting combo isn’t as strong, as you lack the ability to easily reach Lib, however it is much safer than using Girsu.

No deck is complete or even close to competitive without some way to search and thin your deck and this deck is no exception. Mekk-Knight Purple and Blue both allow you to fetch additional Mekks from your deck in which to push for game or establish control. Mekk-Knight Purple Nightfall, arguably the best Main Deck Mekk, is the largest in terms of attack power at 2500, and has the ability to target a Mekk-Knight you control as cost, then proceeds to banish it and search for any Mekk-Knight from your deck to your hand.

As for the other, Blue Sky on special summon checks the number of cards in your opponent’s column and adds an equal number of Mekks with different names from your deck to your hand. Additionally, World Legacy Scars serves as a simple draw engine allowing you to discard a Mekk or World Legacy card to draw 1 card. As a field spell, it’s recurring turn after turn and allows you to find more pieces to help control and close out the game.  Finally, this build uses Triple Tactics to push past hand traps or to simplify game states when your play lines are interrupted, though it’s okay to use other cards like Desires if you need draw power and can’t afford costly cards such as this.

Which brings me to my next point, the decks flexibility. At its core Mekk-Knights can OTK your opponent and control a field with its utility and World Legacy spell traps.  Red offers face-up monster removal in its column by banishing 1 Mekk from the grave, and Yellow can remove a Spell/Trap in its column by banishing a Mekk. Neither of these effects are once per turn, meaning as long as you have fodder and an ability to move them(I’ll be covering that shortly) you can potentially clear several cards from the field with a single copy. Green Horizon allows you to recur a Mekk-Knight from the grave to your hand when he declares an attack in his column. This allows you to prepare to follow up on the next turn or allows for additional link plays or even a draw from Scars.

As for the Spells/Traps, they offer a variety of power to Mekk Knights that allow you to pressure your opponent with their presence alone. World Legacy Whispers is a continuous Trap card, that upon activation can target a level 5 or higher and give it 1000 Atk/Def until the end of the turn, as well as negating any activated Spell effect in the same column as a Mekk-Knight. World Legacy Key is a continuous Spell card that upon activation adds any banished World Legacy or Mekk-Knight card to your hand and further adds negation of activated Trap effects in the same column as a Mekk-Knight. Finally, World Legacy’s Secret is a continuous Trap card that on activation can target any level 5 or higher monster in your grave and special summon it, as well as allowing you to negate the activated effects of Monster effects in the same column as a Mekk-Knight.

Important to note that these cards check where the card effect activated, meaning if they tribute a monster like Pankratops and a Mekk-Knight is in that column with Secrets face-up on the field, it will negate the effect as your opponent’s monster effect activated in that column.

As for the rest of the main deck, it’s a constantly evolving part of the meta-game. You use the Kaijus to out problematic cards in the format such as Zeus or Omni-negates your opponent may have established. Impermanence is my hand trap of choice as I opt out of traditional hand traps in lieu of options that allow for more versatility in play lines and more control in most meta match-ups. Macro Cosmos and Dimensional fissure serve as powerful one of’s that can absolutely destroy most of the meta decks with the exception of Zoodiac. Being able to prevent monsters from reaching the grave disables Dogma, Tri-Brigade and Virtual World from starting their plays outright. And as for it hurting you, the deck holds a plethora of options to turn them off at your leisure should you need access to the grave.

Finally, we reach the extra deck. Your heart and soul of the deck that allows you to contend with the meta and as a stand-alone deck lies in Lib the World Key Blademaster and Mekk-knight of the Morning Star. These two monsters 1 of which requires a Mekk-Knight and the other requires a World Legacy card in your grave to special summon, both serve the same purpose. They allow you to gain access to any of your World Legacy Spell/Trap cards. Lib has an ignition effect that sets a World Legacy card straight from the deck, though if you don’t have a World Legacy monster in the grave you cannot activate that card this turn. Lib also serves as a source of non-targeting, non-destruction removal. When she is used as a link material and sent to the grave, she can shuffle 1 card on the field back into the deck.

As for Morning star, on his summon, he can discard 1 World legacy or Mekk-Knight card to add any World Legacy card from your deck to your hand. His other function can win games due to opponents failure to read and understand the effect. He has a continuous effect that prevents all Mekk-Knights from being destroyed by battle unless the monster that battles it is in the same column as that Mekk-knight, in addition to that you take no battle damage.  As for the rest of the extra deck, the only essential pieces are 1 of the Link-3 Mekk-Knight Spectrum Supreme, 1 Mekk-Knight Crusadia Avramax and at least 1 of the link 1’s for Iblee. Otherwise, the extra deck is entirely flexible based on budgets, your locals and personal preferences. I just find this spread gives the most utility to close out games and maintain pressure on your opponent.

In Summary, Mekk-Knights is a very powerful and complex deck that plays around manipulating columns and moulding its framework to counter the meta. As new decks arise and take shape, this deck can just as easily adopt a continuous Spell/Trap to address the meta’s weakness and punish them with a usually minimal drawback. The deck is very difficult to pilot in a pure state, though very rewarding as your opponent’s struggle to play cards around your columns. Also, you’ll find your opponents also misplaying as they either forget what your card does or playing into your columns giving you the free advantage to link summon or push for game. Thanks for letting me share one of my favorite decks with you, with this Mekk-Knight deck profile, and I’m looking forward to sharing more information with you as we all play the game we love.

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