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Deck Profile Mekk-Knight Decks Yugioh Deck

Pure Mekk-Knight

by Deck Master

Main: 40 Extra: 15 Side: 15

Banlist: 2024.01 TCG

22 Last Updated: 2024-01-19

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Deck Description

One of my favorite decks over the past few years has been pure Mekk-Knights. While a lot of techs and options have been available the last couple of years, since the release of Lib the World Key Blademaster, this has been a consistent blind 2nd strategy that greatly rewards good players.

One of the biggest advantages is the ability to run a lot of non-engine. The Mekks only require 17 engine cards to be more than functional. "B-b-but there isn't a World Legacy monster to send off Girsu!" While my build doesn't have one, it is possible to either play a copy of World Chalice or World Armor. They both pair well with a copy of World Legacy Succession, but from my experience the World Legacy monsters are bricks and large Bystial food. So what are we sending with Girsu, you ask? Simply mill a copy of World Legacy Memory, since this is all that is required to gain access to the best card in the extra deck, Lib.

Your standard combo line is to normal summon Girsu, sending a copy of Memory on summon. Then you summon the two tokens with Girsu's 2nd effect. Placing a token on your opponent's field can help enable the other powerhouse cards of Purple Nightfall and Blue Sky. If your opponent controls no cards (or they made you go first, gross!) then you can put their token in front of an EMZ and make a link summon to enable a free column with no other S/T needed. Being able to enable Purple/Blue with Girsu while gaining access to Lib gets you the entire engine online ready to cycle forever. Purple continously gets you bodies every turn while Blue helps you swarm the field, with Lib giving you direct access to World Legacy's Secret, the primary win condition of the deck. Secret is a continuous effect that plays under a lot of pseudo-towers monsters while also still negating effects that activate on field, prime example being that Secret will negate Pankratops!

This sounds like a tall ask to just get all these effects to resolve going 2nd, since most decks can make formidable boards going first. The solution here is the amount of non-engine you are allowed to play. 15 hand traps make it so boards are more bearable with 5 Mind Controls help use your opponent's monsters against them. There is also considerable strength to just special summoning a Purple, entering battle phase, and attacking over smaller threats like S:P Little Knight or Kashtira Fenrir, since none of the Mekk summons start a chain. There is also strong ability to leverage body spam to enable Underworld Goddess, Zeus and S:P to help clear and push through boards, along with Lib having a removal option still very powerful in today's metagame.

While the hand trap lineup and utility cards can largely be player preference and meta calls for online play, locals or larger events, Pot of Prosperity is the one that should always be constant. It's easy to spot the generic utility cards in the Extra Deck to remove in favor of finding Mekk engine or the appropriate handtrap or board breaker needed to solve a particular turn. It's also worth noting that Secret can revive ANY level 5 or higher monster, which pairs well with cards like Pankratops and Bystial Druiswurm. Link spider helps clear your field from a nib token if you have a powerful Secret set to play on their turn, Secure Gardna lets you use Lib's removal effect with ease, and can be used as xyz materal for Ty-Phon for even more removal. Zombie Vampire is a cute tech since any stolen monster can be treated as a level 8.

All in, the Mekk-Knight engine is very nice in being able to solve most problems through their size and ability to access great cards in the extra deck. The large amount of non-engine allowed makes it a truly customizable deck for any playstyle and any field of play.

Main [40] [6] [11] [23]

Extra [15] [11] [4]

Side [15] [3] [12]

Deck Breakdown

Main Deck

Extra Deck

Archetype Breakdown

Deck List

# Name TCGPlayer Cardmarket
3 Mekk-Knight Purple Nightfall $0.15 $0.16
3 Mekk-Knight Blue Sky $0.05 $0.07
3 Girsu, the Orcust Mekk-Knight $0.61 $2.01
1 Mekk-Knight Indigo Eclipse $0.52 $0.24
3 Ash Blossom & Joyous Spring $4.48 $4.73
3 Ghost Belle & Haunted Mansion $0.23 $0.48
3 Droll & Lock Bird $0.52 $0.97
1 Mekk-Knight Red Moon $0.09 $0.08
3 Effect Veiler $1.4 $0.36
1 Change of Heart $0.28 $0.39
3 Mind Control $0.17 $0.13
3 Pot of Prosperity $5.5 $10.88
3 World Legacy's Memory $0.22 $0.2
1 Snatch Steal $1.83 $0.57
3 Infinite Impermanence $5.53 $4.5
3 World Legacy's Secret $1.18 $0.94
1 Divine Arsenal AA-ZEUS - Sky Thunder $10.52 $11.39
1 Super Starslayer TY-PHON - Sky Crisis $31.88 $35.21
1 Dingirsu, the Orcust of the Evening Star $0.2 $0.69
1 The Zombie Vampire $0.53 $0.89
1 Underworld Goddess of the Closed World $0.24 $2.01
1 Accesscode Talker $1.29 $5
3 Lib the World Key Blademaster $1.77 $1.21
1 Mekk-Knight of the Morning Star $0.21 $0.23
1 Dharc the Dark Charmer, Gloomy $1.01 $0.97
1 Galatea, the Orcust Automaton $1.19 $3.4
1 S:P Little Knight $102.64 $0
1 Link Spider $2.75 $1.63
1 Secure Gardna $0.47 $0.16
3 Nibiru, the Primal Being $1.79 $3.63
3 Ghost Mourner & Moonlit Chill $0.32 $0.72
3 Cosmic Cyclone $0.17 $0.16
3 D.D. Crow $0.31 $0.32
3 Bystial Druiswurm $7.84 $12.2

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