Chapter 177. The Final God Hand Crusher Shatters Everything! A Walkthrough of the Mekk-Knight Engine!
All the Duelists across every world focused their gaze on the Blue-side Duelist at this moment.
Looking at the game state:
On the Red side (AC), LP 1700.
Stellarknight Constellar Diamond, Constellar Pleiades, Psychic End Punisher.
Each of the three monsters is heavyweight.
Pleiades can bounce a card to interrupt and extend.
With Constellar Diamond on the field, neither player can send cards from the Deck to the Graveyard, and cards that would return from the Graveyard to the hand are banished instead.
Not only that, when the opponent's DARK monster's effect is activated, you can detach 1 material from this card to negate and destroy it.
The suppression is absolutely maxed out.
On the Blue side (BD), LP 2700.
Four Sheep Tokens and one set card.
The advantage is unquestionably with the Red side.
In other words, if the Blue-side Duelist can't break through the opponent's board, the turn will pass to the C side next.
And then Blue will basically be doomed to lose.
This is it—the final turn.
Blue-side Duelist: "My turn! Draw!"
Blue-side Duelist: "I Link Summon Link Spider using 1 Sheep Token!"
Blue-side Duelist: "I Special Summon Mekk-Knight Blue Sky! Mekk-Knight Blue Sky activates—there are 2 cards in its column. In that case, I add Mekk-Knight Red Moon and Mekk-Knight Purple Nightfall from my Deck to my hand!"
Blue-side Duelist: "I Special Summon Mekk-Knight Red Moon."
Red-side Duelist: "I activate Pleiades' effect. Detach 1 material—bounce the Red Moon."
Blue-side Duelist: "I Special Summon Mekk-Knight Purple Nightfall."
Blue-side Duelist: "I activate the effect of Linkuriboh in the Graveyard! Tribute a Token to Special Summon it!"
Red-side Duelist: "No, no, no! Stellarknight Constellar Diamond activates! Detach 1 material—your DARK monster's effect is negated and destroyed!"
Blue-side Duelist: "I enter the Battle Phase! Mekk-Knight Purple Nightfall destroys your Stellarknight Constellar Diamond!"
"And next… let me think."
He was out of options.
On the field, the Blue-side Duelist had spent every resource for this last push.
But after finishing the line, he did not end the turn immediately; instead, he seemed to recall something and fell into thought.
This scene instantly made the various main casts across Duel Worlds stir.
Especially Yugi Muto and the Pharaoh Atem in the DM world, and Joey Wheeler, Tristan Taylor, and Téa Gardner.
The instant they saw it, they seemed to see their former selves.
Masaka!
Could it be…?
Is it…?
D-side Duelist: "Eibo! Use my card!"
D-side Duelist: "This is the card of the final victory formula I left for you!"
D-side Duelist: "Remember the 10 cards I milled earlier?"
"You've got to use them, Eibo!"
"Find the card of our victory!"
"I believe in you! You can do it!"
"Right?"
"Our friendship won't fail us!"
As his partner's voice came from the D side, the Blue-side Duelist's pupils shrank.
His whole body trembled—he seemed to have thought of something, and immediately checked the Graveyard.
After he finished checking, a smile already curled at the corner of his mouth.
Yes—the smile of victory.
Blue-side Duelist: "Thank you, my teammate!"
Blue-side Duelist: "I think… we've already taken this Duel!"
Blue-side Duelist: "The card of our last victory is in the Graveyard—my teammate left it for me!"
"I Tribute my Continuous Spell, World Legacy Key!"
"After that, I return Eldlich the Golden Lord from the Graveyard to my hand and Special Summon it!"
"I activate the Trap in my Graveyard—Soul Energy MAX!!!!"
"This card's effect can be activated by banishing it from the Graveyard."
"I add 1 Obelisk the Tormentor from my Deck or Graveyard to my hand—the very card my teammate left me!"
"Answer my call—Obelisk the Tormentor!"
"Then! I use the 2 Mekk-Knights on my field—plus Link Spider—as Tribute!"
"Don't forget! Up to now, I still haven't Normal Summoned!"
"Descend—Obelisk the Tormentor! Bring the final hope!"
"Not so fast! We're not done! The card of the final victory formula!"
"First, I activate Obelisk's effect—Tribute 2 of my Sheep Tokens! Destroy all of your monsters!"
"Like that, my second copy of The Breaking Ruin God can activate!"
"Banish this card!"
