Mekk-Knights

Master I from on October 25th, 2024
cp-ur 1020 + cp-sr 420
41 cards

Notes & Combos

Late month to M1. A bunch of non-games.

Max handtraps because board breakers are not very reliable. Snake-Eye engine is small enough that it can properly be called an engine instead of "A worse Snake-Eyes deck". Max Diabellstar because starters are important. The Galatea Dingirsu combo can be removed for other tech choices. I made the decision to keep it in the deck because board breakers eat you alive. Oh look, a contradiction! Board breakers are great into Mekk because Whispers is too terrible to reliably run in the deck. Dingirsu can also help survive situations like Tenpai battle phase as well as the usual nontarget removal

Droplet was actually MVP so many games. Talents came up a lot because everyone's also maxing handtraps, which is another reason I chose to go with the snake-eye engine. Can actually play through 2-3 handtraps depending on your hand.

Make Tenpai go first and they seals pass and you just OTK them for their life savings.

The other duelists are either playing fragile FTK decks because Tenpai is letting them go first, or they're playing out of fear of being Tenpai'd and you just farm them.

I have had some really good duels and some really sick combos and a game update rendered all my replays broken before I could think to save them.

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Replays

No replays this time.. Because Konami happened to drop an update that greyed out all my replays before I could look through and save them. I actually had 1 in particular I will try to replicate in the coming days.

Although I do still post a lot of videos to the Mekk channel in the Discord if you search under my name. Not much this month however as I've been heavily invested in work and other games.