Building World Legacy With Mekk-Knights & World Chalice

Kelly Locke

3/19/2018 11:00:00 AM
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Ever since Code of the Duelist launched last year I've wondered if a ‘World Legacy' strategy was possible.

For example: could you play the World Legacy cards together to benefit multiple themes at once in a hybrid build? What would that take to accomplish, and would it be any good? That question faded from my mind last year, but when fellow TCGplayer writer Franco Ferrara and I discussed Mekk-Knights a month ago the concept appeared to become plausible.

A few weeks of testing later and I now have a build I'm mostly happy with, but more importantly it lays the groundwork for a strategy that's getting better with each new release.

The Legacy Of The World
World Chalice debuted in Code of the Duelist with their support split between two themes: World Chalice and World Legacy. The naming convention had its drawbacks, particularly with Auram the World Chalice Blademaster's ATK boost effect, but even then there was an assumption that more World Legacy cards were on the way. Krawlers in Circuit Break had their own set of World Legacy support cards, including their all-important Field Spell World Legacy in Shadow. That trend continued with Mekk-Knights in Extreme Force, and we'll also see more World Legacy cards debut alongside the Troymare theme in Flames of Destruction.

There's potentially another three World Legacy-supported themes arriving after Flames of Destruction, and one new World Legacy card supporting Mekk-Knights has already been revealed for Cybernetic Horizon. What's interesting is that there's just two search effects so far: World Legacy - “World Chalice” and World Legacy - “World Armor.” Between the two, world Legacy - “World Chalice” is searchable by virtue of being a World Chalice monster, and that makes it much more interesting than its World Armor counterpart.

So why do I care about searching World Legacy cards in the first place? World Chalice rarely need them and already play World Legacy - “World Chalice” for its third effect, and Krawlers can reach their most relevant World Legacy through Terraforming. Even Mekk-Knights are competitively viable without a single World Legacy card. But there's another build of Mekk-Knights that isn't seeing play, and it's primarily due to a lack of search effects. The overt strategy of Mekk-Knights uses the World Legacy Continuous Spells and Traps to negate cards in the same columns as your monsters–the problem is that those World Legacy cards are hard to find.

Mekk-Knights currently have four World Legacy support cards including a Field Spell: World Legacy Scars, World Legacy Key, World Legacy Whispers, and World Legacy's Secret. It's the effects of Key, Whispers, and Secret that transform Mekk-Knights into an engine pumping out a steady stream of reasonably high ATK monsters into a dedicated control strategy. Each card negates a specific type card type that activates in the same column as a Mekk-Knight you control. With the column-changing monster Mekk-Knight Indigo Eclipse in play, you can freely negate at least one effect, or you can fill the field and prevent almost any non-Field Spell from resolving successfully.

 Mekk-Knight Indigo Eclipse
$2.75
$0.25
$0.05
Mekk-Knight Indigo Eclipse158084
Set Extreme Force
Number EXFO-EN019
Level 8
Type Effect Monster
Monster Psychic
Attribute LIGHT 
A / D 2400 / 2400
Rarity Super Rare
Card Text

If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Indigo Eclipse" once per turn this way. Once per turn (Quick Effect): You can target 1 "Mekk-Knight" monster you control; move that target to another of your Main Monster Zones.


Store Condition Qty Avail Price  
WisCardboard 1st Edition - Near Mint 1 $0.05
TMM Card Store Unlimited - Near Mint 1 $0.05
Mystic Tree 1st Edition - Near Mint 3 $0.06
Mystic Tree Unlimited - Near Mint 1 $0.07
Pro-PlayGames 1st Edition - Near Mint 3 $0.08
bestsga 1st Edition - Near Mint 4 $0.09
Gaming Cave 1st Edition - Near Mint 1 $0.09
Collector's Cache 1st Edition - Near Mint 3 $0.09
Hob Shop 1st Edition - Near Mint 2 $0.09
Card Adventures 1st Edition - Near Mint 1 $0.09

Setting up this disruption is easier said than done. You're effectively building two cards combos primarily with Indigo Eclipse and one or two of the World Legacy traps. World Legacy Key has the best on-field effect, but negating traps has low utility beyond Evenly Matched, Trickstar Reincarnation, and a couple of other match-ups. Whispers and Secret will almost always be relevant in any match-up provided you can find them. Both on-theme Mekk-Knight search effects are attached to monsters and only search monsters. That's fine for the engine you'll see in Invoked Mekk-Knights, but pure builds are left trying to shoehorn in draw effects to reach those World Legacy cards.