"You've got 27 monsters in your Graveyard!"
"The total damage is—13,500!"
"Come!! Obelisk the Tormentor!"
"Fist of Fate!!!"
"Duel over! We take the win!"
After that last sequence, a scene that shocked everyone unfolded.
Every monster in the opponent's Graveyard was banished in an instant.
And the damage from that finishing blow immediately dropped the Red side's LP to 0.
Every Duelist stared, stunned and bewildered, at the lightning-fast series of plays and the result.
And this wasn't the first time.
It was the second.
That's right—the first time, their teammate pulled it off.
The second was just now.
The finishing blow took the win.
In the DM world, Yugi Muto and Seto Kaiba wore satisfied smiles.
Without the "divine immunity," Obelisk had gained a lot of Spell/Trap reinforcement.
That Soul Energy MAX!!! left them both dumbfounded.
They never imagined there was actually a way to recover Obelisk like that.
And a weakened God is still a God.
Just like this Duel—
A God's victory is beyond dispute.
In the GX world, Jaden Yuki and Aster Phoenix were full of feeling.
That second finishing punch gave them both goosebumps.
Especially that catharsis when Obelisk threw the punch and every monster in the Graveyard got banished—
You can't imagine how satisfying that was.
"Man! In the end, a God is a God! So cool!"
"Didn't expect Tag Duels to produce this kind of synergy combo! Dumping 10 cards really was easy to set up!"
"So this is the fun of Team Duels! Otherwise, how would you ever predict something like this?"
"Sheesh, two copies of that finisher! That's a lot to run! Is the Deck consistent enough?"
Students and faculty nearby immediately launched into a lively discussion.
And the thing that surprised them most was still that world-locking moment from earlier.
In the 5D's world, Yusei Fudo, Jack Atlas, and Crow Hogan paid even closer attention to the Dragon Emperor engine—or rather, to the Psychic End Punisher that the Dragon Emperor engine Synchro Summoned.
A Level 11 Synchro.
Its effect: while your LP are less than or equal to your opponent's, this Synchro Summoned card is unaffected by your opponent's activated effects.
In other words, this card even has a God-like resistance.
In the main world, after watching the short video, Sei Yuki quickly started looking for the next one.
And the current recommendation algorithm really is something.
There was a Mekk-Knight Deck in there.
Very soon, the Duel Master app's home page pushed a short Mekk-Knight Deck explanation video.
After a moment's thought, Sei Yuki chose the Mekk-Knight Deck breakdown.
At the same time, a title appeared across the Duel Worlds:
"A Deck That Needs Positioning! A Full Walkthrough of Mekk-Knights!"
Seeing this title, Duelists who'd still been immersed in the finishing blow were immediately hooked.
Mekk-Knights.
A deck that needs column positioning.
Say it out loud and you almost forget.
This was actually the first time they'd ever heard of a deck that requires understanding "positioning" to play.
Now the breakdown was here.
Of course they had to take a good look at what this Deck was all about.
Is column positioning really that important?
In the short video, the creator "MD Mekk-Knights" immediately began the breakdown.
MD Mekk-Knights: "Alright, first—thanks for clicking my video!"
"Today I've got a list that has some power but is still basically at the 'for-fun' level."
"That is—the Mekk-Knight archetype."
"First, all the in-archetype Mekk-Knight monsters can Special Summon themselves!"
"As everyone knows, our Duel Fields have rows and columns."
"Rows are just our field zones."
"Columns line up with the opponent's field."
"What's fun about this Deck is that Special Summoning is tied to columns."
"And the archetype requires you to observe the opponent's field as well."
"So, to play this Deck you actually have to understand column positioning."
"Like—who'd have thought you'd need MOBA-style 'positioning' to play Yu-Gi-Oh!"
"Now, about the Special Summon condition."
"If there are 2 or more cards in the same column, you can Special Summon this card from your hand to that column."
"In other words, the opponent needs to have a card in the column, and paired with a Link arrow you can quickly meet the summon condition."
"The in-house engine is small, so you can pair it with other themes for fun builds."
"Things like Orcust Mekk-Knights, Snake-Eye Mekk-Knights, Abyss Actor Mekk-Knights, Horus Mekk-Knights, etc., all exist."
"In short, Mekk-Knights are pretty compatible."
"It's just that the pure in-archetype power isn't that strong."
With that simple intro out of the way, Duelists across the worlds formed a decent impression of the Mekk-Knight archetype.
