Introduction
Mekk-Knights are an archetype found in both Cosmic Mechanical Entities and Star-Studded Futures that focuses on special Summoning themselves when 2 or more cards are in the same column. With the exception of the 2 Level 4 Knights, all the other ones require 2 cards in the same column to Special Summon themselves, and have different effects when Summoned. The deck tries to either set up a board consisting of cards that negate Monsters / Spells / Traps that are activated in the same column of Mekk-Knights going first or break boards going second.
I am
, I spend the majority of my time in Master Duel finding ways to make Mekk-Knights as viable as possible. I have played Mekk through every meta Master Duel has experienced and have created multiple different successful versions of the deck for both casual play and tournament play. For this guide, I am using
's previous guide as a template to expand on. Full credit to the work he has done in the past and similarities you may see.
Core Cards
Main Deck Monsters
Mekk-Knight Purple Nightfall x3, Mekk-Knight Blue Sky x2-3, and Girsu, The Orcust Mekk-Knight x2-3
These two cards are the bread and butter of the deck. Purple targets any Mekk-Knight (usually itself) to banish until your next standby phase to grab any Mekk-Knight from the deck, and Blue will grab Mekk-Knights equal to the amount of cards in its column that the opponent controls, Blue can search Purple and Purple can search Blue, making it so seeing one basically gives you both. They are key to the consistency of your deck and are cards you always want to open.
This is the prime card of the deck. Whether you play one, two, or three boils down to how pure of a deck you choose to build, but here should always start at 3 and work down, instead of 1 and working up. You want this card in 100% of your opening hands. Cases where you'd want less Girsu will be specified in the Tech Cards and Packages section near the bottom. This is the main card you want to search with Blue and Purple, and is also the main Normal Summon of the deck. On Summon it foolishes your 1 copy of
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or
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, depending on which one you wish to run. Its second effect, allows you to Summon a Token on either players field. This Token not only sets up a column for you since you can then Link off Girsu and the Token, it will create a column for Blue to activate or enhance it's effect. It will also turn off
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,
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. In addition to this, Kashtira is almost entirely shut down without entering Battle Phase first to rid the token, and will give you extra time to prepare for
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.
Mekk-Knight Indigo Eclipse x1-2
Indigo Eclipse, also known as the shifty boy, is important because its a Level 8 and it gives you the ability to move any Mekk-Knight into a different column, freeing up a column to Summon another Mekk-Knight. This is also the setup to your biggest payoff (Loading...
) and is crucial for combo extending, board breaking and setup with the additional Loading...
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. You only need 1 but as he is not a hard once per turn there are strategies where you are able to take advantage of two.
Mekk-Knight Yellow Star, Mekk-Knight Red Moon x0-1
These 2 are your situational removal options. You search them off of Purple or Blue when you need a problem card gone. You only play 1 because you usually only need one and you don't want to ever see more than one in your hand. If you don't feel like you need the removal you can cut either of them. Personally I always include both due to how volatile the game can be and how important it is to be able to keep searching bodies in later turns. These have very good synergy with Loading...