The competitive solution here is to forgo World Legacy support, add an Invoked engine, and play the Invoked Mekk-Knight strategy that already have a proven record of success. World Legacy's Secret can still be played when going first to Special Summon a fallen Invoked Mechaba, so you'll get to exercise a small portion of the column-based negation the theme was designed for. That said, building the deck with a World Legacy search engine in place is incredibly fun, and there are some unexpected synergies between World Chalice, World Legacy, and Mekk-Knights that makes a hybrid build worth exploring.

Two Enemies Fight As One
The World Chalice fight against both Krawlers and Mekk-Knights in the World Legacy Lore, but we'll be using them together to construct boards full of interruption and negation. There's one ideal win condition here: load the field with enough Mekk-Knights backed by World Legacy spells and traps to stop your opponent's cards from resolving. To do that we need to achieve two specific goals:

1. Fulfill Summoning conditions for Mekk-Knight monsters by filling columns with cards in appropriate zones

2. Search or draw into World Legacy spells and traps using World Chalice

The first step is much easier to achieve when you're playing second. Your opponent might have already created a perfect zone for you to Summon your monster to with no effort required on your part. You can simply Special Summon your Mekk-Knight Purple Nightfall or Mekk-Knight Blue Sky and start searching, but what if you end up playing first? How do you create openings if your opponent has carefully positioned their monsters so no column has more than one card in it? In a worst-case scenario you might have to create your own column, but with Grinder Golem Limited that's often not easy.

 Brilliant Fusion
$21.27
$17.53
$14.11
Brilliant Fusion122379
Set 2016 Mega-Tins Mega Pack
Number MP16-EN082
Type Spell Card
Attribute SPELL 
Rarity Super Rare
Card Text

When this card is activated: Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, using monsters from your Deck as Fusion Materials, but change its ATK and DEF to 0. If this card leaves the field, destroy that monster. Once per turn: You can discard 1 Spell Card; the monster Special Summoned by this card's effect gains ATK and DEF equal to its original ATK and DEF, until the end of your opponent's turn. You can only activate 1 "Brilliant Fusion" per turn.


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Game Cafe 1st Edition - Near Mint 3 $14.11
Video Game World 1st Edition - Lightly Played 1 $15.50
Shawns Card Shop 1st Edition - Lightly Played 2 $15.84
Bemani Lounge 1st Edition - Near Mint 3 $15.99
Cardhype 1st Edition - Near Mint 1 $15.99
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Yugioh Economics Unlimited - Near Mint 1 $16.71
UltimateCardsTcg 1st Edition - Lightly Played 2 $16.79
Bass Cards 1st Edition - Lightly Played 2 $16.94

Filling the Extra Monster Zone's crucial, and that's partially what the World Chalice engine seeks to achieve. Any Normal Monster in the deck can become a Link Spider or Imduk the World Chalice Dragon, which leaves you with a single Spell and Trap Zone to fill. Instant Fusion and Brilliant Fusion help produce columns where Mekk-Knights can be Summoned, and Instant Fusion into Millennium-Eyes Restrict is particularly strong when playing second and actively protects you against hand traps thanks to its effect. Keep in mind that you can also Tribute Summon Mekk-Knight Blue Sky to activate its search effect, so any spell that Summons a monster has utility even when you can't form a column.

World Legacy - “World Chalice” helps us achieve that second goal by searching World Legacy spells and traps on the turn after it was sent to the graveyard. Although it's painfully slow it's also the most consistent way to reach your negation cards, thanks mostly to Lee the World Chalice Fairy.

You can Normal Summon Lee, search World Chalice, then either Tribute Summon it using an extra Normal Summon offered by Gem-Knight Seraphinite or Imduk, or send it to the graveyard with World Legacy Scars to draw a card. The former method is a bit more useful here due to World Chalice's second effect, and you can very easily get that extra Summon by drawing into your copies of Brilliant Fusion, Transmodify, or Unexpected Dai.

If you can kickstart the World Chalice engine you'll also have a couple of options that let you reach your World Legacy cards even earlier. There are two huge draw cards you can fit into your Extra Deck: Ningrisu the World Chalice Warrior and Saryuja Skull Dread. Summoning either monster will let you see more cards, and that's incredibly valuable for a strategy that's reliant on a very specific field configuration. The Agent of Creation - Venus is essentially a one card Saryuja provided you turn two of your Mystical Shine Balls into Link Spider and Imduk.