But once they carefully examined both fields, many wore odd expressions.
Right.
Mekk-Knights need column conditions.
Without other columns opened by Link arrows, Special Summoning gets awkward.
And if the opponent sets their cards messily, that also throws off your Mekk-Knight drop zones.
Thinking about that, the Duelists felt relieved.
No wonder you need to "know positioning."
So that's what it meant.
MD Mekk-Knights: "Next, card-by-card for the in-archetype Mekk-Knights."
MD Mekk-Knights: "Mekk-Knight Blue Sky—on Special Summon, add 'Mekk-Knight' monsters from Deck up to the number of your opponent's cards in its column."
"Mekk-Knight Purple Nightfall—Quick Effect on either turn: banish a 'Mekk-Knight' you control until your next Standby, then add a 'Mekk-Knight' from Deck."
"Mekk-Knight Indigo Eclipse—Quick Effect on either turn: move a 'Mekk-Knight' you control to another Main Monster Zone (column repositioning)."
"Girsu, the Orcust Mekk-Knight—on Summon, send an Orcust or World Legacy card; if there are 2 cards in the same column, this card can be treated as a Level 4 Tuner. If only this card exists on both fields, each player Special Summons a World Legacy Token (Machine/DARK/Level 1/ATK 0/DEF 0)."
"Mekk-Knight Red Moon—banish a 'Mekk-Knight' in your GY; destroy the monster in this card's column."
"Mekk-Knight Yellow Star—banish a monster in your GY; destroy the Spell/Trap in this card's column."
"Mekk-Knight Green Horizon—when an attack is declared in this card's column, add a 'Mekk-Knight' from your GY to your hand."
"Mekk-Knight of the Morning Star—the in-house Link-2. On Link Summon, discard a 'Mekk-Knight' monster or World Legacy card to search a World Legacy card. While it's face-up, monsters aren't destroyed by battle with monsters in the same column, and battle damage becomes 0."
"Mekk-Knight Spectrum Supreme—the in-house Link-3 boss. If there are no other cards in its column, it can attack directly for 1700. If its Link arrows point to no monsters, it can't be destroyed by effects and can't be targeted by your opponent's effects. You can send another of your cards in this card's column to the GY to Special Summon a 'Mekk-Knight' from the Deck in Defense Position."
"That's the pool of Mekk-Knight cards worth running."
"As for the in-house Link-3 boss, it's usually not included."
"After all, Mekk-Knights have a different 'big boss' in most builds."
"And other ones like Red Moon, Yellow Star, Green Horizon, etc., won't be at high counts either."
"So you can see the focus is on Morning Star (Link-2), Purple Nightfall, Indigo Eclipse, and Girsu."
"......"
After the single-card rundown, Duelists across the worlds froze, then wore slack-jawed expressions.
What stunned them wasn't how those Mekk-Knight effects read.
It was how few Mekk-Knight cards were actually included.
In the build, the Mekk-Knight cards weren't many.
Just like the summary said: Purple, Girsu, Indigo, and the Link-2 Morning Star are the focus.
So few copies?
No way.
Even the in-house Link-3 "boss"… isn't required?
Then what else are Mekk-Knights even running?
Relying on just these—doesn't that seem unreasonable?
Yugi Muto: "Looked at this way, Mekk-Knight construction is more about other cards' combo lines."
Yuma Tsukumo: "Yikes—so few slots. I can't even read the Extra Deck."
Yusaku Fujiki: "That's how Link decks are. In my view, Mekk-Knights are a supplemental extender."
Theodore Hamilton: "Right. If you don't play Links, it looks wild—but in practice it's normal."
The chat immediately lit up with Mekk-Knight discussion.
Most of the noise came from the Link world Duelists.
For them, Mekk-Knights were a fresh and fun Deck.
MD Mekk-Knights: "From the construction and the breakdown, you can see the Deck actually leans on the Spell/Trap suite. Specifically, the World Legacy lineup. So next, let's talk about how Mekk-Knights pair with World Chalice/World Legacy/Orcust packages. In my opinion, World Legacy, Mekk-Knights, Noble Knight/World Chalice, Orcust, etc., can be grouped together. A loose umbrella—within it, these themes interlink. There are connections throughout. So up next, I'll cover other compatible tech and pairing cards."
"...."
After hearing that, Duelists across the worlds wore slightly puzzled looks.
Huh?
Why does a Mekk-Knight Deck feel a bit complicated?
Like it isn't as simple as it first sounded?
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