There's another benefit of reaching Saryuja, or even Firewall Dragon: they can Special Summon Mekk-Knights from the hand to any zone. It's surprisingly useful in situations where you might only have one valid column to Summon a Mekk-Knight, but you have two or more in hand. In particular it's great going second after resolving a Mekk-Knight Blue Sky. Like Infernoids you can sometimes end up with more monsters than you know what to do with. These Link-4's help you move those monsters from your hand to the field so they can start applying pressure to your opponent.

    Mekk-Knight World Chalice Kelly Locke    
 
Main Deck
Side Deck
1 Beckoned by the World Chalice
1 Gem-Knight Garnet
3 Lee the World Chalice Fairy
3 Mekk-Knight Blue Sky
3 Mekk-Knight Indigo Eclipse
3 Mekk-Knight Purple Nightfall
1 Mekk-Knight Red Moon
1 Mekk-Knight Yellow Star
3 Mystical Shine Ball
2 The Agent of Creation - Venus
1 World Chalice Guardragon
3 World Legacy - "World Chalice"
Monsters [25]
3 Brilliant Fusion
1 Instant Fusion
1 Monster Reborn
1 Soul Charge
2 Transmodify
1 Unexpected Dai
2 World Legacy Key
1 World Legacy Scars
Spells [12]
2 World Legacy Whispers
2 World Legacy's Secret
Traps [4]
Deck Total [41]

EXTRA DECK

1 Auram the World Chalice Blademaster
1 Borreload Dragon
1 Firewall Dragon
1 Gem-Knight Seraphinite
2 Ib the World Chalice Priestess
3 Imduk the World Chalice Dragon
1 Link Spider
1 Millennium-Eyes Restrict
1 Ningirsu the World Chalice Warrior
1 Proxy Dragon
1 Saryuja Skull Dread
1 Tri-Gate Wizard
Extra Deck [15]
Notes:


There are other cool synergies here with various World Legacy cards. World Legacy Key can add a banished World Legacy - “World Chalice” back to your hand, giving you another card to discard for World Legacy Scars or fodder to pitch for Lee's graveyard effect. World Legacy's Secret can Special Summon World Chalice at an ideal moment to activate its on-field effect. It doesn't always come in handy, but when it does you can send your opponent's freshly-Summoned Extra Deck monster straight to the graveyard.

Transmodify is worth playing within the cfontext of the World Chalice engine because it can Summon The Agent of Creation - Venus by sending a copy of Lee or Mystical Shine Ball to the graveyard. However, it also works with the Mekk-Knight engine by trading Mekk-Knight Yellow Star or Mekk-Knight Red Moon for Mekk-Knight Purple Nightfall.

Mekk-Knight Blue Sky is also a potential target if you wanted to play Mekk-Knight Orange Sunset or Mekk-Knight Green Horizon. Blue Sky itself can be Summoned through Transmodify – especially with the upcoming Mekk-Knight Avram – but it won't net its effect. PSY-Frame Driver could also work as a stepping stone to the Level 8s, although most of the value with Transmodify comes from reaching Purple Nightfall anyways.

To be absolutely clear: I don't expect to see a Mekk-Knight/World Chalice build topping Regionals anytime soon. This deck has a lot of cool interactions and the potential to become even better with more World Legacy support, but in the meantime the power, tempo, and consistency of the Invoked engine.

Still, I've been having a blast playing this deck recently, even without Saryuja, and I couldn't wait to share its silly premise and thought-provoking potential. I'm sure we'll be seeing a lot more of World Legacy over the next year, and if we do I wouldn't be surprised to find cards like World Legacy Scars and World Legacy Keys in decks without Mekk-Knights.

Until next time then

-Kelly


Kelly​​​ ​​​Locke​​​ ​​​is​​​ ​​​a​​​ ​​​West​​​ ​​​Michigan​​​ ​​​gamer and writer. In​​​ ​​​addition​​​ ​​​to​​​ ​​​writing​​​ ​​​on TCGplayer,​​​ ​​​Kelly​​​ ​​​writes​​​ a ​​​​​​ personal​​​ ​​​blog​​​ ​​​ ​​​covering​​​ ​​​Yu-Gi-Oh!,​​​ ​​​Destiny,​​​ ​​​and​​​ ​​​other​​​ ​​​hobbies. You​​​ ​​​can follow​​​ ​​​him​​​ ​​​on​​​ ​​​​​​ Twitter​​​ ​​​ ​​​and​​​ ​​​check​​​ ​​​out​​​ ​​​his​​​ ​​​​​​ Youtube​​​ ​​​channel​​​ . He​​​ ​​​also studied marketing at Western Michigan University.



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